Guides Guide to Playing Wamai on Border
Home to the infamous annoying loud speaker, Border was released during Operation Dust Line. A bit on the smaller side, with only two floors and two staircases, the map favors plenty of close quarter combat. Border also sees attackers playing from outside for a large portion of the round, either holding flanks or pressuring site windows, thus run outs are quite common. The majority of the walls and floors in this map are destructible, so vertical play is essential.
Wamai came into Operation Shifting Tides as the Kenyan partner to Kali, and the first to join her private military company, NIGHTHAVEN. He is a two-armor, two-speed defender with an appealing arsenal fit for most players. His gadget requires a more patient approach though, and dying early means being much less effective, similar to Lesion. He works best as an anchor, whether on or off-site, but he can lurk near site as well, readily rotating to supply his teammates with his utility.
WAMAI’S GADGET
Wamai’s Mag-Nets are discs that intercept all attacker projectile gadgets, including Capitao’s crossbow bolts, but excluding Hibana’s X-Kairos pellets. The projectiles are redirected and drawn towards the Mag-Net, triggering on their position instead after a few seconds. This makes them very effective at protecting bulletproof gadgets from being destroyed with explosives. Since they can be thrown and have a large range, they are fairly versatile, but there is a brief delay before activating.
Position your discs carefully so explosives are not drawn towards your teammate’s gadgets. Similarly, positioning them grouped next to each other can cause them all to be blown up with a single grenade, so space them out when possible. Wamai obtains up to five Mag-Nets over the course of the round. He begins the round with one, and gains another every forty seconds, obtaining all five just before the final minute of the round. Throughout the round, it is useful to keep at least one in your pocket to use reactively. If you predict the enemy team will bring Ace, you may wish to hide your first disc outside the main reinforced wall in attempt to deny one of his Selmas. It can also be useful to hide them outside windows near site that attackers commonly try to throw grenades from.
LOADOUT
Wamai enjoys the choice between either the Aug A2 or the MP5K. The AUG is one of the few assault rifles available to defenders, and it packs a powerful punch. Run it with your preferred 1x sight and either the flash hider or compensator. You may also equip it with the suppressor without suffering significant damage penalty; you will still kill attackers with the same number of bullets. If you want a higher fire-rate weapon, bring the MP5K with either the flash hider or compensator. You can equip it with a 1.5x scope as well, which will make it easier to land those headshots. Since the SMG features poor DPS, headshots will be key to winning your gunfights. As for secondaries, bring the Keratos if you fancy a hand cannon with awesome stopping power and some destructive capabilities. But if you prefer a more traditional pistol, you have access to the P12 as well.
The Deployable Shield is usually the ideal choice for Wamai, as it synergizes well with his Mag-Nets. Use your discs to soak utility while protecting your shield as long as possible. Use the shield to create additional positions for defenders to play on or near site while watching key areas. While covering these areas you can prefire at attackers thanks to the intel gained via the see-through slits.
The Proximity Alarm is perhaps not as strong as the Deployable Shield, but can be helpful for alerting your team to flanks. It may even be preferred if your team already has plenty of bulletproof gadgets that need protecting. Use the alarms to give you a heads up when attackers try sneaking through a key area to access site. Since you know where attackers will try pushing from, you can prepare by lobbing a disc or two in that direction.
DEFENDER BOMBSITES
BOMB SITE 1 – Customs Inspections [1F] and Supply Room [1F]
This site is commonly the third pick, but can be a good early pick to catch opponents off-guard if your team has a rehearsed strat. Attackers will breach Detention wall and may breach the East Customs wall from Passport Check so reinforce these and reinforce Supply wall at the bottom of Metal Stairs. Hatches can be played open if you have significant upstairs roam presence or reinforced if you have good intel upstairs and a few anchors with nitro cells.
A lot of teams will try to root out a Bandit tricking Detention wall with some grenades. This disc on ping could easily go unnoticed and soak up at least one of them. The one on my crosshair is great for catching projectiles sailing through the window.
This corner in Supply makes for a great anchor position since attackers will often try to plant just inside the window. Sit here and soak up any utility they invest in their efforts to do so.
Just on the other side of that corner, plant a shield after a teammate opens up a rotate where I made this hole. This gives you flexibility in your positioning and adds some cover to keep you safe while rotating.
Protect this shield with some discs hidden on the ceiling above if attackers push Exit Hall, or some discs hidden under the Stairs if they're pushing through Blue Hall.
You can also play this shield against the Customs reinforcements. This allows you to keep an eye on Blue Hall with plenty of potential locations for your frisbees. If attackers breach the wall behind you, rotate over to the other side of this doorway and you can still use the shield as cover against attackers pushing through.
BOMB SITE 2 – Ventilation Room [1F] and Workshop [1F]
The most popular second choice, Vents and Workshop are a spacious site, and include Server Room in between. Since Vents itself is dangerous to play in, hold it from above in Armory Lockers. East Workshop wall should be reinforced, but a coordinated team may leave it soft and even create a rotate hole to bathroom, instead saving their reinforcements for elsewhere. Either way be sure someone is keeping an eye on Bathroom so attackers cannot freely breach the flank.
Catch any projectiles flying through Vents window with discs hidden in the shelving, where they are more protected from an IQ above.
You can lob discs in this hallway in order to protect this shield in Server doorway to keep an eye on Exit Hall.
If the shield is destroyed, retreat into this pocket in Server Room that is well protected with this single reinforcement and the hatch above reinforced. A rotate should be made on ping.
This shield near the bomb is great at watching for attackers pushing the backside of site. Use your discs to protect it from explosives sailing over the holes above or dropping through the Workshop hatch.
If you do play the above shield, you will want to move the single reinforcement over one slot to cover up this hole so you aren't shot in the back by Vents window.
BOMB SITE 3 – Bathroom [1F] and Tellers [1F]
This site is almost unplayable but could potentially be defended well enough with a solid vertical hold from Offices. To do so, a few teammates need to invest plenty of utility upstairs. But if you are less comfortable with this site in general, extend laterally instead into Customs by reinforcing Detention, or Server Room using reinforcements along with a teammate on Server wall. Generally, this site favors aggressive defending teams.
This shield gives you some flexibility in positioning so you can rotate in and out of Tellers while covering the main breach and site window.
The one above should be supplemented with this one in the hallway to give you cover while moving around. From here you can keep an eye on the flank.
Alternatively, play above in Offices, reinforcing the single panel and opening up some holes above the default plant so you can line up this pixel on attackers planting behind Vending Machine in Tellers.
If you are playing up top, make sure you reinforce the triple wall, the single panel, and preferably the hatch for your anchors below. This shield gives you or a teammate a secure area to hold while covering the back of whoever is watching the hole in the floor on Vending Machine.
BOMB SITE 4 – Armory Lockers [2F] and Archives [2F]
Finally, we arrive at the preferred bomb site! Attackers almost always push this site by taking control of Security and West balcony, then breaching Lockers wall. Sometimes, they will push Archives door and window, and may or may not take control of Offices before breaching Archives. This site is best defended by extending into Offices, or otherwise having an off-site anchor in Security with a bit of utility to delay as long as possible.
This first shield keeps an eye on main breach and is easily protected with discs on the wall above. You can toss discs against the shelving as well as followup.
While one teammate plays the shield, another can play Half Wall and watch for attackers pressuring below through these holes in the floor.
This shield keeps an eye on the plant coming through Archives. Protect it with discs in the shelving, but watch for grenades coming through the hole above the reinforcement if attackers open Offices window.
Each of these 4 reinforced walls will protect whoever plays the Archives shield from being shot in the back. How your team uses the rest of its reinforcements is largely based on preference.
One very effective way to finish reinforcing this site is to extend into Offices and reinforce the three walls in the corner. A rotate can be made on ping and protected with this shield and even some Mag-Nets.
With control over Offices established, it is much easier to contest Break Room. If possible have a teammate turn this line of sight into a rotate to threaten flanks against attackers pushing through CCTV.
Guides Guide to playing "Blackbeard" in "Outback"
Outback is a medium-sized map with two surface level floors. The building is shaped like a backwards L when seen from the top. There are two objective locations on each floor. There are many exterior windows and doors that attackers can use to check the building from the outside before making their approach. Because of this, a common strategy is to distract the defenders from the outside while the rest of the team make their way into the building from the opposite side.
However, the interior layout of the building is quite complicated with many rooms and stairways leading to and from each floor. This gives defending roamers many places to hide. Go in unprepared and you will likely be killed by a hiding defender.
▲Outback’s objective locations. Two on each floor.
Blackbeard is an offensive operator that can equip a Rifle Shield onto his primary weapon and specializes in gunfights. The Rifle Shield has 50 Health and can absorb about two shots. Rainbow Six has a rather short time-to-kill, so this is a big advantage. Equipping the shield does come at a cost of mobility however.
Because of his ability, Blackbeard is most effective when shooting from a position that only reveals his head. He isn’t the best at close ranges and should actually switch to his secondary weapon, the D-50 Pistol, instead of using his Rifle Shield. The D-50 has 71 Damage with fast reloads and high Capacity as well.
After the Shadow Legacy update, Blackbeard received some changes to his sight options. The MK17 CQB Assault Rifle can use the Scope 1.5x while the SR-25 DMR can use the Scope 3.0x. Take your scope options into account when choosing your weapon.
▲The MK17 CQB can now equip the Scope 1.5x, although it is a nerf compared to the
previous ACOG.
▲The SR-25, like other DMRs, can equip the Scope 3.0x.
▣ 2F Laundry ~ 2F Games Room
Attackers can climb onto the wide Motel Balcony to start their attack. There are windows to the Dorms, Showers, and Games Rooms which enables you to pick from many different angles.
Blackbeard can cover the Dorms and Showers windows and engage approaching defenders. You can decrease the enemy’s numbers and at the very least hinder their movement. If the match starts to drag on, you will need to be more aggressive and create new angles as well.
Try to have one teammate take the Terrace to Piano Room route. There may be hiding defenders near the Piano Stairs so use drones and Stun Grenades to safely clear the area first.
▲The Dorms window angle can help you limit enemy movement.
▲You can use the Showers window angle to check the Back Stairs.
▲Defenders can stop attackers on the Motel Balcony from the Mechanical Bull area so be careful.
▲You can also go through the Mechanical Bull window and push to the Games Room.
▲From the Terrace, press on into the Piano Room and get an angle into the Motel Hallway or breach the Games Room wall.
▲Taking the 1F Piano Stairs. Clear the Piano Room then breach the Laundry wall.
▣ 2F Party Room ~ 2F Office
Like the previous objectives, there are many exterior windows near the Bombsites for attackers to use. Your team can split up to cover multiple routes. One group can climb up to the Convenience Store Roof into the Garage Lounge window. The other group can go through the Mezzanine or Electrical Room windows and check the Bombsites from several angles. Just make sure to check inside the windows for traps or campers before entering.
Blackbeard is best at long ranges, so I would recommend taking the Garage Lounge window route. After vaulting the window, you’ll find cover spots to your right which enables you to safely advance. Group up with your teammates and go through Showers or Dorms while clearing defending roamers all the way to the Games Room.
▲You can climb up these crates here to reach…
▲the Garage Lounge window.
▲There is a similar window on the opposite Convenience Store Roof. There are cover spots right inside here as well.
▲After going through Garage Lounge, you can take this angle to Office.
▲The Electrical Room window located behind the Party Room. The Bombsite lies just ahead.
▲If you have sufficiently checked the Terrace window with your drone…
▲go through Mezzanine and scout the path leading to both Bombsites.
▣ 1F Nature Room ~ 1F Bushranger Room
The Bombsite is tucked away on the west side of the building, so hard breachers should enter through the Back Entrance and breach the Bushranger Room wall. Defenders will likely perform a Bandit Trick on the wall or breach the floor near the 2F Back Stairs to catch entering attackers. Check the second floor Dorms and Back Stairs area before making your breach.
You can also try a vertical play from the second floor. The second floor is mostly made of breakable material as well as having a hatch that leads from Laundry to the first floor Bathroom. However, Blackbeard is restricted to only a Breach Charge so just keep the vertical play in mind.
▲The Bushranger Room can be penetrated by breaching this wall.
▲Defenders may be waiting on the Motel Hallway using the breached floors.
▲If you and your team have secured the second floor, you can try a vertical play.
▲You can drop down to the Bathroom which resides between both Bombsites from the Laundry.
▲If you use a Breach Charge on the Piano Room floor, you can try a vertical play to the Nature Room.
▲After coming through the Motel Reception, take this angle into the Nature Room.
▣ 1F Compressor Room ~ 1F Gear Store
The Bombsites are located in the middle of the building. Therefore, there are many walls your team can breach to create new angles. Here, you can also try a vertical play from the 2F Office or Office Supplies rooms. Defenders will likely have more roamers that usual so expect retaliation.
There aren’t many exterior angles so you must enter the building first. There also aren’t many long angles for Blackbeard to take. The Garage or Restaurant do have long ranges but other than that you will be at close to medium range. If possible, move with your team and cover each others’ backs.
▲If you spawned at Fuel Pumps, be careful of the Motel Reception. It is a prime spot for spawn killing.
▲Though unlikely, if not reinforced, breach this wall and head to Garage.
▲You can go through the Garage Lounge window and take a high angle like so.
▲Using the windows to get into Restaurant. From here, you can head towards Gear Store.
▲If you entered through Restaurant Lobby, be careful of defending roamers hiding here.
▲Breaching the Kitchen wall leading to the Compressor Room is a good option.
▲You can destroy enemy gadgets by breaching the 2F Office or Office Supplies room floors.
▲You can head towards the Convenience Store by going through the Waiting Room window.
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Guides Guide to playing "Thermite" in "Border"
Border is a small map with only two floors. The entire map consists of a single building which allows the defenders to cover the entire area instead of just the Bombsites. There are many places for attackers to create new angles by breaching walls or windows from the outside. Because of this, attackers can safely check the interior from outside but defenders may try a runout play to counter this.
The objective locations are placed rather strangely. The second floor only has one while the first floor has three. The 1F Customs Inspections ~ Supply Room, 1F Bathroom ~ Tellers, and the 2F Armory Lockers ~ Archives have exterior walls that can be breached so operators like Thatcher are good picks. Just be careful of runout plays from the defending team while you breach.
▲Border is a small building with three objective locations on the first floor.
Thermite is an iconic hard breacher in Rainbow Six who has boasted a high pick rate since launch. His ability is placing Exothermic Charges on surfaces to breach them. These can also be recovered if not detonated. Exothermic Charges create rather big holes which is a big plus.
Thermite can choose between the 556XI Assault Rifle and the M1014 Shotgun for his primary weapon. Players will need to breach reinforced walls safely so the long range assault rifle is the better choice in most situations. The 556XI has high damage and a steady recoil pattern making it a strong gun even amongst other offensive weapons.
▲The 556XI can equip the Scope 2.0x and the 2.5x after the scope changes.
▣ 1F Customs Inspections ~ 1F Supply Room
You can breach the exterior double wall leading from the Parking Lot Alley to Detention. It will likely be reinforced so Thatcher should spawn at the Parking Lot Entrance and use an Exothermic Charge. Breaching this wall will allow your team to safely check the Bombsite surroundings from the outside as well as use it as an entrance to the building.
To counter this, defenders will likely use the Exit Hallway or Ventilation Room on the opposite side to make a runout play. If Thermite is disturbed during his breach, it will be hard to get out of the situation alive. Make sure your team has your back.
Other breaching spots include the wall from Passport Check to Customs Inspection as well as the 2F Security Room hatch. Both will give you good angles. As always, use your drones to check the area for roamers beforehand.
▲If the defenders perform a Bandit Trick while you try to breach the Detention wall, make a small hole like so and throw a Stun or Frag Grenade.
▲Breaching the Detention room wall gives you a path to Customs Inspection through the Supply Room to the left.
▲Defenders may come from this area to stop your breach. Make sure your team covers it.
▲There are four side-by-side walls leading from Passport Check to Customs Inspections you can breach.
▲You can also breach the 2F Security Room hatch. Try to create as many new angles as possible.
▣ 1F Ventilation Room ~ 1F Workshop
There aren’t any notable exterior walls here, but you can use the door near the Exit Hallway or the Ventilation Room window to check the Bombsite from the outside. Because of these two angles, the defenders cannot hide in the Ventilation Room. They will likely make a rotation by breaching the Server Room wall.
Thermite should focus on breaching walls or hatches to make new angles instead of scouting the Ventilation Room. You can try going through the opposite side and breaching the Workshop wall or breach the 2F Server Room hatch leading down to Workshop. Defending roamers will likely be waiting for you so be careful.
▲You can open the Exit Hallway door to scout.
▲This Ventilation Room window makes it impossible for defenders to hide inside the room.
▲There are two hatches on the second floor that lead down to the Bombsites.
▲Going through Tellers and breaching the Workshop wall.
▣ 1F Bathroom ~ 1F Tellers
There is an exterior double wall close to Tellers that you can breach. There is also a window right next to it, so if the defenders place Shock Wires or Electroclaws you can easily destroy them. Therefore, this wall won’t be particularly hard to breach.
However, your team may get caught after breaching and entering. The defenders will likely expect this breach and set up the area prior to your attack. They can use the 2F Office hatch to look down into the area and create new angles by breaching the floor.
Because of this, try to clear the 2F Office area before making your breach. After the second floor is secure, you can move forward with the breach and install the Defuser.
▲You can use the Tellers window to check behind the reinforced wall. Because of this, defenders cannot perform a Bandit Trick here.
▲This double wall will be easy to breach.
▲Defenders may be waiting for you from the second floor like so.
▲If the defenders breach the floor like this, penetrating the Tellers room will be difficult.
▲Try to secure the second floor Office first.
▲You can look into Tellers from the South Balcony window. Try to have at least one teammate here.
▣ 2F Armory Lockers ~ 2F Archives
This location is the best choice for defenders due to it having no chance of a vertical play. Expect to play this location often if you get Border as the map.
You can start your attack by rappelling up to the second floor Balcony and checking the interior. The West Balcony has a double wall leading to Armory Lockers. If Thermite is able to breach this wall, your team can safely check the Bombsite from the Balcony.
Defenders will try to stop your breach by waiting in the Security Room. Therefore, the Security Room should be your first objective. After securing it, you can proceed to breaching the Armory Lockers wall or going through the Main Hallway. If you go through the Office, you can breach the Archives wall there as well.
▲Check the Tellers from the South Balcony window. Try to have one teammate cover this window.
▲The most important wall to breach: the West Balcony ~ Armory Lockers wall.
▲The defenders will likely set up the Security Room like so to stop your breach.
▲If Thermite comes through the Office, breach this wall for a new route to Archives.
▲If your team is heading for Archives, try to have one teammate cover the Armory from this window.
Guides Guide for playing 'Capitao' on 'Oregon'.
[DISCLAIMER: This guide is intended to be as bare bones as possible in order to give general advice to any new Rainbow Six: Siege players. In addition to this article being opinionated, I would like to also state that zero-sum strats in this game do not exist and the tell of a good Siege player is their decision making and adaptation to the changing battlefield.]
Oregon is a triple-level map (consisting of three floors) currently only found in ranked play. Although, this is subject to change. The map has recently undergone a rework by Ubisoft and will be left in ranked to see how viable the map is for high-level competitive play.
Capitao is a 1 armour, 3 speed attacking operator. His ability is the ‘tactical crossbow’; a portable crossbow which can be used to shoot smoke or fire pellets that detonate on impact. Until the introduction of Wamai, Capitao’s bolts were not able to be countered by defenders due to Jager’s ADS not being properly equipped to eliminate glass projectiles. However, since the advent of Wamai, attackers now have to burn Wamai Discs in order to utilize Capitaos gadget. Capitao is a highly valuable attacker due to the operator being able to instantly clear defenders out of high contention areas (such as top of Yellow Stairs on Consulate). Capitao is also a great operator for a quick plant due to the operators smoke bolts detonating on impact. This significantly reduces the amount of time defenders have to react to attackers attempting to quick plant therein typically reducing the amount of plant denial used on attackers.
LOADOUT
PRIMARY: PARA-308 (FLASH HIDER - OPTIC PLAYER PREFERENCE)
SECONDARY: PRB92 (ATTACHMENTS PLAYER PREFERENCE)
UTILITY: HARD BREACH CHARGE
ATTACKER SPAWN LOCATIONS:
ATTACKING: [2F] KIDS(A) - DORMS(B)
The primary route of attack on this bomb site will be by the attacking team entering the building through the Big Tower located on the north side of the building. After establishing control over all of Big Tower, attackers will breach the reinforced wall on the second floor level of Big Tower separating Attic and Big Tower. This will then provide attackers with a clear pathway through the Attic to get into the Kids(A) bomb site and plant the defuser. Capitao will provide value to the attacking team by applying pressure onto defenders playing inside of Dorms(B) through the Dorms(B) Main Window.
Capitao should spawn with the attacking team's entry fragger(s) at Junkyard and then proceed to the first floor roof, outside of the Dorms(B) Double Window. From here, Capitao will be able to cut off defender rotations between Games, Dorms(B) and Kids(A). Additionally, Capitao will be able to use his firebolts to eliminate the defending team's anchor playing inside of Dorms(B) nook (the corner of Dorms(B) behind ‘metal bunks’). After eliminating the defending team's primary presence inside of Dorms(B), Capitao will be able to use his remaining smokebolts to smoke off the single doorway connecting Kids(A) to Dorms(B). This will then allow the attacking teams entry fragger to establish a presence at the top of White Stairs and then establish further site control inside of Dorms(B). The only way which defenders can contest White Stairs pressure will be through the White Stairs-Games rotation hole. Attackers can then easily eliminate this defender pressure by breaching the Master Bedroom wall.
NOTE: Capitao should be aware of defenders flanking him in this position by running out of the small tower. This flank route is usually countered by roam clearing Small Tower at the start of the round and then having Nomad place an AirJab on top of the Dining single door and Showers Hallway double doorway.
JUNKYARD SPAWN LOCATION:
ATTACKING: [1F] KITCHEN(A) - DINING(B)
The primary route of attack on this bomb site will be by the attacking team entering the building through the Small tower located on the western most part of the building. After establishing control over Small Tower, attackers will attempt to breach the reinforced wall inside of 1F Small tower which separates the first floor Small Tower and Kitchen(A) bomb site. Capitao will provide value to the attacking team on this bomb site by assisting Thermite in breaching the reinforced wall separating Dining(B) and Small Tower as well as then providing further support for attackers inside of Dining(B).
Capitao will spawn at Junkyard with the rest of the attacking team and then proceed to breach the objective building through Small Tower. Capitao and Thermite will use their drones to gather intel on the defensive set-up inside of Small Tower, Showers, and Showers Hallway. Up to date intel gathered by drones will be critically important for the attacking teams entry fraggers as they will be relying on the teams support players to guide them through the objective building.
After Small Tower control has been established, Capitao will then use his firebolt to prevent defenders from being able to swing the doorway connecting Small Tower to Dining(B) while Thermite places an ExoThermic Charge on the site wall. Upon breaching the Main Wall, Capitao will then use his smokebolts to smoke off the single doorway connecting Dining(B) to Kitchen(A) as well as any other rotations between the two bomb sites. This will then allow the attacking team to establish initial site control inside of Dining(B) and plant the defuser behind ‘half-wall’.
NOTE: Defenders will sometimes protect Dining(B) from Shower with a Smoke. Attackers may need to first establish attacker control inside of Showers before attempting to establish any kind of map control inside of Dining(B).
PARKING SPAWN LOCATION:
ATTACKING: [1F] MEETING(A) - KITCHEN(B)
The primary route of attack on this bomb site will be by the attacking team entering the building through the Big Tower located on the northernmost side of the building. After establishing control over the first floor Big Tower (T1), attackers will proceed to breach the reinforced wall separating the first floor level of Big Tower and the Meeting(A) bomb site. Capitao will be used on this bomb site to support teammates as they plant the defuser by using his tactical crossbow to smoke off the bomb site while also eliminating defenders inside of Meeting(A) with his firebolts.
Capitao will spawn with the attacking team at Construction and then breach the objective building through Big Tower. Thermite and Capitao will be used almost identically to the way in which they were used on the previously mentioned Dining-Kitchen bomb sites by gathering intel for the attacking teams entry fraggers as they establish the attacking teams initial map control inside of Big Tower and Kitchen Hallway. Capitao will want to prioritize his drone work inside of the Basement. This is because it is common for defenders to protect the Meeting(A) bomb site from inside of Laundry Storage, through the Meeting(A) hatch.
After attackers establish map control inside of Big Tower and Basement, Thermite will open the reinforced wall separating Meeting(A) and T1. This will then provide Capitao with a clear line of sight into Meeting(A) with which he can use to eliminate defenders near ‘split’ and ‘sandbags’ using his crossbow’s firebolts. After doing so, Capitao will then use smokebolts on ‘split’ and the rotation hole connecting Meeting(A) to Kitchen(B). This will allow attackers to establish significant control inside of Meeting(A) as defenders will have no way of contesting advances into the bomb site.
NOTE: Defenders will occasionally defend Meeting(A) from the second floor inside of Attic. If this is the case, Thermite can easily counter this map control by breaching the reinforced wall separating Attic and T2 as this will force defenders inside of Attic back into Games.
CONSTRUCTION SPAWN LOCATION:
ATTACKING: [BSMNT] LAUNDRY(A) - SUPPLY(B)
The primary route of attack on this bomb site will be by the attacking team entering the building through Barrel/Construction rooms located on the northwestern side of the building inside of the basement. After establishing control over Construction, attackers will breach the reinforced wall separating Construction and Supply(B). The key to a successful attacking round in the basement is to have a multi-directional assault while also having a really heavy primary assault. Capitao will provide value to the attacking team on this bomb site by eliminating the defensive presence inside of Barrels in addition to providing support for attackers inside of Supply(A) after the Construction wall has been breached.
Capitao will spawn with the bulk of the attacking team at Construction and then proceed to the Barrels-Construction entry point. From here, attackers will need to eliminate all anti-projectile utility placed inside of Construction so as to allow Capitao to use his firebolts on defenders playing inside of ‘elbow’ (the corner inside of Construction that is typically connected with a rotation hole into Laundry Supply(B)). After Capitao uses his firebolts to successfully eliminate defenders inside of ‘elbow’, the operator will then be able to reposition over towards Pillar so as to use his remaining firebolt on the defenders inside of Pillar. This will then provide attackers positioned on the Big Tower Stairs with a safe route of attack down into Pillar.
After Pillar and Construction control have been established by attackers, Thermite will then use his ExoThermic charge to breach the main wall inside of Construction so as to provide attackers with a relatively safe route into Supply(B). Capitao will then provide further support for attackers as they plant the defuser by using his tactical crossbow to smoke off the double doorway connecting Long Hallway+Supply(B) and the rotation hole connecting Laundry(A)+Supply(B).
Thank you for reading and I hope this was helpful for you guys.
If you are interested in more content or want to ask me questions, you can always find me on Twitch or connect with me via discord - I always enjoy discussing Siege with fellow enthusiasts; regardless of skill level.
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Guides Guide for playing 'Capitao' on 'Outback'.
[DISCLAIMER: This guide is intended to be as bare bones as possible in order to give general advice to any new Rainbow Six: Siege players. In addition to this article being opinionated, I would like to also state that zero-sum strats in this game do not exist and the tell of a good Siege player is their decision making and adaptation to the changing battlefield.]
Outback is a double-level map (consisting of two floors) found only in ranked play. The current architecture of the map gives a significant advantage to the defenders due to there being limited second floor access points. Although, an argument could be made for this being mitigated by the vertical advantages given to the attackers on the ground floor bomb sites.
Capitao is a 1 armour, 3 speed attacking operator. His ability is the ‘tactical crossbow’; a portable crossbow which can be used to shoot smoke or fire pellets that detonate on impact. Until the introduction of Wamai, Capitao’s bolts were not able to be countered by defenders due to Jager’s ADS not being properly equipped to eliminate glass projectiles. However, since the advent of Wamai, attackers now have to burn Wamai Discs in order to utilize Capitaos gadget. Capitao is a highly valuable attacker due to the operator being able to instantly clear defenders out of high contention areas (such as top of Yellow Stairs on Consulate). Capitao is also a great operator for a quick plant due to the operators smoke bolts detonating on impact. This significantly reduces the amount of time defenders have to react to attackers attempting to quick plant therein typically reducing the amount of plant denial used on attackers.
LOADOUT
PRIMARY: PARA-308 (FLASH HIDER - OPTIC PLAYER PREFERENCE)
SECONDARY: PRB92 (ATTACHMENTS PLAYER PREFERENCE)
UTILITY: HARD BREACH CHARGE
ATTACKER SPAWN LOCATIONS:
ATTACKING: [2F] LAUNDRY(A) - GAMES(B)
The primary route of attack on this bomb site will be by the attacking team entering the building through the top of Garage and the Shark Stairs second floor window. After establishing control over all second floor rooms east of Games(B), the attacking team will proceed to breach the reinforced wall between Mechanical Bull (Bull) and Games(B) as this will provide attackers with a direct route to plant the defuser inside of the Games(B) bomb site. Capitao will provide value to the attacking team on this bomb site by using his Tactical Crossbow to smoke off the bomb site and provide teammates with cover to plant the defuser inside of Games(B).
Capitao should spawn at Fuel Pumps and then proceed to breach the objective building through the second floor Electrical Window. From Electrical, Capitao will be able to drone the second floor for defenders positioned inside of Office, Garage, Bull, and Shark. Capitao will be used at this portion of the round to gather intel on the defensive set up inside of the objective building and nothing more. It is important that Capitao does not take any gun fights during the beginning of the round as the attacking team is relying on you to provide cover to attackers after the Bull wall has been opened.
After attackers have established themselves inside of Bull and Shark, Thermite will breach the reinforced wall separating Mechanical Bull and Games(B). Capitao will then be used to smoke off the rotation hole connecting Games(B) to Bathroom as well as the doorway connecting Piano Hallway to Games(B). This will enable the attacking teams designated planter with the ability to plant the defuser safely inside of Games(B).
NOTE: Attackers may way to first clear the first floor inside of Restaurant and Kitchen before attempting to plant the defuser inside of Games(B) as it is common for defenders to play on the first floor and nitro-cell attackers inside of Games(B) or Mechanical Bull.
CAMPING SPAWN LOCATION:
ATTACKING: [2F] PARTY(A) - OFFICE(B)
The primary route of attack on this bomb site will be by the attacking team essentially executing the inverse attack plan used on the previous bomb site; the only difference here being over which rooms attackers need to establish control over. To ensure protection from any possible flanks, attackers should clear all second floor rooms west of Mechanical Bull and Shark Stairs and place some type of flank protection on Shark and Yellow Stairs - this is commonly taken care of by bringing a Nomad or Gridlock. Capitao will be used similarly to the way in which the operator was used on the previously mentioned Games-Laundry bomb site by providing cover for attackers as they plant inside of Party(A).
Capitao will spawn with the rest of the attacking team at Camping and then proceed to the second floor Dorms Balcony. From here, Capitao will use his drone to assist the attacking teams entry fraggers as they roam clear the second floor of all defending roamers playing inside of Showers, Dorms, Laundry, Piano, and Games. After the aforementioned rooms have been thoroughly cleared, attackers will place flank denial on the Piano and Yellow Stairs so as to prevent dfenders from being able to flank through the back portions of the first floor.
After Games control is established, Capitao will reposition to Shark Stairs in order to eliminate defenders playing inside of Mechanical Bull. The operators most significant role will be in eliminating the defenders playing behind deployable shields inside of Bull’s Short Hallway (the open space connecting Party(A) to top Shark Stairs). Capitao will need to use his firebolts to eliminate all defenders out of this position as this will allow the attacking teams hard breacher to proceed into Mechanical Bull and breach the reinforced wall separating Bull and Party(A).
After the Party(A) wall has been opened, Capitao will use his smokebolts to smoke off the rotation hole and doorway connecting Party(A) to Office(B). This will prevent defenders from being able to contest attackers as they plant inside of Party(A).
NOTE: Similar to the previously mentioned Games-Laundry bomb site, defenders can use nitro-cell on attackers inside of Mechanical Bull and Party(A) from the first floor. Attackers may want to establish some form of map control inside of Restaurant at the start of the round to prevent this.
STORAGE SPAWN LOCATION:
ATTACKING: [1F] NATURE(A) - BUSHRANGER(B)
The primary route of attack on this bomb site will be by the attacking team entering the building through the first floor Yellow Stair doorway located on the west of the building near the ‘Camping’ spawn location. After establishing control over the Nature Hallway and top of Yellow Stairs, attackers will breach the reinforced wall separating Nature Hallway and BushRanger room. Attackers will commonly send a few soft destructors like Buck, Sledge, or Zofia to the second floor to destroy the flooring of of Laundry and the adjacent hallways. This will expose defending anchors inside of Bushranger(B) and Nature(A) to vertical angles. Capitao will provide value to the attacking team on this bomb site by eliminating defenders positioned inside of Bushranger(B) while also maintaining site control of (B) after defenders have been isolated back into Bathroom and Nature(A).
Capitao will spawn with the attacking team at Camping and then proceed to breach the objective building through the first floor Back Hallway doorway. This will position the player to effectively drone the hallways adjacent to both bomb sites while also maintaining good positioning to act on defenders attempting to flank down the Back (yellow) Stairwell.
After Capitao determines the positioning of all defenders on both bomb sites, the player can reposition deeper into the objective building; ideally into the hallway of Bushranger(B)(also known as ‘Reptile Hall’). This will position the player to use his firebolts to eliminate defenders playing behind ‘fridge’ inside of (B) while also allowing the player to smoke off the doorway connecting Bathroom to Bushranger(B) and the rotation hole connecting Bushranger(B) to Nature(A). The attacking team's hard breacher will then be able to breach the reinforced wall separating Bushranger(B) and the Back Hallway and plant the diffuser.
Assuming capitao can effectively eliminate all enemy players positioned inside of (B), defenders will not be able to contest attackers as they plant. This is because Capitao will have clear lines of sight from Reptile Hallway preventing defenders from being able to retake the bomb site from Nature(A).
FUEL PUMPS SPAWN LOCATION:
ATTACKING: [1F] COMPRESSOR(A) - GEAR(B)
The primary route of attack on this bomb site will be by the attacking team entering the building through the top of the 2F Garage (accessed through the west and east single windows) and through the 1F Main Entrance (accessed through the mud room double-doorways on the east of the building). After establishing the necessary control over Restaurant and Kitchen, attackers will breach the reinforced wall separating Kitchen and Compressor(A). Capitao will provide value to the attacking team on this bomb site by establishing the attacking team presence inside of Reception and first floor garage.
Capitao should spawn at Fuel Pumps and then proceed to breach the objective building through the first floor Reception single doorway. From Reception, Capitao will be able to drone for defenders playing inside of 2F Garage and then communicate this intel to second floor teammates as they roam clear Mechanical Bull, Party, Office, and Garage. It will be important that Capitao does not move forward with his positioning inside of Garage until second floor attackers successfully isolate all defenders back down onto the first floor. This is because defenders will commonly defend first floor Garage from the elevated Catwalk overlooking the room.
After attackers clear Garage of all defenders, Capitao can then reposition into the first floor ‘locker’ of Garage (located directly outside of the doorway connecting Garage to Compressor(A). This will position the player to use his firebolts on defenders inside of Compressor(A) as they attempt to ‘trick’ the wall. After eliminating these defenders, the attacking team's hard breacher will then be able to open the reinforced wall separating Compressor(A) and Kitchen - therein allowing attackers to plant the defuser behind ‘Main Compressor’ of (A) under the cover of Capitao’s smoke bolts.
NOTE: Second floor attackers may need assistance in physically roam clearing the second floor. This is because defenders will typically invest a large amount of manpower and resources to the defense of the second floor. Capitao may want to reposition to the second floor with additional attackers before positioning himself inside of Reception or Garage.
Thank you for reading and I hope this was helpful for you guys.
If you are interested in more content or want to ask me questions, you can always find me on Twitch or connect with me via discord - I always enjoy discussing Siege with fellow enthusiasts; regardless of skill level.
Discord - https://discord.com/invite/TjGAPdM
Twitch - https://www.twitch.tv/footwork6
Guides Advice for attacking.
"Attackers will spawn at Ruins and then proceed to breach the objective building through Art Storage, 1F Red Window, and Main entrance. These entry points will provide attackers with a huge amount of first floor map control when breached simultaneously. This is because defenders playing near Art Storage, Main Stairs, and Red Hall will all be met with at least two different directions of attacker pressure when attempting to fallback or reposition (ex. Bandit playing in Red Hallway tries to dodge Main Entrance attackers by retreating through Red Stairs but is caught by the 1F Red Window attacker)."
ATTACKING
CAPITAO - VILLA
[1F] LIBRARY(A) - LIVING ROOM(B)
Guides Guide for playing 'Capitao' on 'Villa'.
[DISCLAIMER: This guide is intended to be as bare bones as possible in order to give general advice to any new Rainbow Six: Siege players. In addition to this article being opinionated, I would like to also state that zero-sum strats in this game do not exist and the tell of a good Siege player is their decision making and adaptation to the changing battlefield.]
Villa is a triple-level map (consisting of three floors) found both in ranked play as well as professional. The current architecture of the map gives a slight advantage to the defending team due to there being few routes into the primary bomb sites forcing attackers to bottle neck. In addition to this, Villa is a very large map which makes roam control very difficult for the attacking team.
Capitao is a 1 armour, 3 speed attacking operator. His ability is the ‘tactical crossbow’; a portable crossbow which can be used to shoot smoke or fire pellets that detonate on impact. Until the introduction of Wamai, Capitao’s bolts were not able to be countered by defenders due to Jager’s ADS not being properly equipped to eliminate glass projectiles. However, since the advent of Wamai, attackers now have to burn Wamai Discs in order to utilize Capitaos gadget. Capitao is a highly valuable attacker due to the operator being able to instantly clear defenders out of high contention areas (such as top of Yellow Stairs on Consulate). Capitao is also a great operator for a quick plant due to the operators smoke bolts detonating on impact. This significantly reduces the amount of time defenders have to react to attackers attempting to quick plant therein typically reducing the amount of plant denial used on attackers.
LOADOUT
PRIMARY: PARA-308 (FLASH HIDER - OPTIC PLAYER PREFERENCE)
SECONDARY: PRB92 (ATTACHMENTS PLAYER PREFERENCE)
UTILITY: HARD BREACH CHARGE
ATTACKER SPAWN LOCATIONS:
ATTACKING: [2F] AVIATOR(A) - GAMES(B)
The primary route of attack on this bomb site will be by the attacking team entering the building through the outdoor Study Balcony located on the second floor of the south side of the building. After establishing control over Study and the top of Main Stairs, attackers will proceed to breach the reinforced wall separating Study and Games(B) (being the westward facing reinforced wall inside of Study). This will allow the attacking team to plant the defuser inside of Games(B) behind the bar; providing attackers with a safe place to plant the defuser. Capitao will provide value on this bomb site by eliminating the defending teams presence on top of Main Stairs as well as eliminating defenders inside of ‘90’.
Capitao will spawn at Ruins with the rest of the attacking teams support players to then rappel up to the Study Balcony. From Study Balcony, Capitao, Thermite, and Thatcher will drone the second floor for off-site defenders. Attackers will want to prioritize control at the top of Main Stairs and inside of Study as these two rooms will serve as a beachhead for the attacking teams’ following assault deeper inside of the objective building. Defenders will occasionally protect Main Stairs with a deployable shield placed at ‘bookshelf’ (the corner of Long Hallway opposite of ‘90’). In this case, Capitao will need to use his firebolts to eliminate the defender on the shield so as to allow attackers to take the free map control.
After eliminating defenders inside of Study and Top Main Stairs, Capitao will work with the attacking teams entry fragger so as to establish control inside of ‘90’. Attackers will usually need to position a player on the second floor ‘90’ window in order to apply adequate pressure. Capitao will be ideal for this role due to the player being able to utilize his firebolts on defenders playing inside of ‘90’.
After establishing full attacker control on ‘90’, attackers will breach the Study wall in order to plant the defuser inside of Games(B) and the ‘90’ wall in order to prevent defenders from being able to rotate between the bomb sites using the rotation hole or Vault.
RUINS SPAWN LOCATION:
ATTACKING: [2F] TROPHY(A) - STATUARY(B)
The primary route of attack on this bomb site will be by the attacking team entering the building from the north eastern roof access points leading into the second floor Bathroom and Master Bedroom. After establishing control over Master Bed and Bath, attackers will proceed to breach the reinforced wall separating Master Bedroom from Statuary(B) as this will expose both Statuary(B) and Trophy(A) as well as providing attackers with a more open route into Statuary(B) to plant the defuser. Capitao will provide value on this bomb site by eliminating the defensive presence inside of Astronomy in addition to providing cover to attacking teammates as they plant the defuser inside of Statuary(B).
Capitao will spawn with the attacking team at Fountain and then proceed to rappel up to the Master Bedroom Balcony. From the outside Master Balcony, Capitao will breach the objective building through either Walk-in Closet or through Bathroom. When entering the second floor for the first time, It is usually recommended that attackers breach through the Walk-in Closet. This is because defenders will usually play on the first floor inside of Kitchen in an attempt to nitro-cell attackers as they establish map control inside of Master Bedroom. Attackers may want to clear the first floor Kitchen, Memorial, and Dining preemptively before establishing an attacker presence on the second floor inside of the Master Bedroom.
After Master Bedroom and Bathroom control is gained, Capitao will position himself inside of Bathroom and then use his firebolt behind the desk located centrally inside of Astronomy. This will force the Astro player to either reposition elsewhere inside of Astronomy or leave the room altogether. In either case, attackers will have a clean opening to gain Astro map control - therein preventing defenders from being able to safely transition between the two bomb sites.
After Astro control is established, Capitao will then reposition back into Master Bedroom at which point, Thermite will breach the Master Bedroom wall and allow Capitao to smoke off all angles looking at the breach hole from Trophy(A). This will then provide the attacking teams designated planter with a relatively safe route with which they can use to successfully disarm the bomb.
PARKING SPAWN LOCATION:
ATTACKING: [1F] LIBRARY(A) - LIVING ROOM(B)
The primary route of attack on this bomb site will be by attackers breaching the objective building through Art Storage and Main Lobby. After establishing control over Main Lobby and Red Hallway, attackers will apply pressure on the Library(A)-Lobby doorway and breach the reinforced wall separating Library(A) and Red Hall. Capitao will provide value to the attacking team by using his firebolts to isolate both bomb sites from one another after the Library(A) wall has been breached.
Attackers will spawn at Ruins and then proceed to breach the objective building through Art Storage, 1F Red Window, and Main entrance. These entry points will provide attackers with a huge amount of first floor map control when breached simultaneously. This is because defenders playing near Art Storage, Main Stairs, and Red Hall will all be met with at least two different directions of attacker pressure when attempting to fallback or reposition (ex. Bandit playing in Red Hallway tries to dodge Main Entrance attackers by retreating through Red Stairs but is caught by the 1F Red Window attacker).
After attackers establish themselves on the first floor, Thermite will breach the reinforced wall separating Red Hallway and Library(A) so as to provide attackers with a clear route to the bomb site. Capitao will position himself at the single doorway connecting Library(A) to Main Lobby. From here, the operator will use both smokebolts and firebolts on the Vault connector and single door connecting the two bomb sites. This will effectively isolate the two bomb sites from each other as defenders will not be able to use either one of the -in-site rotation routes to stop attackers from planting inside of (A). Defenders will then be forced to flank attackers by using the Jungle Hallway or by eliminating the attacking presence on the second floor and then flanking attackers down Main Stairs.
NOTE: Defenders will usually have some type of plant denial (Maestro, Echo, Smoke). Attackers will need to eliminate all plant denial operators before attempting to plant. This is because the bomb site isolation talked about earlier is temporary and will only last for a very small window of time. If defenders use their plant denial during this period, Capitao will have wasted his utility.
FOUNTAIN SPAWN LOCATION:
ATTACKING: [1F] DINING(A) - KITCHEN(B)
The primary route of attack on this bomb site will be by the attacking team entering the building through the Basement and first floor Laundry. The primary force of attackers will be focused on the reinforced wall separating Laundry room and Dining as well as control over the second floor for vertical control. Having control over the top of Pantry Stairs will limit defenders ability to rotate throughout the two bomb sites as the Pantry Doorway provides anybody inside of Pantry with a clear line of sight through Kitchen(B). Capitao will provide value to the attacking team on this bomb site by assisting Thermite in breaching the reinforced wall separating Laundry and Dining(A).
Capitao, Thermite, and Thatcher will all spawn at Fountain and then proceed to breach the objective building through the first floor Laundry Room, after second floor entry fraggers have established control inside of Master Bedroom. It is important that first floor attackers do not enter Laundry until second floor attackers have control over the Master Bedroom. This is because it is common for defenders to play on the Master Bedroom hatch (located on the ceiling of Laundry) as a way of defending Laundry from the second floor.
After attackers have established full control inside of Master Bedroom and Statuary, first floor attackers will breach Laundry and open the reinforced wall separating Laundry and Dining(A). Capitao should use his firebolt on the doorway connecting Dining(A) to Laundry as it is common for defenders to swing this doorway in order to eliminate Thermite as he attempts to open the Dining(A) wall. After the wall has been successfully opened, Capitao will use his remaining firebolt on ‘tables’ (the stack of tables and boxes positioned centrally inside of Dining(A)). This is because it is common for Smoke to play in this position in order to prevent attackers from planting inside of Dining(A). After eliminating the Dining(A) threat, Capitao will then use his smokebolts on the doorway connecting Memorial and Dining(A). This will provide the attacking team with the appropriate cover needed in order to establish initial site control and plant the defuser.
Thank you for reading and I hope this was helpful for you guys.
If you are interested in more content or want to ask me questions, you can always find me on Twitch or connect with me via discord - I always enjoy discussing Siege with fellow enthusiasts; regardless of skill level.
Discord - https://discord.com/invite/TjGAPdM
Twitch - https://www.twitch.tv/footwork6
Guides Excerpt from 'Capitao on Villa':
"Capitao will provide value on this bomb site by eliminating the defensive presence inside of Astronomy in addition to providing cover to attacking teammates as they plant the defuser inside of Statuary(B).
Capitao will spawn with the attacking team at Fountain and then proceed to rappel up to the Master Bedroom Balcony. From the outside Master Balcony, Capitao will breach the objective building through either Walk-in Closet or through Bathroom. When entering the second floor for the first time, It is usually recommended that attackers breach through the Walk-in Closet. This is because defenders will usually play on the first floor inside of Kitchen in an attempt to nitro-cell attackers as they establish map control inside of Master Bedroom. Attackers may want to clear the first floor Kitchen, Memorial, and Dining preemptively before establishing an attacker presence on the second floor inside of the Master Bedroom.
After Master Bedroom and Bathroom control is gained, Capitao will position himself inside of Bathroom and then use his firebolt behind the desk located centrally inside of Astronomy. This will force the Astro player to either reposition elsewhere inside of Astronomy or leave the room altogether. In either case, attackers will have a clean opening to gain Astro map control - therein preventing defenders from being able to safely transition between the two bomb sites.
After Astro control is established, Capitao will then reposition back into Master Bedroom at which point, Thermite will breach the Master Bedroom wall and allow Capitao to smoke off all angles looking at the breach hole from Trophy(A). This will then provide the attacking teams designated planter with a relatively safe route with which they can use to successfully disarm the bomb."
ATTACKING
CAPITAO - VILLA
[2F] TROPHY(A) - STATUARY(B)
Guides How to reach diamond
https://youtu.be/EdCPyQ-3ox8
Guides Chances on Black Ice?
I’ve opened around 178 alpha packs, and I’ve never had a single black ice, at this point I even accept a black ice for a pistol. What are the chances to get one tho?
(Lvl105)
Guides Guide to playing "Frost" in "Oregon"
Oregon has three floors: B1, 1, and 2. Each floor isn’t very big by itself but there are many stairwells between them so defending roamers will have a big impact on the game.
The Void Edge update brought a rework to this map which changed some objective locations and added a couple new routes to the Bombsites. There are four objectives in total: one on the second floor, two on the first floor, and one on the underground floor. Both of the first floor Bombsites reside in the Kitchen. Therefore, defending teams tend to prefer the second or underground floors over the first.
▲Oregon’s objective locations. Both of the first floor’s objective locations include the Kitchen.
Frost is the defenders’ signature trap operator. She can place Welcome Mats that down an enemy when stepped on. These traps are of course effective when stepped on, but they can only be placed on floors meaning careful attackers can easily avoid them. Because of this, she isn’t picked often.
However, her Welcome Mats can have a big impact when placed in front of windows. The enemy team will be forced to destroy them before vaulting the window which gives defenders the advantage in shootouts. Attackers must either use a Frag Grenade to destroy the trap or risk getting caught as soon as they enter which makes it much harder for them to use windows effectively.
First’s best primary weapon is the 9mm C1. It has a good damage stat but fairly low fire rate so it may take some time getting used to. It also has very good recoil and with the Angled Grip and Extended Barrel attachments, you can almost completely remove any recoil.
▲After the scope changes, the 9mm C1 can now equip the Scope 1.5x, though it doesn’t differ much from the non-magnified sights.
▣ 2F Kids’ Rooms ~ 2F Dorms Main Hall
There are many windows near the Bombsites which gives the attackers plenty of angles to choose from. Frost can use her Welcome Mats on some of the windows but if attackers rapple up to the windows they can easily destroy them. Placing Welcome Mats in front of windows such as the Attic or Dorm Main Hall windows will be much better.
If you have a Deployable Shield, you can create a similar set up to the windows. Place the Shield at the Bombsite entrances to force the enemy to vault over it and possibly step on one of your Welcome Mats.
You can make some good rotations by breaching the Kids’ Dorms ~ Dorm Main Hall wall and the Attic ~ Kids’ Dorms wall. However, Frost cannot breach walls without the SUPER 90 shotgun so ask your teammates to breach the walls for you.
▲A common angle for attackers to use: the Dorm Main Hall window. Place a Welcome Mat here and wait for the attackers to vault.
▲Reinforce the Attic wall and place a Welcome Mat here. Can be even more effective with an Active Defense System.
▲When defending the Attic, create this Kids’ Room rotation.
▲After securing the windows mentioned above, use the rest of your Welcome Mats with Deployable Shield.
▲Welcome Mats on top of stairs like so can actually be quite difficult to see.
▣ 1F Kitchen ~ 1F Dining Hall
Your defense strategy will vary based on which Bombsite the attackers choose to go after. If they go for the Dining Hall, they will likely try to go through the Small Tower and breach the Dining Hall wall. If they choose the Kitchen, they will concentrate their efforts on the Kitchen Corridor or Meeting Hall to begin their attack. Try to predict the attackers’ route and place Welcome Mats and Deployable Shields accordingly.
Due to the first floor placement, the objectives are at risk of a vertical play from the second floor. The Dining Hall and Kitchen are also rather apart from each other which forces defending roamers to pick one side. They will need to choose between the Small Tower Office area for the Dining Hall and the Dorm Main Hall for the Kitchen. Therefore, it is imperative that your team find the attackers’ locations quickly.
There aren’t any windows in the Bombsites for you to place Welcome Mats near. Use the Deployable Shield/Mat combo on the entrances or place your Mats somewhere else. I would recommend the Shower Corridor or Small Tower Office windows.
▲You can place a Deployable Shield and a Welcome Mat like so in the Kitchen area.
▲For the Dining Room area, set up your traps like this.
▲Attackers will often try a vertical play from the Small Tower Office so place a Welcome Mat here.
▲The Shower Corridor window.
▣ 1F Meeting Hall ~ 1F Kitchen
Again, one of the Bombsites is the Kitchen. The other Bombsite is the Meeting Hall opposite to the Dining Room. However, this doesn’t mean you can ignore the Dining Room. Defending the Kitchen will require securing the Dining Room first. However, your team will not have enough reinforcements to reinforce both the Dining Room and Kitchen walls making defense quite hard.
Attackers can come from the Big Tower and breach the Meeting Hall wall or make a vertical play from the second floor. If the attackers manage to create new angles your team will immediately lose the advantage. Try to quickly predict what routes the attackers are going to use and react accordingly.
Once again there aren’t any windows inside the Bombsites themselves for Frost to use Welcome Mats on. Use the Deployable Shield combo on the entrances or place Welcome Mats on other windows.
▲Right as the round starts create a rotation between the Bombsites.
▲Reinforce the Big Tower wall and set up a Deployable Shield.
▲Reinforcing the Big Tower wall and hatch from the Attic. You will need 5 reinforcements for the Meeting Hall alone.
▲The Security Corridor windows. Wait on top of the Dormitory stairs to catch attackers.
▲If the attackers reach the Kids’ Room hatch that leads down to Kitchen, your defenses will be at risk.
▣ B Laundry Room ~ B Supply Room
There are no exterior windows or doors which makes it a good location choice for defenders. However, there also aren’t many good places to use your Welcome Mat. Though there are many places to use Deployable Shield, picking a different operator who can use it may be the better option.
Before the rework, you could reach the underground floor through the Back Stairs, Laundry Stairs, or the Blue Bunker. The rework added the White Stairs near the Freezer in addition to these. Defending roamers can camp near these routes to ambush approaching attackers.
There are three hatches on the first floor that lead down to the underground: one each in the Lobby, Meeting Hall, and Security. Among these, the Meeting Hall hatch gives attackers the most benefit as they can use it to rush the Bombsite. Make sure your roamers cover this hatch especially well.
▲You can either reinforce this Supply Closet wall or breach it and use a Deployable Shield for shootouts.
▲Without the Deployable Shield, your Welcome Mats are pretty ineffective here.
▲The new Freezer room. The first floor Security hatch leads down to it.
▲The Meeting Hall hatch can be used to reach the Supply Room Bombsite.
Guides Guide to playing "Rook" in "Bank"
Bank consists of an underground, first, and second floors. The first floor is larger than the underground and second floors. Therefore, the attackers tend to favor certain routes more than others. The defenders’ play style should be to wait for these attackers and catch them during their advance. Mira’s Black Mirrors can be of great help to your team with this.
There is one objective location on the second floor, two on the first, and one in the underground. Defenders will want to favor the underground and second floors because there are less opportunities for the attackers to scout from the outside and have limited routes. The first floor is at risk of a vertical play so it tends to not be chosen as often.
▲Bank’s objective locations. The first floor is quite wide making it a good spot for roamers.
Rook is an operator that can give his team Armor Packs and is typically played as a support. Operators with Armor Packs equipped have their defense stats raised by 20% and go into an injured state if damage was taken by anything other than a headshot or melee attack. Simply laying down your Armor Packs is sufficient, but try to at least put them down in a spot your team can easily reach.
Rook’s primary weapon used to be able to equip the ACOG sight which enabled Rook to play a sniper role as well. After the Shadow Legacy update, Rook has had some changes to his sight options. The P90 can equip the Scope 1.5x while the MP5 can equip the 2.0x. The ACOG used to magnify your sights by 3.0x, so the sight changes can be seen as a big nerf. If you plan on playing Rook as a sniper, take the MP5 and Scope 2.0x.
▲The P90 can no longer use the ACOG sight making it a worse option.
▲The MP5 can use the 2.0x which salvages some of its previous pros.
▲Don’t forget to drop Armor Packs for your team at the beginning of the match.
▣ 2F Executive Lounge ~ 2F CEO Office
There are three main attack routes you need to be aware of on the second floor. One is the Skylight Stairwell into CEO Office wall breach. Another is through the Stock Trading Room to the Hallway. The last one is a rapple from the exterior into a window. If the attackers manage to use two of these routes at the same time, it will become very hard to defend.
Make sure to reinforce the CEO Office wall and use Bandit or Kaid’s abilities as well. Stopping this wall from being breached means your team can focus on the other routes. Of course, you must also close off any potential angles the attackers might use. Mira’s Black Mirror or Castle’s Armor Panel can be used to set up this area.
Rook should be using his magnified sights to engage from medium distance. Try to wait in the Conference Room, Elevators, or Janitor Closet and catch attackers coming into the Hallway. Good use of your Impact Grenades can give you good angles the attackers won’t be expecting.
▲If the attackers are attempting to breach the CEO Office wall, Rook can use an Impact Grenade on the top wall to perform an Impact Grenade Trick.
▲If the enemy team has Kali or Glaz, be careful of gunfire from the Lobby.
▲I would recommend making a rotation from the Conference Room to the Janitor Closet.
▲Making a hole like this can allow you to scout the Stock Trading Room from the Janitor Closet.
▲Rook is best in medium to long ranges, but the attackers will often have better guns and scopes than you so be wary.
▲Don’t get too close to the Main Stairway or else you could draw fire from the upper window.
▣ 1F Staff Room ~ 1F Open Area
The combined area of both Bombsites is quite large. The Open Area is connected to the Printer Room which leads out to the exterior Back Alley, so be careful of approaches from here.
Attackers can try a vertical play from the second floor using hatches. There are three hatches in total which must be reinforced. Deploying roamers on the second floor is a good option as well. If Rook is one of the roamers, use the Hallway and try to get a wide angle.
If the attackers decide to come from the first floor Archives, they will likely try to breach the Admin Office wall. To reach the Bombsites, they must come through either the Staff Room of Open Area entrances. If Rook is playing as an anchor, use the obstacles for cover and engage entering attackers.
▲When defending the Printer Room window, having a Black Mirror here will be helpful.
▲Make a rotation between the Staff Room and Admin Office like so.
▲If you breach this wall, you can check the Printer Room window from the Staff Room.
▲There are three hatches that lead down to the first floor. Make sure your team has people covering these hatches.
▣ 1F Teller’s Office ~ 1F Archives
Here, the Bombsites are located in the middle of the floor which means no exterior windows to worry about. The objective locations also aren’t very wide and there aren’t any hatches leading down to them from the second floor. Sometimes defending teams can breach the Archives wall leading to Admin Office and use the Open Area as well to cover a large amount of ground. However, if your team does not comply simply reinforce the wall instead.
Don’t reinforce the Teller’s Office and Archives wall and instead breach it to make a rotation. This will help widen the narrow Bombsites. You can also use the Lobby right next to the Bombsites to take advantage of Rook’s range but be careful of rapple plays to the Lobby.
There aren’t any hatches that lead down directly to the Bombsites but there is a chance of a vertical play. If you choose to roam and defend the second floor, focus on the CEO Office, Executive Lounge, or Conference Room.
▲Breach this wall between both Bombsites for a nice rotation.
▲A good angle to take from the Archives. You can catch attackers coming in from the window.
▲The attackers will try to breach the Admin Office wall leading to Archives.
▲Or, they might try to breach the Office Hallway wall leading to Teller’s Office.
▲If the Teller’s Office wall was breached, take this angle. The smaller the hole, the less likely the attackers are to notice.
▲The attackers might breach the floors on the second floor to scout inside the Bombsites.
▣ B Lockers ~ B CCTV Room
There are no exterior windows and doors here. The first floor floors are also made of unbreakable material so a vertical play is impossible as well. However, there are underground Sewer or Bank Garage routes which the attackers are very likely to use. Set up your defenses carefully and stop the attackers in their tracks.
If you have a Mira on your team, get her to place a Black Mirror on the Secure Hallway between the CCTV Room and Lockers. This will allow you to see attackers coming from the CCTV Room. You can also use an Impact Grenade to make a rotation between the Lockers and Secure Hallway. You can engage the enemy coming from the Garage from the Secure Hallway.
Sometimes the attackers will try to breach the first floor hatches leading down to the underground floor. There are five hatches in total, one in each of the Admin Office, Open Area, Elevators, Skylight Stairs and Tellers rooms. There is a hatch that leads right to a Bombsite and one that leads to the Vault opposite the Bombsite so reinforce these places and deploy roamers on the first floor.
▲Rotation between the Lockers and Secure Hallway.
▲Have Mira place a Black Mirror here and scout the attackers coming from the CCTV Room.
▲You must also be careful of attackers coming from the Garage. Having a Black Mirror isn’t necessary but can be beneficial.
▲Black Mirror placement for engaging attackers coming from the Main Stairway. Again, not necessary but beneficial.
▲There are many hatches near the Open Area that allow you to see down into the Bombsite. Make sure to reinforce them.
▲You can catch attackers coming from the Sewer from the Server Room hatch.
Guides Excerpt from 'Capitao on Outback':
"Capitao will be used similarly to the way in which the operator was used on the previously mentioned Games-Laundry bomb site by providing cover for attackers as they plant inside of Party(A).
Capitao will spawn with the rest of the attacking team at Camping and then proceed to the second floor Dorms Balcony. From here, Capitao will use his drone to assist the attacking teams entry fraggers as they roam clear the second floor of all defending roamers playing inside of Showers, Dorms, Laundry, Piano, and Games. After the aforementioned rooms have been thoroughly cleared, attackers will place flank denial on the Piano and Yellow Stairs so as to prevent dfenders from being able to flank through the back portions of the first floor.
After Games control is established, Capitao will reposition to Shark Stairs in order to eliminate defenders playing inside of Mechanical Bull. The operators most significant role will be in eliminating the defenders playing behind deployable shields inside of Bull’s Short Hallway (the open space connecting Party(A) to top Shark Stairs). Capitao will need to use his firebolts to eliminate all defenders out of this position as this will allow the attacking teams hard breacher to proceed into Mechanical Bull and breach the reinforced wall separating Bull and Party(A).
After the Party(A) wall has been opened, Capitao will use his smokebolts to smoke off the rotation hole and doorway connecting Party(A) to Office(B). This will prevent defenders from being able to contest attackers as they plant inside of Party(A).
NOTE: Similar to the previously mentioned Games-Laundry bomb site, defenders can use nitro-cell on attackers inside of Mechanical Bull and Party(A) from the first floor. Attackers may want to establish some form of map control inside of Restaurant at the start of the round to prevent this."
ATTACKING
CAPITAO - OUTBACK
[2F] PARTY(A) - OFFICE(B)
Guides Excerpt from 'Capitao on Oregon':
"Capitao will provide value to the attacking team on this bomb site by assisting Thermite in breaching the reinforced wall separating Dining(B) and Small Tower as well as then providing further support for attackers inside of Dining(B).
Capitao will spawn at Junkyard with the rest of the attacking team and then proceed to breach the objective building through Small Tower. Capitao and Thermite will use their drones to gather intel on the defensive set-up inside of Small Tower, Showers, and Showers Hallway. Up to date intel gathered by drones will be critically important for the attacking teams entry fraggers as they will be relying on the teams support players to guide them through the objective building.
After Small Tower control has been established, Capitao will then use his firebolt to prevent defenders from being able to swing the doorway connecting Small Tower to Dining(B) while Thermite places an ExoThermic Charge on the site wall. Upon breaching the Main Wall, Capitao will then use his smokebolts to smoke off the single doorway connecting Dining(B) to Kitchen(A) as well as any other rotations between the two bomb sites. This will then allow the attacking team to establish initial site control inside of Dining(B) and plant the defuser behind ‘half-wall’.
NOTE: Defenders will sometimes protect Dining(B) from Shower with a Smoke. Attackers may need to first establish attacker control inside of Showers before attempting to establish any kind of map control inside of Dining(B)."
ATTACKING
CAPITAO - OREGON
[1F] KITCHEN(A) - DINING(B)
Guides Guide to Playing Wamai on Oregon
Oregon is on the larger side, but has some very direct avenues to site with quite tight choke points. Its three floors are a bit spread out and feature many destructible floors and ceilings. Three major staircases connect the map together, creating plenty of flank routes. The lobby in the East contains a set of stairs, as does the Security Corridor in the South, and the Big Tower in the North.
Wamai came into Operation Shifting Tides as the Kenyan partner to Kali, and the first to join her private military company, NIGHTHAVEN. He is a two-armor, two-speed defender with an appealing arsenal fit for most players. His gadget requires a more patient approach though, and dying early means being much less effective, similar to Lesion. He works best as an anchor, whether on or off-site, but he can lurk near site as well, readily rotating to supply his teammates with his utility.
WAMAI’S GADGET
Wamai’s Mag-Nets are discs that intercept all attacker projectile gadgets, including Capitao’s crossbow bolts, but excluding Hibana’s X-Kairos pellets. The projectiles are redirected and drawn towards the Mag-Net, triggering on their position instead after a few seconds. This makes them very effective at protecting bulletproof gadgets from being destroyed with explosives. Since they can be thrown and have a large range, they are fairly versatile, but there is a brief delay before activating.
Position your discs carefully so explosives are not drawn towards your teammate’s gadgets. Similarly, positioning them grouped next to each other can cause them all to be blown up with a single grenade, so space them out when possible. Wamai obtains up to five Mag-Nets over the course of the round. He begins the round with one, and gains another every forty seconds, obtaining all five just before the final minute of the round. Throughout the round, it is useful to keep at least one in your pocket to use reactively. If you predict the enemy team will bring Ace, you may wish to hide your first disc outside the main reinforced wall in attempt to deny one of his Selmas. It can also be useful to hide them outside windows near site that attackers commonly try to throw grenades from.
LOADOUT
Wamai enjoys the choice between either the Aug A2 or the MP5K. The AUG is one of the few assault rifles available to defenders, and it packs a powerful punch. Run it with your preferred 1x sight and either the flash hider or compensator. You may also equip it with the suppressor without suffering significant damage penalty; you will still kill attackers with the same number of bullets. If you want a higher fire-rate weapon, bring the MP5K with either the flash hider or compensator. You can equip it with a 1.5x scope as well, which will make it easier to land those headshots. Since the SMG features poor DPS, headshots will be key to winning your gunfights. As for secondaries, bring the Keratos if you fancy a hand cannon with awesome stopping power and some destructive capabilities. But if you prefer a more traditional pistol, you have access to the P12 as well.
The Deployable Shield is usually the ideal choice for Wamai, as it synergizes well with his Mag-Nets. Use your discs to soak utility while protecting your shield as long as possible. Use the shield to create additional positions for defenders to play on or near site while watching key areas. While covering these areas you can prefire at attackers thanks to the intel gained via the see-through slits.
The Proximity Alarm is perhaps not as strong as the Deployable Shield, but can be helpful for alerting your team to flanks. It may even be preferred if your team already has plenty of bulletproof gadgets that need protecting. Use the alarms to give you a heads up when attackers try sneaking through a key area to access site. Since you know where attackers will try pushing from, you can prepare by lobbing a disc or two in that direction.
DEFENDER BOMBSITES
BOMB SITE 1 – Kids' Dorms (2F) & Dorms Main Hall (2F)
Attackers will have two major pushes available to them. One involves pushing from Master Bedroom and Armory to breach Games Room wall. The other involves taking control of Big Tower and breaching Attic to push. Often you will see an attempt to breach both of these. But be on the lookout for attackers pressuring windows surrounding site or flanking either of the nearby staircases.
A lot of teams like using Ace to safely breach this wall. You may be able to catch an early Selma with a Mag-Net hidden in this upper corner. This is a pretty ratty play though - it isn't a guarantee and it certainly won't work twice... well it shouldn't! But against some teams it might ;)
As for a more traditional strategy, you can play this shield, delaying an attic push as long as possible. These two discs are very difficult for attackers to shoot out. Other positions in the rafters may be spotted and shot out. You could also toss one above the reinforced wall just as the breach goes off.
Otherwise you may wish to cover Big Window in Main Dorms since some teams will bring a Capitao to deal with this position. With a shield here you have more room to move around while doing so and can simultaneously keep an eye on Pig doorway (Trophy Room).
You can also play further up to handle the Games Room breach and plant. Position this shield as far forward as possible so you aren't exposed to White Stairs while playing it.
BOMB SITE 2 – Kitchen (1F) and Dining Hall (1F)
Kitchen and Dining is a tricky site to hold. Attackers tend to push Small Tower and breach Dining wall. Otherwise they may push through Meeting Room to breach Kitchen wall. Be on the lookout for flanks coming through the surrounding hallways and Security Room. Kitchen is vulnerable to soft destruction breachers above, but the ceiling in Dining is largely indestructible. Extend into Showers to control the perimeter and delay the Small Tower push.
With this Kitchen shield, you can line up a pixel angle on this Meeting Doorway. While it's not necessarily worth contesting you can keep an eye on it while stacking this doorway with utility to plug up a push attempt through the hallway.
Another important area to protect is Security. It is another common approach to site for attackers and is more easily defended by extending the site into it. Have a teammate create a rotate next to you and play this shield here.
If your teammate opens up a rotate into showers, you can play this shield to contest Small Tower through these lines of sight and Side Hall window. position your shield so that it protects you from both.
BOMB SITE 3 – Meeting Hall (1F) and Kitchen (1F)
Attackers like to focus on taking control of Big Tower to breach Attic and Meeting Hall, enabling a plant on the Stage. If they do focus Kitchen, they may push from Small Tower and above, and flank through Security, breaching Kitchen wall and hatch. Due to the overlap with the above site, much of the same information applies here as well.
This shield on the Stage provides you with a nasty pixel on the surrounding Hallway. Even if breach is opened, you can waste as much utility as possible, dropping through the hatch if need be.
A position that still has a big impact on the round while still allowing you to keep an eye on the flank coming from Lobby is this shield and these sand bags. This gives you a solid bunker to hold, but you may want to have Mute or Bandit protect the reinforcement behind you so your shield isn't easily disabled. The great thing is, as long as they don't open both sides of Meeting, you can just rotate to the other side of the shield!
Again this hallway is worth holding, but this time you may want to more aggressively challenge attackers.
If your team needs someone to watch for a push coming from Dining instead, though this sort of attack is less common, you can slap the shield in the doorway and hide some discs under the furniture to keep it safe.
BOMB SITE 4 – Laundry Room (B) and Supply Room (B)
The basement has seen a major overhaul since the map rework. Attackers frequently push Blue Bunker to breach, and head into Meeting to open the hatch. This push can be defended by playing the Pillar in Boiler Room, and playing the Elbow connecting Supply to Bunker. They also like to push Small Tower to breach Freezer wall. Watch for attackers flanking Laundry via Lobby Stairs.
Basement can be played in a variety of ways, especially since it's so spread out and a traditional defense involves hunkering down throughout the whole floor. One of the strongest entrances available to attackers is Bunker. Play this shield aggressively stacking utility to stop attacker projectiles, including Ace's Selmas.
You can also play further back, on this shield in Boiler Room, contesting attackers through this hole in the wall. Above the doorways make for some great disc placements.
This forward lip can also be a good position, depending on where your teammates use their own utility.
Freezer is another prominent entrance to site that attackers frequently seek to breach. This position on Lockers is a particularly strong spot to hold from, especially if the hatch remains shut.
Whether you choose to play in here or not, this could be a great early disc to toss to catch a Selma placement.
You can also hold the bottom of Laundry Stairs, using this shield to watch Freezer breach and this Mag-Net to catch projectiles being launched down the stairs.
Guides Guide for playing 'Capitao' on 'Theme Park'.
[DISCLAIMER: This guide is intended to be as bare bones as possible in order to give general advice to any new Rainbow Six: Siege players. In addition to this article being opinionated, I would like to also state that zero-sum strats in this game do not exist and the tell of a good Siege player is their decision making and adaptation to the changing battlefield.]
Theme Park is a double-level map (consisting of two floors) found both in ranked play as well as professional. The current architecture of the map is overall fairly balanced however, some bomb sites have heavy advantages for either side.
Capitao is a 1 armour, 3 speed attacking operator. His ability is the ‘tactical crossbow’; a portable crossbow which can be used to shoot smoke or fire pellets that detonate on impact. Until the introduction of Wamai, Capitao’s bolts were not able to be countered by defenders due to Jager’s ADS not being properly equipped to eliminate glass projectiles. However, since the advent of Wamai, attackers now have to burn Wamai Discs in order to utilize Capitaos gadget. Capitao is a highly valuable attacker due to the operator being able to instantly clear defenders out of high contention areas (such as top of Yellow Stairs on Consulate). Capitao is also a great operator for a quick plant due to the operators smoke bolts detonating on impact. This significantly reduces the amount of time defenders have to react to attackers attempting to quick plant therein typically reducing the amount of plant denial used on attackers.
LOADOUT
PRIMARY: PARA-308 (FLASH HIDER - OPTIC PLAYER PREFERENCE)
SECONDARY: PRB92 (ATTACHMENTS PLAYER PREFERENCE)
UTILITY: HARD BREACH CHARGE
ATTACKER SPAWN LOCATIONS:
ATTACKING: [2F] OFFICE(A) - INITIATION(B)
The primary route of attack on this bomb site will be by the attacking team gaining control over Dragon Stairs, Cash Room, and Control Room. After establishing control over the eastern most rooms of the second floor, the attacking team will breach the reinforced wall separating Initiation(B) from Control Room. This will provide attackers with significant control over Initiation(B) and, as a result, allow them to plant the defuser. Capitao will provide value to the attacking team on this bomb site by protecting the team's hard breacher as they open the reinforced wall separating Control Room and Initiation(B).
Capitao will spawn with the attacking teams supporting player at Bumper Cars and then proceed to the roof of the objective building. Attackers will then open the roof hatch of the Control Room in order to create a direct access route into Control Room. Attackers may also need to establish control inside of Top Dragon and Cash as defenders will commonly be using these rooms to maintain pressure onto Control Room. If this is the case, attackers should breach the objective building through the second floor Cash Room outdoor balcony so as to establish attacker control inside of Cash, Top Dragon, and Red Hallway (also known as ‘carpet’).
Capitao and Thermite will then establish the attacking teams initial Control Room map control in order to set themselves up to breach the site wall. Capitao will use his firebolts on the doorway connecting Control Room and Initiation(B). This will provide cover for Thermite as he places his exothermic charge to breach the Initiation(B) wall. After doing so, Capitao will then use his smoke bolts on ‘pillar’ inside of Initiation(B) in order to provide cover for the attacking teams planter as they stick the defuser.
TEA CUPS SPAWN LOCATION:
ATTACKING: [2F] DAYCARE(A) - BUNK(B)
The primary route of attack on this bomb site will be by the attacking team entering the building through the hatch located on the roof of the Control Room. Attackers will then proceed to establish control over all second floor rooms east of the second floor yellow hall doorway. This will provide attackers with flank protection while the attacking team's hard breacher opens the reinforced wall separating Initiation room and Bunk(B). Attackers may also commonly enter the building through the second floor Cafe located directly across the hall from Daycare(A). Capitao will be used similarly to the way in which the operator was used on the previously mentioned Initiation-Office bomb site in that the operator will provide cover for attackers as they plant the defuser.
Capitao will spawn with the attacking teams entry fragger at Bumper Cars and then proceed to breach the objective building through the second floor Cash balcony. From here, Capitao will maintain positioning on the Cash Balcony and use his drone to assist the attacking teams entry fragger as they roam clear the second floor, up to the Yellow Hallway double door. Capitao will then place down a drone on the Dragon Stairs flank in order to provide eliminated teammates with a useful cam with which they can provide assistance later on in the round by acting as a flank watch.
Capitao will then be used identically to the way in which he was used on the previous bomb site. After Thermite breaches the main wall separating Bunk(B) and Initiation, Capitao will use his firebolts to eliminate defenders playing inside of Small Office and Behind the (B) bomb. This will then provide attackers with a clear bomb site to plant the defuser.
NOTE: Even when the (B) bomb site has been cleared of defending players, Capitao will still want to use his smoke bolts on the rotation hole connecting Bunk(B) to Daycare(A) as defenders will typically be protecting Bunk(B) from off-site positions - most notable of which being inside of Daycare(A) and on the first floor, inside of Barrel.
BUMPER CARS SPAWN LOCATION:
ATTACKING: [1F] ARMORY(A) - THRONE(B)
The primary route of attack on this bomb site will be by the attacking team establishing control over bottom Arcade and Barrels as the reinforced wall separating the two rooms is a common access point for attackers to breach and plant the defuser. Control over lower Arcade is important for attackers to have as it will provide a buffer zone for the attacking teams flank watch to use to protect friendly hard breachers from the defending teams roamers. Capitao will be used on this bomb site to eliminate defenders playing inside of Throne(B) as well as separating the lines of sight connecting Throne(B) to Armory(A) after the wall has been breached inside of Barrels.
Capitao should spawn with the attacking teams support players at Main Entrance and then breach the objective building through the Barrels window and Lower Arcade single window. From here, attackers will maintain map control inside of Barrels, Lower Arcade, and Arcade Stairs. This will provide the attacking teams hard breacher with enough space to breach the reinforced wall separating Barrels and Throne(B) while also allowing Thermite the space needed to dodge defender nitro-cell.
After the wall has been opened, Capitao will use his firebolts to eliminate defenders playing on the opposite side of Throne(B) so as to clear the (B) bomb site of all defender presence. Capitao will then use his smokebolts to smoke off the double door connecting the two bomb sites as well as the single doorway inside of Split. This will effectively divide the two bomb sites into two isolated rooms, one of which will be under full attacker control.
NOTE: Defenders can flank attackers inside of Barrels by using the second floor Bunks hatch. It is recommended that attackers establish some form of second floor roam clear inside of Bunk and Daycare in order to maintain a solid flank protection for first floor attackers as they are clearing the Throne(B) bomb site.
MAIN ENTRANCE SPAWN LOCATION:
ATTACKING: [1F] LAB(A) - STORAGE(B)
The primary route of attack on this bomb site will be by the attacking team establishing control over the second floor Upper Arcade, Cafe, and Yellow Hallway as the flooring inside of these rooms can be destroyed in order to open up lines of sight down onto the two bomb sites. Additionally, the first floor bathroom, which is not one of the bomb sites, is commonly used by defenders to defend Storage(B). Capitao will provide value to the attacking team on this bomb site by eliminating defenders playing inside of Bathroom while also maintaining attacker control inside of Bathroom.
Capitao should spawn at Tea Cups and then proceed to breach the building through the Lockers doorway (located on the northern wall of the objective building). From Lockers, Capitao will then apply pressure onto defenders playing near ‘90’ as well as eliminate defenders playing on Yellow Stairs. This will then position Capitao to carry out a more thorough assault into Bathroom while also enabling the player to eliminate defenders as they attempt to rotate back into the bomb site via Yellow Stairs.
When applying pressure onto Bathroom, Capitao can use his firebolts to eliminate defenders playing inside of the ‘shower stall’ of Bathroom. This is a particularly strong strategy for attackers to use due to defenders typically not using Wamai Disc’s inside of Bathroom. Instead, defenders will opt to utilize Wamai inside of Drug Storage(B) - leaving defenders entirely vulnerable to Capitao’s firebolts being used inside of Bathroom.
After establishing control inside of Bathroom, Capitao will then be optimally positioned to deploy smoke bolts onto defenders playing inside of Drug Lab(A) as well as maintain flank protection for attackers inside of Drug Storage(B) as they attempt to plant the defuser.
Thank you for reading and I hope this was helpful for you guys.
If you are interested in more content or want to ask me questions, you can always find me on Twitch or connect with me via discord - I always enjoy discussing Siege with fellow enthusiasts; regardless of skill level.
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Guides Guide for playing 'Capitao' on 'Coastline':
[DISCLAIMER: This guide is intended to be as bare bones as possible in order to give general advice to any new Rainbow Six: Siege players. In addition to this article being opinionated, I would like to also state that zero-sum strats in this game do not exist and the tell of a good Siege player is their decision making and adaptation to the changing battlefield.]
Coastline is a double-level map (consisting of two floors) found both in ranked play as well as professional. The current architecture of the map gives a large advantage to the attacking team due to the ease of access attackers have to map control from the outside of the objective building.
Capitao is a 1 armour, 3 speed attacking operator. His ability is the ‘tactical crossbow’; a portable crossbow which can be used to shoot smoke or fire pellets that detonate on impact. Until the introduction of Wamai, Capitao’s bolts were not able to be countered by defenders due to Jager’s ADS not being properly equipped to eliminate glass projectiles. However, since the advent of Wamai, attackers now have to burn Wamai Discs in order to utilize Capitaos gadget. Capitao is a highly valuable attacker due to the operator being able to instantly clear defenders out of high contention areas (such as top of Yellow Stairs on Consulate). Capitao is also a great operator for a quick plant due to the operators smoke bolts detonating on impact. This significantly reduces the amount of time defenders have to react to attackers attempting to quick plant therein typically reducing the amount of plant denial used on attackers.
LOADOUT
PRIMARY: PARA-308 (FLASH HIDER - OPTIC PLAYER PREFERENCE)
SECONDARY: PRB92 (ATTACHMENTS PLAYER PREFERENCE)
UTILITY: HARD BREACH CHARGE
ATTACKER SPAWN LOCATIONS:
ATTACKING: [2F] HOOKAH(A) - BILLIARDS(B)
The primary route of attack on this bomb site will be by the attackers entering the building through the first floor Sunrise Bar to apply vertical pressure from the first floor in addition to applying pressure onto Hookah(A) from the outside second floor Hookah Balcony and Hookah(A) window. Capitao will provide value to the attacking team on this bomb site by eliminating all defensive presence inside of Hookah(A) and Billiards(B) from outside of the objective building.
Capitao should spawn with the rest of the attacking team at either Ruins or Poolside. From here, Capitao will then proceed up to the second floor outdoor Hookah Balcony. This will position the player to use his firebolts on defenders playing inside of Hookah(A), behind the ‘hookah bar’. Eliminating this on-site defender will then allow additional teammates to push Hookah(A) through the balcony and effectively isolate site control down to a 1v1 gun fight on Cool Vibe Stairs. This is because there will be no cross-fire inside of Hookah(A) after Capitao eliminates the on-site anchor.
NOTE: Attackers attempting to establish control inside of Hookah(A) will need to be cautious of defenders like Pulse or Valkyrie playing below on the first floor inside of Sunrise. This is a typical way defenders counter attackers inside of Hookah(A) as the first floor defenders can completely prevent a plant from the first floor using nitro-cell. In addition to the plant denial, Valkyrie and Pulse will also be well positioned to run-out on attackers rappeled on the Hookah Single window or Billiards Double window. It is recommended for attackers to first establish control inside of Sunrise before a plant is attempted inside of Hookah(A).
MAIN ENTRANCE SPAWN LOCATION:
ATTACKING: [2F] THEATER(A) - PENTHOUSE(B)
The primary route of attack on this bomb site will be by the attacking team gaining control over the second floor VIP room from the second floor balcony located on the north side of the building. After gaining control over VIP and Hall of Fame, attackers will breach the reinforced wall between VIP and Penthouse(B) as this will provide attackers with a safe and clear pathway to the default plant spot in the corner of Penthouse(B) by the master bed. Capitao will provide value to the attacking team on this bomb site by providing cover for teammates inside of VI P and Hall of Fame as they attempt to plant the diffuser inside of Penthouse(B). Additionally, Capitao can also use his firebolts to contest the defending teams presence inside of Theater(A) behind the defending teams Mira setup.
Capitao will spawn with the rest of the attacking teams support players at Pool Entrance and proceed to rappel up to the second floor VIP balcony. From the outdoor VIP Balcony, attackers will need to assess the defensive setup inside of VIP in order to determine the optimal way to establish VIP map control. Defenders usually won’t invest too heavily inside of VIP as the room is incredibly hard to defend due to both, the rooftop exposure as well as the outdoor balcony access connecting Hall of Fame and VIP to the outside.
After attackers establish themselves inside of VIP and Hall of Fame, Capitao will reposition to the Penthouse(B) double window rappel. This will position the player to safely shoot his crossbow bolts directly into Theater(A) as a way of providing cover for the attacking teams designated planter inside of Penthouse(B). Remember, defenders will usually have a Mira set-up inside of Theater(A). Capitao will want to prioritize his smoke bolts on top of these Mira Windows in order to blind remaining on-site defenders while attackers are attempting to stick the plant.
POOL SIDE SPAWN LOCATION:
ATTACKING: [1F] BLUE(A) - SUNRISE(B)
The primary route of attack on this bomb site will be by the attacking team entering through the Pool Entrance located on the north western corner of the building. Attackers will also typically gain control of second floor Hookah as this will enable attacking soft destructors (Buck, Zofia, Ash, or Sledge) to destroy the ceiling of Sunrise and eliminate any defending anchors playing behind ‘couches’ or ‘bar’. Capitao will provide value to the attacking team on this bomb site similar to the way in which the operator did on the previously mentioned Hookah-Billiards bomb site.
Capitao should spawn with the attacking teams entry fraggers at Pool Side and then make his way up to the Pool Entrance (sometimes called ‘mudroom’). From here, Capitao will need to cooperate with friendly teammates that have expendable projectile utility (any operator with flashbang grenades that can be used to waste Wamai and Jager gadgets) in order to eliminate Wamai Discs placed inside of Sunrise(B). After doing so, Capitao will be able to use his firebolts to eliminate defenders positionind inside of Sunrise(B), behind ‘bar’ and ‘couches’.
After attackers eliminate all defenders playing inside of Sunrise(B), Capitao will then be able to use his smokebolts to smoke off the rotation hole connecting Blue Bar(A) to Sunrise Bar(B) as well as the double doorway connecting Sunrise Bar(B) to Kitchen Hallway. This will allow attackers to plant the defuser in a large variety of different plant locations as all of Sunrise(B) will be under attacker control.
NOTE: Defenders will occasionally maintain pressure onto Sunrise(B) from the second floor Hookah Bar by opening up the flooring of Hookah as a way of gaining vertical angles which look directly onto the doorway connecting Pool Entrance to Sunrise(B). Attackers will almost always establish some kind of second floor control inside of Hookah, Aqua, or Billiards as this map control will allow attackers to completely cut off defender rotations between the two bomb sites. In the event of this form of second floor defense, attackers may want to instead focus their second floor map control to just Hookah. This will ensure first floor attackers with a safe route to the bomb with no second floor pressure.
RUINS SPAWN LOCATION:
ATTACKING: [1F] KITCHEN(A) - SERVICE ENTRANCE(B)
The primary route of attack on this bomb site will be by the attacking team planting the defuser inside of the doorway of service entrance leading to the outside exit - located on the eastern side of the building. Attackers will also commonly attempt control of the second floor VIP, Theater, and Penthouse rooms as this will allow attackers to destroy the ceiling of Kitchen(A) and Service(B). Capitao will be used very simply on this bomb site in that the operator will maintain a position outside of Service Entrance(B) for the entirety of the attacking round.
Capitao should spawn with the bulk of the attacking team at Main Entrance and then take up positioning outside of Service Entrance(B) single doorway and Kitchen(A) single window. This will apply pressure onto both defender bomb sites while also maintaining an even distribution of pressure-direction. In other words, attackers will have an equal amount of pressure going through both bomb sites, at a perpendicular angle. The value in this form of background pressure is that it forces defenders to not move as much as they would like to. This is because they (defenders) are aware of the risks of overexposure that come with repositioning between the two bomb sites. The attacking teams vertical pressure from the second floor Penthouse and VIP will demonstrate this even further, as defenders will then have to dodge three separate dimensions of pressure simultaneously; 1) second floor Penthouse, 2) Service Entrance(B) doorway, 3) Kitchen(A) window.
It will be important that Capitao is the operator positioned outside of Service Entrance(B). This is because the player will be able to incite movement within the bomb sites by using the operator firebolts. After all attackers are established in their particular position of pressure (Sledge inside of Penthouse, Capitao outside of Service(B), Glaz outside of Kitchen(A)) Capitao can use his firebolt ability onto defenders and force them to expose themselves to multiple attacker angles - inevitably forcing defenders to forfeit Service Entrance(B) control over to the attacking team.
Thank you for reading and I hope this was helpful for you guys.
If you are interested in more content or want to ask me questions, you can always find me on Twitch or connect with me via discord - I always enjoy discussing Siege with fellow enthusiasts; regardless of skill level.
Discord - https://discord.com/invite/TjGAPdM
Twitch - https://www.twitch.tv/footwork6
Guides Reinforced Hatches Update Guide
Today’s guide will be different from the regular style. Specifically, it will be focused on reinforced hatches. I think many players will be confused on what exactly this means, so I hope to clarify things for my fellow Siegers.
Many of you are already aware that defenders in Rainbow Six Siege can reinforce walls as well as hatches. Most maps include these hatches as a means of moving through each floor. Attackers can use these hatches to drop down close to Bombsites which encourages defenders to reinforce hatches that are close to the objectives.
However, there are hatches that cannot be reinforced, specifically the rooftop hatches. Defenders cannot leave the interior of the building during the Preparation Phase and they also do not get rapples like the Attackers which means they almost never get to reach rooftops. This of course means defenders cannot reinforce rooftop hatches.
▲Defenders can reinforce hatches in addition to walls to stop the attackers’ advance.
▲However, they cannot reach the rooftop hatches to reinforce them.
Operation Shadow Legacy’s Test Server received an update that pre-reinforced rooftop hatches which caused a lot of controversy. This may seem like a minor change, but it actually has a big impact on how attackers and defenders plan their strategies.
Today, we’ll be digging deeper into these rooftop hatches. I’ll talk about why the developers decided to reinforce these hatches as well as how this will impact the game.
▲Coastline’s Bathroom hatch. This hatch combined with the Penthouse window makes defending the Bombsite from within it impossible.
▣ What impact will these hatches have on the game?
Certain rooftop hatches such as the ones in Kafe, Club House, and Coastline gave attackers a very strong attack route. The attackers could use breach charges, shotguns, Buck’s Skeleton Key, Sledge’s Breaching Hammer, etc. to breach the hatches and drop down into the building. This was very problematic for defenders and many defending teams chose to outright give up on defending this area.
Kaid was originally revealed as an operator that could throw his Electroclaw onto roofs to make an electric current, but since it was still impossible to actually reinforce hatches Kaid rarely used his Electroclaws in that fashion. Instead, Kaid players would equip the TCSG12 Shotgun with ACOG sight to perform a Bandit Trick from a distance.
▲Many defending teams chose to give up this area in Club House’s second floor because the hatch was so problematic.
▲Although possible, it was rare for Kaid to ever use his Electroclaw on hatches.
The developers wanted to fix these issues and chose to pre-reinforce hatches. With this change, defenders should be able to defend areas near hatches instead of being forced to give them up. Kaid can also help defend hatches from being breached by the enemy team.
Of course, this means attackers will lose their advantage and their advances will be significantly delayed. Attackers were already short on time before this change and now they will have even less. In a meta where defenders are getting more and more gadgets, this is clearly not what the developers had wanted.
Even if attackers manage to breach the hatches, they will have that many less gadgets for their interior attack. Hibana needs to use one of her X-Kairos just to breach one hatch and Ace needs to use two Selma Breachers. These reinforced hatches will severely hinder the attackers’ gadget usage as well.
▲The Test Server’s first reveal of the reinforced rooftop hatches. Both of Kafe’s rooftop hatches were pre-reinforced.
▲More hard breachers will be required on attacking teams, but they will likely be banned by the defenders.
▣ Hard Breach Charges
The Shadow Legacy update gave attackers another gadget called the Hard Breach Charge. This gave non-breaching operators that ability to hard-breach walls and hatches as well. This will be an important tool for attackers in response to the reinforced hatches.
However, this Hard Breach Charge is much slower than other hard breaching operators’ tools. It isn’t unreasonable to say it is only useful for breaching hatches and nowhere else. Effectively, you will be playing without a gadget after breaching the hatch. This Hard Breach Charge unfortunately does not eliminate the need for more hard breachers on attacking teams.
▲The Hard Breach Charge can be deployed on walls similar to Thermite’s Exothermic Charge, but you cannot reclaim it and it takes more time to detonate.
▲The Test Server’s August patch notes revealed a Hibana rework.
▲A preview of Hibana’s new abilities. She can distribute and fire 18 X-Kairos Pellets at will.
▣ What do you think of the new rooftop hatches?
The reinforced hatches have not made it to live servers, but developers will most likely implement it in some shape or form. In fact, the developers are continuously adding new changes related to hatch-breaching as well as giving Maverick an additional Blowtorch Canister.
The Hibana rework will also give her more opportunities to breach hatches and the developers have even said their goal with this rework is to help her breach hatches more effectively. If the Hibana rework is still not enough and attackers are still struggling, rest assured that the developers will continue tweaking the game so attackers don’t fall behind.
The Siege community is in a state of conflict over these new hatch changes. Changes to the game are of course welcomed to keep the meta from going stale. However, it is also important to keep the game balanced for all players.
What do you think about the new hatches? Tell me your thoughts in the Poll below.
Guides Guide for playing 'Capitao' on 'Border'.
[DISCLAIMER: This guide is intended to be as bare bones as possible in order to give general advice to any new Rainbow Six: Siege players. In addition to this article being opinionated, I would like to also state that zero-sum strats in this game do not exist and the tell of a good Siege player is their decision making and adaptation to the changing battlefield.]
Border is a double-level map (consisting of two floors) found both in ranked play as well as professional. The current architecture of the map is generally balanced, although a slight edge may be given to attackers as the map is highly destructible.
Capitao is a 1 armour, 3 speed attacking operator. His ability is the ‘tactical crossbow’; a portable crossbow which can be used to shoot smoke or fire pellets that detonate on impact. Until the introduction of Wamai, Capitao’s bolts were not able to be countered by defenders due to Jager’s ADS not being properly equipped to eliminate glass projectiles. However, since the advent of Wamai, attackers now have to burn Wamai Discs in order to utilize Capitaos gadget. Capitao is a highly valuable attacker due to the operator being able to instantly clear defenders out of high contention areas (such as top of Yellow Stairs on Consulate). Capitao is also a great operator for a quick plant due to the operators smoke bolts detonating on impact. This significantly reduces the amount of time defenders have to react to attackers attempting to quick plant therein typically reducing the amount of plant denial used on attackers.
LOADOUT
PRIMARY: PARA-308 (FLASH HIDER - OPTIC PLAYER PREFERENCE)
SECONDARY: PRB92 (ATTACHMENTS PLAYER PREFERENCE)
UTILITY: HARD BREACH CHARGE
ATTACKER SPAWN LOCATIONS:
ATTACKING: [2F] ARMORY(A) - ARCHIVES(B)
The primary route of attack on this bomb site will be by the attackers gaining control over CCTV and Break room located on the north side of the second floor. After establishing control over CCTV-Break room, attackers will then proceed to breach the reinforced wall of the outside balcony leading into the Armory(A) bomb site. Attackers will then plant the defuser in or around the breach hole. Capitao will provide value to the attacking team on this bomb site by eliminating defenders playing behind ‘half-wall’ after the main Armory(A) wall has been breached.
Capitao should spawn at West Vehicle entrance and then work his way up to the second floor West Balcony. From here, Capitao will use his drone to gather intel on the defensive set-up inside of CCTV and Break Room. Defenders will commonly position one or more defenders across the West Balcony inside of CCTV as a means of wasting attacker time and, in some cases, preventing the attacker West Balcony pushes altogether. Capitao will help prevent defenders from doing this by communicating the exact amount of defenders inside of CCTV/Break as well as their positioning to the attacking teams entry-fragger. This will benefit the attacking team greatly in that the entry fragger(s) will have a larger amount of intel with which they can work with when attempting to eliminate off-site anchors inside of CCTV and Break Room.
After defenders have been isolated back into the bomb sites, attackers will breach the reinforced wall separating Armory(A) and West Balcony. This will provide attackers with a clear route directly into Armory(A) with which they can use to plant.
NOTE: Capitao will be the optimal operator pick for eliminating defenders playing inside of Armory(A), behind ‘half-wall’ (the mini wall located alongside the back wall of Armory(A)). Capitao should use his fire bolts to eliminate these defenders so as to allow attackers a safe pathway to plant inside of default.
VALLEY SPAWN LOCATION:
ATTACKING: [1F] BATHROOM(A) - TELLERS(B)
The primary route of attack on this bomb site will be by the attacking team breaching the reinforced wall separating Tellers(B) from the outside - located on the north eastern wall of the first floor. Attackers will also typically need control of the second floor ‘Offices’ as it is very common for defenders to defend Bathroom(A)-Tellers(B) vertically from the second floor. Capitao can be used on either the first or second floor of the objective building background supporting operator. For the purposes of this particular guide, I will cover the operators primary use case when played on the first floor, outside of the Tellers(B) main wall.
Capitao should spawn at East Vehicle Entrance with the rest of the attacking team so as to then position himself with the attacking teams Hard Breacher (Thermite, Hibanna, Ace, Maverick) outside of the reinforced wall separating Tellers(B) from the outside. From here, Capitao will spend a large portion of the round using his drone to gather intel on the defensive set-up throughout the second floor. This is because Capitao and Thermite will not be able to make any progress on the Tellers(B) bomb site until second floor Office control is established by the attacking team. Capitao will help expedite this process by supporting the attacking teams second floor entry fraggers with up-to-date intel with which they can take strategic action.
Capitao should focus his droning inside of 2F Archives and Armory and allow the secondary entry fragger do the primary droning inside of Office and Fountain. This will allow Capitao to not have his attention completely focused on one area of the map, but instead focus attention evenly through the whole of the second floor flank routes.
NOTE: When in a supporting role, Capitao will be flipping through the available static cameras placed by attackers so as to ensure the protection of second floor teammates flanks. After droning CCTV and Break Room for defenders, Capitao will want to focus on Metal and East stairs as these will be the only remaining flank routes available for defenders to maneuver through.
EAST VEHICLE SPAWN LOCATION:
ATTACKING: [1F] SUPPLY(A) - CUSTOMS(B)
The primary route of attack on this bomb site will be by the attacking team breaching the south-western reinforced wall leading from the outside into Detention. Attackers will also commonly attempt to gain control over the second floor CCTV and Break Room as these positions will provide great vertical control over the two first floor bomb sites. Capitao will be used similarly to the way in which the operator was used on the previously mentioned Tellers-Bathroom bomb site in that the player will be used initially as a background supporting operator and then later as a direct supporting operator.
Capitao should spawn at either Valley or West Vehicle so as to then position himself outside of the Supply(A) single window. From here, Capitao will be able to maintain pressure onto the Supply(A) bomb site and site rotation from outside of the objective building. Additionally, Capitao will also be able to use his fire bolts to eliminate defenders inside of Detention or the Supply-Detention connector room (both of which are common defensive positions due to the protection from vertical pressure).
Capitao will maintain his central positioning outside of Supply(A) in order to allow himself to act on openings as the defending team loosens up their hold on Supply(A) while attacking teammates apply vertical pressure from the second floor inside of CCTV and Break Room. Capitao will spend a large portion of the round staying on his drone and gathering intel on the defensive positions inside of Supply(A) and Customs(B). Knowing the positions of the remaining defenders will be very valuable information for attackers during a sirte push as attackers will know exactly what flanks they will be most vulnerable to when pushing into the bomb site.
NOTE: Capitao will want to be careful when applying pressure onto the Supply(A) single window. Defenders will occasionally flank the outside Supply(A) window position by running out of the first floor Ventilation window. Attackers can partially prevent this with a claymore, however, it is recommended to bring Nomad in order to fully eliminate this flank.
WEST VEHICCLE SPAWN LOCATION:
ATTACKING: [1F] WORKSHOP(A) - VENT(B)
The primary route of attack on this bomb site will be by the attackers establishing full control of the second floor Armory-Archives rooms located directly above the Workshop(A)-Vent(B) bomb sites. After gaining control of the second floor, attackers will breach the reinforced hatches located inside of Armory and Archives in addition to destroying the flooring of the second floor as this will allow attackers full vertical control of the two ground floor bomb sites. Capitao will be used very similarly to the way in which the operator was used on the primary second floor objective inside of Archives-Armory by eliminating the defensive presence by ‘half-wall’ and ‘africa’
Capitao will spawn with the rest of the attacking team at West Vehicle Entrance and then proceed to rappel up to the second floor West Balcony. From here, attackers will execute the strategy identical to the Archives-Armory assault used on the first bomb site by breaching the Armory wall and the fire bolting half wall. Defenders will almost always be protecting the first floor Ventilation(B) vertically from the second floor Armory. Attackers will first need to eliminate the vertical defensive pressure, and then rotate back to the first floor to execute the proper site push.
After Capitao assists attackers in clearing defenders from Armory and Archives, Capitao should be one of the first operators to rotate back to the first floor, outside of the Front Door and Vent(B) single window. Capitao will be acting as the attacking teams initial horizontal pressure onto the Vent(B) bomb site while additional second floor soft destructors carry out further vertical pressure onto defenders inside of Workshop(A).
Capitao will want to keep a very close eye on the defensive status of Vent(B) as it is very common for defenders to overlook this bomb site by giving it up as soon as defenders acquire second floor control. Capitao should be one of the first operators to act on the site opening as soon as the opportunity presents itself to the player.
Thank you for reading and I hope this was helpful for you guys.
If you are interested in more content or want to ask me questions, you can always find me on Twitch or connect with me via discord - I always enjoy discussing Siege with fellow enthusiasts; regardless of skill level.
Discord - https://discord.com/invite/TjGAPdM
Twitch - https://www.twitch.tv/footwork6
Guides Guide to Playing Wamai on Bank
Bank is one of the original maps of Siege and has been thoroughly explored by the community, but of course there are still new tricks waiting to be uncovered. With three staircases and three spacious floors, Bank offers many options for roam play since it's so spread out and time-consuming to roam-clear. Anchoring is acceptable for each site too, especially if you find somewhere safe to sit on cameras, so you can gather intel for your roamers. The many windows in Lobby make it a very risky area to rotate through, but with proper game sense you can navigate your way through it to surprise opponents or pull off some late flanks.
Wamai came into Operation Shifting Tides as the Kenyan partner to Kali, and the first to join her private military company, NIGHTHAVEN. He is a two-armor, two-speed defender with an appealing arsenal fit for most players. His gadget requires a more patient approach though, and dying early means being much less effective, similar to Lesion. He works best as an anchor, whether on or off-site, but he can lurk near site as well, readily rotating to supply his teammates with his utility.
WAMAI’S GADGET
Wamai’s Mag-Nets are discs that intercept all attacker projectile gadgets, including Capitao’s crossbow bolts, but excluding Hibana’s X-Kairos pellets. The projectiles are redirected and drawn towards the Mag-Net, triggering on their position instead after a few seconds. This makes them very effective at protecting bulletproof gadgets from being destroyed with explosives. Since they can be thrown and have a large range, they are fairly versatile, but there is a brief delay before activating.
Position your discs carefully so explosives are not drawn towards your teammate’s gadgets. Similarly, positioning them grouped next to each other can cause them all to be blown up with a single grenade, so space them out when possible. Wamai obtains up to five Mag-Nets over the course of the round. He begins the round with one, and gains another every forty seconds, obtaining all five just before the final minute of the round. Throughout the round, it is useful to keep at least one in your pocket to use reactively. If you predict the enemy team will bring Ace, you may wish to hide your first disc outside the main reinforced wall in attempt to deny one of his Selmas. It can also be useful to hide them outside windows near site that attackers commonly try to throw grenades from.
LOADOUT
Wamai enjoys the choice between either the Aug A2 or the MP5K. The AUG is one of the few assault rifles available to defenders, and it packs a powerful punch. Run it with your preferred 1x sight and either the flash hider or compensator. You may also equip it with the suppressor without suffering significant damage penalty; you will still kill attackers with the same number of bullets. If you want a higher fire-rate weapon, bring the MP5K with either the flash hider or compensator. You can equip it with a 1.5x scope as well, which will make it easier to land those headshots. Since the SMG features poor DPS, headshots will be key to winning your gunfights. As for secondaries, bring the Keratos if you fancy a hand cannon with awesome stopping power and some destructive capabilities. But if you prefer a more traditional pistol, you have access to the P12 as well.
The Deployable Shield is usually the ideal choice for Wamai, as it synergizes well with his Mag-Nets. Use your discs to soak utility while protecting your shield as long as possible. Use the shield to create additional positions for defenders to play on or near site while watching key areas. While covering these areas you can prefire at attackers thanks to the intel gained via the see-through slits.
The Proximity Alarm is perhaps not as strong as the Deployable Shield, but can be helpful for alerting your team to flanks. It may even be preferred if your team already has plenty of bulletproof gadgets that need protecting. Use the alarms to give you a heads up when attackers try sneaking through a key area to access site. Since you know where attackers will try pushing from, you can prepare by lobbing a disc or two in that direction.
DEFENDER BOMBSITES
BOMB SITE 1 – Executive Lounge (2F) & CEO Office (2F)
This site is extremely exposed to windows on the West and North side, particularly the Lobby windows. It also has a few destructible walls on the East side of CEO which should certainly be reinforced. Janitor Closet should be opened up and played to choke out attackers pushing in. Watch for flanks through Lobby, and beware attackers pushing Stock Trading Office and Main Stairs to the South.
Playing this corner in Meeting can be quite influential on denying flanks. A bandit battery on ping can really secure your position. The panel on my crosshair should be blown open with a rotate into Janitor.
You can toss discs above the doorway and even hide some in the Meeting table chairs if needed. Just be careful since if they are pinged by a drone they could be easily wall-banged.
From the above position it is simple to turn around and deny attackers trying to hurl projectors into Janitor Closet.
Ask a teammate to make another rotate from Janitor into CEO Office so you can also deny attackers from smoking their way into CEO to plant after breaching. The cabinets make for some good locations for your frisbees.
Alternatively, you can hold the window room with this shield, protecting it with discs on the pillars and light fixture.
You'll also want to protect yourself from being bombarded with grenades from the window, so stick some discs in the upper corner. You can also place some discs on my crosshair to prevent grenades from flying your way through the breach. Or toss them in the cabinet near the breach to intercept smoke grenades.
BOMB SITE 2 – Staff Room (1F) & Open Area (1F)
This is definitely the least popular site, mostly because it is so spread out. All of Staff Room's ceiling is indestructible leaving anchors relatively safe. Attackers will almost certainly pressure site from Alley outside, and push into Square Skylight to the Northeast to open Staff Room wall. Expect attackers to enter above as well and destroy the ceiling of Open Area from Stock Room, perhaps opening site hatches. Having a pocket strat for this site can grant the occasional win by catching your opponents by surprise.
This shield watches Elevator hallway which is a site entrance you certainly don't want giving attackers access to. Reinforce the floor hatch to give you a safe pocket to sit in in case the shield is destroyed.
You can toss your discs in the upper corner or below the desk to capture explosives, whether they're flying through the hallway or dropping from the soft ceiling above the South side of Open Area.
This single panel and hatch should be reinforced to give you proper cover from behind. In fact if your team has Kaid, this hatch should be protected with an Electroclaw as it is very important for defending this site. You can also open up a line of sight on my crosshair to help you cover Printer window.
If a teammate has the spot above covered, or you prefer not dealing with a hatch above, you can cover Electrical doorway and this entrance to Staff Room. Just plop your shield against the bomb chassis and fling some frisbees above the doorway or in the kitchen.
BOMB SITE 3 – Tellers' Office (1F) & Archives (1F)
Tellers and Archives have entirely destructible ceilings. Due to this, roaming top floor to slow the push is necessary to protect anchors. Attackers will likely pressure site from Lobby, possibly rappelling on windows. They also may push into Open Area to open the Archives wall connecting to Admin Office. Skylight Stairwell is easily accessible from outside too, so beware of flank watches posting on the skylight, Servers stairs, or Electrical Room.
Placing this shield in Tellers' Office gives you a nice little pocket to play in with cover on either side, leaving you with just the ceiling to worry about - hopefully your roamers have you covered! Here are a couple locations for your discs on this side.
If attackers focus this side, use the Cash dispenser for cover and a nice little pixel angle. Here are some candidate locations for your discs on this side.
You can also stick your shield over here and reinforce the panel behind you. This is good for keeping an eye on Lobby and protecting Lobby wall from being breached. Have a teammate create a rotate between sites near your reinforcement so you can swap sites easily, or at least open up some lines of sight on Archives entrances.
You can also play a super aggressive shield in Tellers itself, and have a teammate pop the hatch in case you need an escape route. Plant your Mag-Nets below the desks or against the lip above.
Just be super careful of these particular Lobby windows if you opt to play this shield. Attackers rappelling here can trap you in this position. For this reason, you will want to place this shield here at the very end of prep phase so the enemy doesn't catch an early tip off to your bold plan.
BOMB SITE 4 – Lockers (B) & CCTV Room (B)
This site has seen the most play, and its meta has grown quite stale. Attackers almost always push through Servers and breach the CCTV wall to plant. You should also keep an eye out for attackers pushing up Garage or through the nearby stairs, named Main Stairs. It is also very common for attackers to take Open Area and breach the hatches there. There are two other main hatches; one in Lobby and one in the Elevator by Main Stairs. Servers hatch can be played reinforced to delay the Servers push, or opened and played against attackers once they push in below it.
Delaying Dirt as long as possible can eat up a ton of utility from attacking teams and potentially score some early picks. When you play the Server rack, you commit to defending this room until you die. Hopefully you either trade the kill yourself or have an ally in site to even the playing field.
You can plant some discs on these locations and play further back in site, especially if the hatch above is protected by Kaid or your friendly neighborhood roamer.
Garage is another area you may want to expect projectiles coming from. Whether it's a Selma from Ace, or some flashes/smokes from an Ash or Capitao covering their advance, you'll want to catch it. Rotate over here to toss some frisbees if you get a whiff of attackers pushing deep into Garage.
This shield can assist in covering Garage, but becomes nullified if attackers open the above hatch. The disc in the upper corner will catch projectiles bouncing through the doorway or dropping from the open hatch. In order to strengthen this position, have Kaid plant an electroclaw on ping to take care of the hatch and the single panel.
Guides Excerpt from 'Capitao on Coastline':
"Capitao should spawn with the bulk of the attacking team at Main Entrance and then take up positioning outside of Service Entrance(B) single doorway and Kitchen(A) single window. This will apply pressure onto both defender bomb sites while also maintaining an even distribution of pressure-direction. In other words, attackers will have an equal amount of pressure going through both bomb sites, at a perpendicular angle. The value in this form of background pressure is that it forces defenders to not move as much as they would like to. This is because they (defenders) are aware of the risks of overexposure that come with repositioning between the two bomb sites. The attacking teams vertical pressure from the second floor Penthouse and VIP will demonstrate this even further, as defenders will then have to dodge three separate dimensions of pressure simultaneously; 1) second floor Penthouse, 2) Service Entrance(B) doorway, 3) Kitchen(A) window.
It will be important that Capitao is the operator positioned outside of Service Entrance(B). This is because the player will be able to incite movement within the bomb sites by using the operator firebolts. After all attackers are established in their particular position of pressure (Sledge inside of Penthouse, Capitao outside of Service(B), Glaz outside of Kitchen(A)) Capitao can use his firebolt ability onto defenders and force them to expose themselves to multiple attacker angles - inevitably forcing defenders to forfeit Service Entrance(B) control over to the attacking team."
ATTACKING
CAPITAO - COASTLINE
[1F] KITCHEN(A) - SERVICE ENTRANCE(B)
Guides Excerpt from 'Capitao on Theme Park':
"Capitao should spawn at Tea Cups and then proceed to breach the building through the Lockers doorway (located on the northern wall of the objective building). From Lockers, Capitao will then apply pressure onto defenders playing near ‘90’ as well as eliminate defenders playing on Yellow Stairs. This will then position Capitao to carry out a more thorough assault into Bathroom while also enabling the player to eliminate defenders as they attempt to rotate back into the bomb site via Yellow Stairs.
When applying pressure onto Bathroom, Capitao can use his firebolts to eliminate defenders playing inside of the ‘shower stall’ of Bathroom. This is a particularly strong strategy for attackers to use due to defenders typically not using Wamai Disc’s inside of Bathroom. Instead, defenders will opt to utilize Wamai inside of Drug Storage(B) - leaving defenders entirely vulnerable to Capitao’s firebolts being used inside of Bathroom.
After establishing control inside of Bathroom, Capitao will then be optimally positioned to deploy smoke bolts onto defenders playing inside of Drug Lab(A) as well as maintain flank protection for attackers inside of Drug Storage(B) as they attempt to plant the defuser."
ATTACKING
CAPITAO - THEME PARK
[1F] LAB(A) - STORAGE(B)
Guides Guide to Playing Wamai on Consulate
Consulate is one of those maps that really favors playing for picks and fragging out so it sees plenty of spawn peeks and run outs, especially if Valkyrie is on the board or Nomad is banned. With three large floors, three staircases, and plenty of hatches, a full roam-clear on attack can be pretty tedious.
Wamai came into Operation Shifting Tides as the Kenyan partner to Kali, and the first to join her private military company, NIGHTHAVEN. He is a two-armor, two-speed defender with an appealing arsenal fit for most players. His gadget requires a more patient approach though, and dying early means being much less effective, similar to Lesion. He works best as an anchor, whether on or off-site, but he can lurk near site as well, readily rotating to supply his teammates with his utility.
WAMAI’S GADGET
Wamai’s Mag-Nets are discs that intercept all attacker projectile gadgets, including Capitao’s crossbow bolts, but excluding Hibana’s X-Kairos pellets. The projectiles are redirected and drawn towards the Mag-Net, triggering on their position instead after a few seconds. This makes them very effective at protecting bulletproof gadgets from being destroyed with explosives. Since they can be thrown and have a large range, they are fairly versatile, but there is a brief delay before activating.
Position your discs carefully so explosives are not drawn towards your teammate’s gadgets. Similarly, positioning them grouped next to each other can cause them all to be blown up with a single grenade, so space them out when possible. Wamai obtains up to five Mag-Nets over the course of the round. He begins the round with one, and gains another every forty seconds, obtaining all five just before the final minute of the round. Throughout the round, it is useful to keep at least one in your pocket to use reactively. If you predict the enemy team will bring Ace, you may wish to hide your first disc outside the main reinforced wall in attempt to deny one of his Selmas. It can also be useful to hide them outside windows near site that attackers commonly try to throw grenades from.
LOADOUT
Wamai enjoys the choice between either the Aug A2 or the MP5K. The AUG is one of the few assault rifles available to defenders, and it packs a powerful punch. Run it with your preferred 1x sight and either the flash hider or compensator. You may also equip it with the suppressor without suffering significant damage penalty; you will still kill attackers with the same number of bullets. If you want a higher fire-rate weapon, bring the MP5K with either the flash hider or compensator. You can equip it with a 1.5x scope as well, which will make it easier to land those headshots. Since the SMG features poor DPS, headshots will be key to winning your gunfights. As for secondaries, bring the Keratos if you fancy a hand cannon with awesome stopping power and some destructive capabilities. But if you prefer a more traditional pistol, you have access to the P12 as well.
The Deployable Shield is usually the ideal choice for Wamai, as it synergizes well with his Mag-Nets. Use your discs to soak utility while protecting your shield as long as possible. Use the shield to create additional positions for defenders to play on or near site while watching key areas. While covering these areas you can prefire at attackers thanks to the intel gained via the see-through slits.
The Proximity Alarm is perhaps not as strong as the Deployable Shield, but can be helpful for alerting your team to flanks. It may even be preferred if your team already has plenty of bulletproof gadgets that need protecting. Use the alarms to give you a heads up when attackers try sneaking through a key area to access site. Since you know where attackers will try pushing from, you can prepare by lobbing a disc or two in that direction.
DEFENDER BOMBSITES
BOMB SITE 1 – Consul Office (2F) & Meeting Room (2F)
This site on the top floor tends to be the preferred site for most teams. The most difficult part of defending the site is when attackers establish multiple rappels on the many windows surrounding site, cutting off site rotations. The glass on the windows can be shot out to better hear rappels and respond early. Waiting Room, the connector, is the strongest window for attackers to rappel on, but they also rappel on the site windows and other nearby windows. Attackers pushing into the building may push primarily from Administration Office or Yellow Stairs, but may also flank either Visa or Spiral Stairs.
It is common for Jaeger or Wamai to play Yellow Stairs, delaying the push as long as possible using their gadgets to intercept projectiles. You can even make some lines of sight through the wall to allow you to watch for attackers rappelling in B windows. If you play here, ask for a rotate to be made into Bathroom.
Alternatively, play behind this shield, protecting it with your frisbees. This reinforcement keeps you from being shot at from attackers rappelling Bathroom window.
These two reinforcements make sure you aren't shot in the back while playing the shield.
You can even swing around to cover B windows, which is handy since attackers commonly try to smoke off site so they can plant.
Making some holes in the desk allows you to peek at attackers pushing Spiral or Vending Machines while prone.
If your team needs coverage on Meeting Room, or attackers consistently push Admin side, you can set this shield up and play your discs around this doorway and A windows. If attackers do keep pushing this way, you will want a teammate to protect the reinforcements with breach denial.
BOMB SITE 2 – Lobby (1F) & Press Room (1F)
Lobby & Press Room are best defended with aggressive peeking to waste time and eventually plant denial. Attackers mostly just need to make sure roamers aren’t watching from above before attempting a smoke plant in Lobby, but if Press Room is caught unattended, they may instead swing in there to plant, or rush from Yellow Stairs.
Most projectiles are likely going to come in through the front door. Positioning here with this shield will allow you to deny this from happening as attackers seek to plant defuser.
Alternatively you can play in Piano with this shield. Break the furniture by the speaker and between the flags to create additional positions to hold. Go prone behind the desk in case attackers rappel on the windows. Reinforce the hatch above as well to help keep you safe.
Position the shield so you can line up a pixel angle on attackers moving around by Spiral Stairs.
If attackers push in Yellow Stairs, or Benches, they may try to root you out of your corner with grenades or other explosives. Reinforce the panel on the right so you can place your discs there to intercept them.
The bottom portion of the Piano and the shutters between the windows are great positions for your frisbees in case attackers try throwing grenades from the windows.
You can also position your shield closer to the windows, giving you this pocket to play while watching for attackers pushing in the front door.
BOMB SITE 3 – Archives (B) & Tellers (1F)
This split site rarely sees play, so if you have a full squad build a pocket strat for it and you can probably grab some easy rounds. It requires a coordinated team that can spread out between floors effectively, which can be difficult to achieve. You will need to maintain control over Visa stairs, and Admin hatch plus the hallway hatch by Tellers. Attackers like to push into Lobby and Consul, looking to flank Tellers. They also may push Archives from Garage and Cafe through Lockers and Red hallway.
Playing this pocket in Visa Office can be difficult, but with Wamai, the job becomes feasible. Break the plants so you have clear lines of sight. If attackers take control of Admin above you will want to consider vacating the area.
These discs are great for intercepting projectiles. Avoid placing them on ping and to the right, or they can be seen and shot from the Visa window.
These discs are all hidden from Visa door and keep you from getting destroyed by projectiles coming in Visa window.
You can also use a shield here to watch the flank, with discs above the doorway protecting it. This is useful if you pop this hatch open for use as a rotate.
When playing in the basement, set your shield against this reinforcement to watch Security and Locker hallway. The ceiling above has a lip for your frisbees, and you can preplace one on ping as well.
Have a teammate make a rotate on ping so you can move into Storage Room to keep an eye on Spiral.
BOMB SITE 4 – Cafeteria (B) & Garage (B)
This site has been popular in the past, but may become less so with the addition of Ace. Reinforce Garage wall, Lobby and Bathroom hatches , and Visa hatches as well. Someone should play Pipes to keep an eye on Yellow Stairs and Locker Hallway. Someone should play in Café to deny flanks coming through Red Hall. And a roamer should be ready to pounce on attackers should they play vertically in Piano.
Playing a shield behind White Van is a great way to stop attackers from a Garage-door focused take. They will have to go above and play vertically to properly deal with you. Otherwise, you can eat up all of their planting utility with Discs placed on the van and behind the tool boxes.
You can also play around Pipes with this shield atop the box. These discs will keep attackers from pushing in through Yellow with an onslaught of flash bangs.
This portion of the ceiling is indestructibe so your disc is safe here and the pillar keeps it from being shot by attackers outside. This is a good one if the hatch is opened, but if that happens you may want to move! This is also a good location for an electroclaw if you have a friendly Kaid.
You can also choose to secure the flank, using your utility to protect this shield in Security Hall. Watch for attackers rushing into Archives and holding an angle here from ping.
Have a teammate make a rotate through Security into Cafe so you can quickly swing around to toss your utility here in case attackers push this way instead.
Guides Guide to Playing Wamai on Clubhouse
Clubhouse is probably most iconic for the heavy emphasis on hard-breaching. It is a large map with three floors and three internal staircases. Attackers have plenty of external walls to breach which they may enter the building through. One is by Bedroom Stairs, called Jacuzzi wall. Another is in CCTV. There are also two external walls in Garage. A single panel in Construction leads out to Construction spawn, where you can find another external wall opening Dirt Tunnel in the basement. A couple external walls can be found in Strip too, but they are more commonly used by defenders to peek or run out. All of these major walls are in close proximity to the bomb sites, so they are typically reinforced to give defenders more room to play with.
Wamai came into Operation Shifting Tides as the Kenyan partner to Kali, and the first to join her private military company, NIGHTHAVEN. He is a two-armor, two-speed defender with an appealing arsenal fit for most players. His gadget requires a more patient approach though, and dying early means being much less effective, similar to Lesion. He works best as an anchor, whether on or off-site, but he can lurk near site as well, readily rotating to supply his teammates with his utility.
WAMAI’S GADGET
Wamai’s Mag-Nets are discs that intercept all attacker projectile gadgets, including Capitao’s crossbow bolts, but excluding Hibana’s X-Kairos pellets. The projectiles are redirected and drawn towards the Mag-Net, triggering on their position instead after a few seconds. This makes them very effective at protecting bulletproof gadgets from being destroyed with explosives. Since they can be thrown and have a large range, they are fairly versatile, but there is a brief delay before activating.
Position your discs carefully so explosives are not drawn towards your teammate’s gadgets. Similarly, positioning them grouped next to each other can cause them all to be blown up with a single grenade, so space them out when possible. Wamai obtains up to five Mag-Nets over the course of the round. He begins the round with one, and gains another every forty seconds, obtaining all five just before the final minute of the round. Throughout the round, it is useful to keep at least one in your pocket to use reactively. If you predict the enemy team will bring Ace, you may wish to hide your first disc outside the main reinforced wall in attempt to deny one of his Selmas. It can also be useful to hide them outside windows near site that attackers commonly try to throw grenades from.
LOADOUT
Wamai enjoys the choice between either the Aug A2 or the MP5K. The AUG is one of the few assault rifles available to defenders, and it packs a powerful punch. Run it with your preferred 1x sight and either the flash hider or compensator. You may also equip it with the suppressor without suffering significant damage penalty; you will still kill attackers with the same number of bullets. If you want a higher fire-rate weapon, bring the MP5K with either the flash hider or compensator. You can equip it with a 1.5x scope as well, which will make it easier to land those headshots. Since the SMG features poor DPS, headshots will be key to winning your gunfights. As for secondaries, bring the Keratos if you fancy a hand cannon with awesome stopping power and some destructive capabilities. But if you prefer a more traditional pistol, you have access to the P12 as well.
The Deployable Shield is usually the ideal choice for Wamai, as it synergizes well with his Mag-Nets. Use your discs to soak utility while protecting your shield as long as possible. Use the shield to create additional positions for defenders to play on or near site while watching key areas. While covering these areas you can prefire at attackers thanks to the intel gained via the see-through slits.
The Proximity Alarm is perhaps not as strong as the Deployable Shield, but can be helpful for alerting your team to flanks. It may even be preferred if your team already has plenty of bulletproof gadgets that need protecting. Use the alarms to give you a heads up when attackers try sneaking through a key area to access site. Since you know where attackers will try pushing from, you can prepare by lobbing a disc or two in that direction.
DEFENDER BOMBSITES
BOMB SITE 1 – Gym (2F) and Bedroom (2F)
Gym and Bedroom are next to Construction, and each of these three rooms contains a window facing the South Balcony. Attackers mainly push from this direction and breach Jacuzzi wall to the West, at the top of Bedroom Stairs. They may also come up the stairs themselves to flank the perimeter. It is also quite common for attackers to breach the roof hatch in Logistics Office, and drop down. Or they may clear from CCTV and Garage, to push Construction.
This shield helps you stop attackers from pushing in the hallway after breaching Jacuzzi. You can plant your discs against the lip of the left wall, and behind the boxes as well to stop projectiles sailing towards you or coming up the stairs.
You can even swing around into Logistics to toss some of your Frisbees at the ceiling if attackers try to flash their way into a hatch drop.
Holding Gym becomes much easier with some added cover and some discs, especially since they replaced the weight lifting machine!
With this line of sight you can stop attackers from pushing in Bedroom door as well.
BOMB SITE 2 - CCTV Room (2F) and Cash Room (2F)
Attackers tend to primarily focus on opening CCTV wall to obtain direct access into site. They also pressure CCTV Window and may try to take the Garage to push up to the Catwalk. Controlling Catwalk throughout the round can make a serious impact, making it easier to rotate using the staircases to bypass the the main wall once it’s breached. Flanks often come through Construction, and attackers may clear below to approach site from either of the staircases.
If Thatcher is banned it can be useful to hide a disc here early on to intercept projectiles coming in through the breach. When its behind the monitor it cannot be shot from CCTV window.
Similarly, hide one by CCTV window where it cannot be shot by attackers outside the breach. The best position is behind the computers below the shelving. Just break them and toss it in the dark corner.
Position at the top of Red Stairs with a forward shield and reinforce the wall closest to it. Make some punch holes in the middle panel to contest Cash doorway, and ask a teammate to open up the far panel so you can move into Cash if you need to.
Another great position for Wamai is Garage rafters. There are plenty of places in the vents above for you to toss your discs. This position is best held with a rotate on ping.
Just make sure the Garage walls below you are reinforced so attackers cannot enter here and easily shoot your discs.
Extending into Construction can help waste additional time and control the perimeter. This shield gives you added cover and you can protect it with discs hidden in the ceiling above. Just be sure there is some breach denial on the walls behind you if you wish to play in here. If you open lines of sight in one of the Cash walls, a teammate can work with you to set up a crossfire.
BOMB SITE 3 - Bar (1F) and Stock Room (1F)
Bar and Stock don't really see too much play, arguably because they make up the worst site in the ranked map pool, but practicing a pocket strat to surprise your opponents could be fun. Attackers will almost certainly go for a smoke plant in Stock Room, but may otherwise push Bar, clearing through the Strip Club and Bathroom or flanking from Bedroom Stairs.
From this position you can watch the side door on Stock. Reinforce the Stage wall and hatch to keep you from getting harassed by multiple angles. Your frisbees can be lobbed at the ceiling above and hidden in the speakers.
If you position the shield with a small gap, you can even get a pixel on attackers pushing through Lounge while holding Juke Box.
You will likely need to place some discs in Wolf as well to catch projectiles attackers toss if pushing through this way.
If you want to play a real nuisance of a spot, break the boxes in this corner and set up a shield here. There are plenty of locations for your discs in this room and you can cover both doorways.
These are some great Mag-Net placements. Smash the boxes behind this trashcan on ping as well for an additional location to chuck your discs.
You can use these ones as well to catch grenades from attackers trying to lob them over the center rack. Just be careful with these blue bins at the feet. If attackers get close to the side door, they can shoot you through them. An ally playing near Kitchen hall should be able to stop them from doing this.
BOMB SITE 4 - Church (B) and Arsenal Room (B)
Most of the ceiling in Arsenal is soft, whereas Church’s is entirely indestructible. Attackers will frequently clear a portion of first floor and work on opening hatches. There is also the treacherous route of Dirt Tunnel which is commonly pushed. Other than that, Attackers are left with Blue hall and Main Stairs.
Holding Blue Hall can really be a pain for a lot of attacking teams to deal with, as long as Thatcher is banned. Start it off with discs in these two locations, and play behind the Generator.
You can set up a shield facing Garage Ladder to give you more room for positioning and some slits to peek attackers from while prefiring.
Another great place to stop attackers is this choke point in Church. Many attacking teams will try flashing their way through a Motorcycle hatch drop. Position your shield with a small amount of spacing to damage them through this pixel angle.
You can also hold Dirt with a shield flush against this wood. This will be tough for attackers to deal with and require plenty of utility. A Montagne pushing this way will not be so easy to deal with though, so if you plan playing here you may wish to ban him. If they ignore Dirt you can always turn around to use your discs to stop attackers from flashing or smoking a Kitchen Hatch drop.
Guides Guide for playing 'Capitao' on 'Kafe'.
[DISCLAIMER: This guide is intended to be as bare bones as possible in order to give general advice to any new Rainbow Six: Siege players. In addition to this article being opinionated, I would like to also state that zero-sum strats in this game do not exist and the tell of a good Siege player is their decision making and adaptation to the changing battlefield.]
Kafe is a triple-level map (consisting of three floors) found both in ranked play as well as professional. The current architecture of the building is fairly balanced since the rework of the map.
Capitao is a 1 armour, 3 speed attacking operator. His ability is the ‘tactical crossbow’; a portable crossbow which can be used to shoot smoke or fire pellets that detonate on impact. Until the introduction of Wamai, Capitao’s bolts were not able to be countered by defenders due to Jager’s ADS not being properly equipped to eliminate glass projectiles. However, since the advent of Wamai, attackers now have to burn Wamai Discs in order to utilize Capitaos gadget. Capitao is a highly valuable attacker due to the operator being able to instantly clear defenders out of high contention areas (such as top of Yellow Stairs on Consulate). Capitao is also a great operator for a quick plant due to the operators smoke bolts detonating on impact. This significantly reduces the amount of time defenders have to react to attackers attempting to quick plant therein typically reducing the amount of plant denial used on attackers.
LOADOUT
PRIMARY: PARA-308 (FLASH HIDER - OPTIC PLAYER PREFERENCE)
SECONDARY: PRB92 (ATTACHMENTS PLAYER PREFERENCE)
UTILITY: HARD BREACH CHARGE
ATTACKER SPAWN LOCATIONS:
ATTACKING: [3F] BAR(A) - COCKTAIL(B)
The primary route of attack on this bomb site will be by the attacking team gaining control over Cigar. This will allow attackers to breach the reinforced wall separating Cigar and Freezer and, in turn, flush out any defenders playing inside of Freezer. After eliminating defenders inside of the Freezer, attackers will attempt to plant the defuser under the cover of smoke behind one of the wooden counters inside of Bar(A). Capitao will provide value to the attacking team on this bomb site by maintaining pressure onto defenders from the main Skylight located on the roof of the objective building. Capitao can spawn at any spawn location, although, I would recommend Park as this spawn location has the most easily contested spawn peeks.
After Capitao gets to the roof of the objective building, the player will then want to assist attacking teams entry-fraggers located on the third floor portion of Red Stairs by using his drone to gather intel on the defensive set-up inside of Cigar. This will be highly important information as there are a variety of different ways in which defenders can hold Cigar. Knowing how defenders are protecting Cigar will help attackers determine the optimal way in which to counter the defense.
In addition to intel gathering, Capitao will be able to eliminate the entry denial placed on the Freezer wall from the main Skylight. To do this, Capitao will need to carefully peek at the Skylight so as to establish a clear line of sight through the right hand door of Freezer. It is important that Capitao doesn't over expose himself on the Skylight as it is very common for defenders to be holding multiple angles on Skylight. Capitao will only want to focus on eliminating the defending teams entry-denial inside of Freezer as this will allow the attacking teams hard breacher to open the reinforced wall separating Freezer and Cigar.
PARK SPAWN LOCATION:
ATTACKING: [2F] FIREPLACE(A) - MINING(B) + [2F] READING(A) - FIREPLACE(B)
Due to these two bomb sites being so similar in nature, both bomb sites will be covered in one section of the guide.
Attackers will begin the round by establishing control over the third floor (similar to the way in which attackers played on the previous bomb site), however, Capitao will be used much more independently on these two bomb sites as he will be needed to establish the attacking teams initial second floor map control inside of Mining and Train. This will provide the attacking team with a primary route of horizontal pressure onto either bomb site which is an important aspect of a successful attacking round, especially if the bulk of the attacking teams is focused on vertical pressure. Attackers will need Capitao to establish and maintain a route from which the team can safely establish site control from during the final site execution. Capitao will use his firebolts to clear defenders playing inside of Mining and then use his smokebolts to provide cover for attacking teammates as they breach Mining.
NOTE: In some instances, Capitao may need to establish second floor control elsewhere as it is common for defenders to have a heavy defense inside of Mining/Train. If this is the case, Capitao will want to establish second floor control inside of the Pillar Room by breaching through the East Balcony or by breaching the first floor and proceeding up to Pillar via Brown Stairs.
RIVER DOCKS SPAWN LOCATION:
ATTACKING: [1F] SERVICE(A) - COOKING(B)
The primary route of attack on this bomb site will be by the attacking team gaining control of Large and Small Bakery. This will allow attacking hard breachers like Thermite and HIbanna to breach the reinforced wall between Cooking(B) and Large Bakery. It is common for defenders like Kaid or Bandit to trick the Bakery-Cooking wall due to Cooking(B) being nearly impossible to defend after the wall has been breached. Capitao will add value to the attacking team on this bomb site by using his utility to eliminate the defenders playing inside of Bakery.
Capitao will spawn with the rest of the attacking team at Christmas Market and then proceed up the Bakery double door and Small Bakery single window. This will then provide Capitao with a clear line of sight looking directly into Bakery and allow the operator to use his firebolts to eliminate defenders playing behind ‘counter’.
After full attacker map control is established inside of Big and Small Bakery, attackers will then be able to breach the reinforced wall separating Big Bakery and Cooking(B). Capitao will then provide further value to the attacking team by smoking off the double door which connects the two bomb sites; then allowing attackers to plant the defuser inside of Cooking(B).
NOTE: Attackers will not need to establish any map control inside of Service(A) or Main Lobby with this strategy. The only way in which defenders will be able to access the Cooking(B) bomb site is by pushing the smoked-off double door or by flanking through Small Bakery. The only map control required by attackers in order to have a successful plant will be: Prep, Cooking(B), Big Bakery and Small Bakery. (Coat Closet can also be valuable map control as it will provide a more thorough form of flank protection, however, it is not required.)
CHRISTMAS MARKET SPAWN LOCATION:
Thank you for reading and I hope this was helpful for you guys.
If you are interested in more content or want to ask me questions, you can always find me on Twitch or connect with me via discord - I always enjoy discussing Siege with fellow enthusiasts; regardless of skill level.
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Guides Excerpt from 'Capitao on Border':
"Capitao will provide value to the attacking team on this bomb site by eliminating defenders playing behind ‘half-wall’ after the main Armory(A) wall has been breached.
Capitao should spawn at West Vehicle entrance and then work his way up to the second floor West Balcony. From here, Capitao will use his drone to gather intel on the defensive set-up inside of CCTV and Break Room. Defenders will commonly position one or more defenders across the West Balcony inside of CCTV as a means of wasting attacker time and, in some cases, preventing the attacker West Balcony pushes altogether. Capitao will help prevent defenders from doing this by communicating the exact amount of defenders inside of CCTV/Break as well as their positioning to the attacking teams entry-fragger. This will benefit the attacking team greatly in that the entry fragger(s) will have a larger amount of intel with which they can work with when attempting to eliminate off-site anchors inside of CCTV and Break Room.
After defenders have been isolated back into the bomb sites, attackers will breach the reinforced wall separating Armory(A) and West Balcony. This will provide attackers with a clear route directly into Armory(A) with which they can use to plant.
NOTE: Capitao will be the optimal operator pick for eliminating defenders playing inside of Armory(A), behind ‘half-wall’ (the mini wall located alongside the back wall of Armory(A)). Capitao should use his fire bolts to eliminate these defenders so as to allow attackers a safe pathway to plant inside of default."
ATTACKING
CAPITAO - BORDER
[2F] ARMORY(A) - ARCHIVES(B)
Guides Guide for playing 'Capitao' on 'Kanal'.
[DISCLAIMER: This guide is intended to be as bare bones as possible in order to give general advice to any new Rainbow Six: Siege players. In addition to this article being opinionated, I would like to also state that zero-sum strats in this game do not exist and the tell of a good Siege player is their decision making and adaptation to the changing battlefield.]
Kanal is a triple-level map (consisting of three floors) currently only found in ranked play though that may be subject to change as the developers could add the map to the pro-league map roster after observing how the map plays now. The current architecture of the map is fairly balanced, advantages will change based on which site is being played and how the ban phase plays out at the beginning of the match.
Capitao is a 1 armour, 3 speed attacking operator. His ability is the ‘tactical crossbow’; a portable crossbow which can be used to shoot smoke or fire pellets that detonate on impact. Until the introduction of Wamai, Capitao’s bolts were not able to be countered by defenders due to Jager’s ADS not being properly equipped to eliminate glass projectiles. However, since the advent of Wamai, attackers now have to burn Wamai Discs in order to utilize Capitaos gadget. Capitao is a highly valuable attacker due to the operator being able to instantly clear defenders out of high contention areas (such as top of Yellow Stairs on Consulate). Capitao is also a great operator for a quick plant due to the operators smoke bolts detonating on impact. This significantly reduces the amount of time defenders have to react to attackers attempting to quick plant therein typically reducing the amount of plant denial used on attackers.
LOADOUT
PRIMARY: PARA-308 (FLASH HIDER - OPTIC PLAYER PREFERENCE)
SECONDARY: PRB92 (ATTACHMENTS PLAYER PREFERENCE)
UTILITY: HARD BREACH CHARGE
ATTACKER SPAWN LOCATIONS:
ATTACKING: [2F] SERVER(A) - RADAR(B)
The primary route of attack on this bomb site will be by the attacking team breaching the reinforced wall on the south side of ‘Renovations’ as this will provide the attackers with clear lines of sight directly into Radar(B) in addition to direct access to the bomb site to plant the defuser. Capitao will provide value to the attacking team on this bomb site by providing cover for the teams designated planter inside of Radar(B).
Capitao will spawn with the rest of the attacking teams support players at Construction and then proceed to the roof of the primary Objective building (sometimes called Red). From here, attackers will then breach the reinforced wall separating Renovations from the outside. Until the wall is opened, Capitao should focus on maintaining flank watch while attackers are still outside on the roof. This is because it is very common for defenders to run-out on attackers while they are eliminating the entry-denial utility placed on the main wall due to attackers being highly exposed. Capitao should focus on the White Stairs run-out (located on the roof of the adjacent building) as this will be one of the most common run-outs.
After the wall is opened, capitao should then reposition over to the Renovations breach and use his smokebolts on the double doorway connecting Radar(B) to SkyBridge and on the rotation hole connecting Radar(B) to Server(A). This will then cut off all defenders' routes back into Radar(B) while attackers plant the defuser behind ‘console’ inside of the (B) bomb site.
CONSTRUCTION SPAWN LOCATION:
ATTACKING: [1F] COAST GUARD(A) - LOUNGE(B)
The primary route of attack on this bomb site will be by the attacking team gaining control of ‘Scuba’ and ‘Printer’ stairs, as well as the hallway-landing which separates the two. After establishing control of the northern stairwells, attackers will want to breach the reinforced wall between the lower-printer-stairs-landing and Lounge(B). This will completely expose the Lounge(B) bomb site as well as position attackers to plant the defuser in a variety of different safe plant spots inside of the B bombsite. Capitao will be used on this bomb site to eliminate the defending teams entry-denial utility placed on the wall separating Scuba Stairs and Lounge(B).
Capitao will spawn at Floating Docks and then proceed to rappel onto the second floor window of Lounge(B). From here, Capitao will be able to eliminate the defending teams entry-denial utility permanently as well as use his firebolts to prevent defenders from being able to ‘trick’ the Lounge(B) wall. This will then allow the attacking team's hard breacher to open the Lounge(B) wall. Capitao will be able to support attackers further by eliminating defenders as they attempt to reposition out of Lounge(B) in addition to being able to use his smokebolts to cover attackers as they plant inside of Lounge(B).
NOTE: Capitao will want to be very careful on the second floor Lounge(B) rappel as the player will be very vulnerable to defenders flanking you from SkyBridge or any of the windows on the primary objective building. There is no good way to contest against this other than attackers successfully isolating all defenders back into the two bomb sites.
FLOATING DOCKS SPAWN LOCATION:
ATTACKING: [BSMNT] KAYAKS(A) - SUPPLY(B)
The primary route of attack on this bomb site will be by attackers gaining control of the first floor inside of Coast Guard and Lounge as the hatches located on the floors of these two rooms offer great lines of site and access points to the basement. It is very common for defenders to be playing inside of Bathroom and Lockers, located directly across the hall from the bomb sites in the basement. Capitao can be used on this bomb site to assist attackers in establishing control inside of Lockers and inside of Diving.
Capitao should spawn at Floating Docks and then proceed to the outside lower crates in order to maintain positioning on the Diving double window and Lockers single window. Capitao will then be able to use his fire bolt to eliminate defenders playing behind the main locker inside of Lockers as they will be forced to either reposition into Main Hallway or Showers; giving attackers an opportunity to take Lockers control. From here attackers will be able to pincer the remaining off-site anchors inside of Showers as additional teammates positioned inside of Trench can push these defenders opposite of you in order to cut off all disengagement routes. This will then give attackers full control of Showers, Lockers, Long Hallway, and Bottom Main Stairs.
Defenders will then only have Diving Room and Scuba Stairs as a route which can be used to return to the bomb site. Capitao will then shift his positioning to the outside of Diving window in order to pincer any remaining defenders inside of Diving with the help of additional teammates positioned inside of Lockers, Long Hallway, and Scuba Stairs.
SAILBOATS SPAWN LOCATION:
ATTACKING: [1F] SECURITY(A) - MAP(B)
The primary route of attack on this bomb site will be by the attacking team establishing control over the second floor Server and Radar rooms located directly above the bomb site. The ceiling of Security(A)-Map(B) is destructible, making it advantageous for attackers to first focus on control of the second floor. Capitao will provide value to the attacking team on this bomb site by assisting teammates in establishing control inside of Kitchen.
The operator should spawn with the rest of the attacking teams to support players at Construction and then position himself on the second floor Kitchen single window rappel. This will then allow the player to eliminate any defenders playing inside of Kitchen from the outside. Capitao will be ideal for this job as the player is capable of eliminating defenders positioned inside of the many nooks located in Kitchen (most notable of which being the variety of half walls there are in Kitchen). Capitao will clear Kitchen of all defensive presence for in-building attackers to then capitalize on. Capitao should then remain on this window rappel for the remainder of the round as he will be able to prevent defenders from being able to flank attackers through Kitchen from Waiting Hall.
NOTE: Although there is no good way for defenders to run out on Capitao while he is on this window rappel, defenders will occasionally jump out of the second floor Kitchen window in order to secure the map control. Although jumping out of the Kitchen window seems like a poor decision, the Kitchen window rappel is actually incredibly valuable positioning and, in some cases, is worth trading a player for. Capitao should stay on an inverted-rappel in order to play the rappel in the safest way possible.
Thank you for reading and I hope this was helpful for you guys.
If you are interested in more content or want to ask me questions, you can always find me on Twitch or connect with me via discord - I always enjoy discussing Siege with fellow enthusiasts; regardless of skill level.
Discord - https://discord.com/invite/TjGAPdM
Twitch - https://www.twitch.tv/footwork6
Guides Guide for playing 'Capitao' on 'Bank'.
[DISCLAIMER: This guide is intended to be as bare bones as possible in order to give general advice to any new Rainbow Six: Siege players. In addition to this article being opinionated, I would like to also state that zero-sum strats in this game do not exist and the tell of a good Siege player is their decision making and adaptation to the changing battlefield.]
Bank is a triple-level map (consisting of three floors) found both in ranked play as well as professional. The current architecture gives a slight advantage to the attackers being able to have control over large portions of the map without entering the building.
Capitao is a 1 armour, 3 speed attacking operator. His ability is the ‘tactical crossbow’; a portable crossbow which can be used to shoot smoke or fire pellets that detonate on impact. Until the introduction of Wamai, Capitao’s bolts were not able to be countered by defenders due to Jager’s ADS not being properly equipped to eliminate glass projectiles. However, since the advent of Wamai, attackers now have to burn Wamai Discs in order to utilize Capitaos gadget. Capitao is a highly valuable attacker due to the operator being able to instantly clear defenders out of high contention areas (such as top of Yellow Stairs on Consulate). Capitao is also a great operator for a quick plant due to the operators smoke bolts detonating on impact. This significantly reduces the amount of time defenders have to react to attackers attempting to quick plant therein typically reducing the amount of plant denial used on attackers.
LOADOUT
PRIMARY: PARA-308 (FLASH HIDER - OPTIC PLAYER PREFERENCE)
SECONDARY: PRB92 (ATTACHMENTS PLAYER PREFERENCE)
UTILITY: HARD BREACH CHARGE
ATTACKER SPAWN LOCATIONS:
ATTACKING: [2F] CEO(A) - EXECUTIVE(B)
The primary route of attack on this bomb site will be by the attacking team entering the building through the second floor ‘Terrace’ located to the south east of the map. After gaining control over square stairs, the attackers will proceed to open the reinforced wall separating CEO(A) from Square as this will provide attackers with a direct route to the bomb site to plant the defuser. Capitao will add value to the attacking team on this bomb site by using his fire bolt to eliminate the defending teams entry denial operator (Bandit/Kaid) as they attempt to ‘trick’ the main CEO(A) wall.
Capitao should spawn Jewelry with the rest of the attacking teams' support players. From here, Capitao should then rappel onto the eastern portion of the northern wall of the objective building. This will allow the player to break open the windows looking into CEO(A). With this control, defenders will not be able to access any of the four CEO(A) walls separating the bomb site from 2F Square Stairs. Capitaos job will be to maintain pressure onto defenders from the window rappel for the duration of the round.
NOTE: Attackers playing on the window rappel will be vulnerable to defenders playing the long windows inside of Main Lobby. Attackers will want to establish some type of map control (whether it be a physical presence or just roam protection) in order to protect Capitao while he is on the rappel.
BACK ALLEY SPAWN LOCATION:
ATTACKING: [1F] OPEN(A) - STAFF(B)
The primary route of attack on this bomb site will be by the attacking team gaining control over the second floor as the entire ceiling of 1F Open(A)-Staff(B) is able to be destroyed in order to gain dynamic angles into the bomb site. Capitao will add value to the attacking team on this bomb site by eliminating defenders playing inside of Open(A), and more specifically, behind ‘T’.
Capitao will spawn with the rest of the attacking team at Back Alley and then apply pressure onto Open(A) through the Printer window. This will expose on-site defenders playing by the back corner of Open(A), underneath the Stock Trading hatch. Capitao will then provide further value to the attacking team by eliminating defenders playing behind the T Wall (the wall separating Open Area and Printer) inside of Open(A). To do this, Capitao will use his fire bolts on the flooring behind T, this will force defenders in this position to reposition elsewhere inside of Open(A). Capitao will then be able to smoke off the various angles looking into Printer and plant the defuser in front of the Printer window.
NOTE: Attackers can breach the ceiling above ‘T’ by opening up the flooring inside of Stock Trading. This is a common secondary strategy to use in the case of Capitao dying early in the round or if defenders have too much anti-projectile utility placed inside of Printer.
JEWELRY SPAWN LOCATION:
ATTACKING: [1F] TELLERS(A) - ARCHIVES(B)
The primary route of attack on this bomb site will be by the attacking team gaining control of the second floor CEO Office as this will enable attackers to destroy the ceiling of the Tellers-Archives bomb site. Attackers will also focus on control of Kitchen and Open Area as this will enable attacking hard breachers like Hibanna and Thermite to breach the reinforced wall between Admin Office and Archives(B). Capitao will provide value to the attacking team on this bomb site by assisting the teams entry fraggers as they establish first floor control inside of Open Area and Kitchen.
To do this, Capitao will spawn with attacking teammates at Back Alley and then proceed to the Printer window. Capitao will take Printer/Open Area almost identically to the way in which the operator did it on the previous bomb site. After establishing first floor Open Area control, the attacking team's hard breacher will then open the reinforced wall separating Archives(B) and Open Area. This will allow Capitao to smoke off the doorway and rotation hole connecting Tellers(A) to Archives(B) so as to provide himself cover while he enters the Archives(B) bomb sites and eliminates remaining on-site defenders.
NOTE: Attackers playing inside of Open Area and Kitchen will want to pay close attention to potential flanks coming through Blue Stairs and Main Stairs. It is common for defenders to have roamers positioned inside of Garage at the start of the round and not flank until much later. Attackers will want to always pay close attention to their flanks, especially if not all defenders are accounted for.
PARKING SPAWN LOCATION:
ATTACKING: [BSMNT] CCTV(A) - LOCKERS(B)
The primary route of attack on this bomb site will be by the attacking team gaining control of the first floor Open Area and Kitchen as the hatches located on the floors are crucial in cutting off defenders rotating throughout the basement and two bomb sites. Capitao will provide value to the attacking team on this bomb site by assisting attackers in establishing control inside of Server.
Capitao should spawn at Jewelry and then proceed through the Dirt Tunnel access leading directly into Server. Attackers will need to stop and drone the defensive set-up inside of Server and Blue Stairs before attempting to take the map control. Defenders will commonly have a player like Wamai playing at the top of Blue Stairs or behind Server Rack. Attackers will need to eliminate Wamais’ utility by either using a Twitch Drone, EMP Grenade, or burning the utility out right with flashbang grenades. After the Wamai is temporarily out of anti-projectile utility, Capitao will need to act quickly in order to get the firebolt behind Server Rack. If Capitao waits too long, Wamai will be able to replace the wamai Discs that were either used or destroyed, then preventing Capitao from being able to use his firebolt until the utility is destroyed again.
After Server control is gained by attackers, Capitao will then assist the team by using his smokebolts on the Mira Window inside of Red Hallway in order to provide the attacking teams planter with adequate cover. In some cases, Capitao may still have a firebolt to use. If this is the case, Capitao can provide a huge advantage to attackers by using the firebolt on the Red Hallway as this will prevent defenders from being able to contest a plant from behind the Mira Window.
Thank you for reading and I hope this was helpful for you guys.
If you are interested in more content or want to ask me questions, you can always find me on Twitch or connect with me via discord - I always enjoy discussing Siege with fellow enthusiasts; regardless of skill level.
Discord - https://discord.com/invite/TjGAPdM
Twitch - https://www.twitch.tv/footwork6
Guides Necesito gente que hable español en Sudamérica para crear un equipo
Porfi :)
Guides Excerpt from 'Capitao on Bank':
"To do this, Capitao will spawn with attacking teammates at Back Alley and then proceed to the Printer window. Capitao will take Printer/Open Area almost identically to the way in which the operator did it on the previous bomb site. After establishing first floor Open Area control, the attacking team's hard breacher will then open the reinforced wall separating Archives(B) and Open Area. This will allow Capitao to smoke off the doorway and rotation hole connecting Tellers(A) to Archives(B) so as to provide himself cover while he enters the Archives(B) bomb sites and eliminates remaining on-site defenders.
NOTE: Attackers playing inside of Open Area and Kitchen will want to pay close attention to potential flanks coming through Blue Stairs and Main Stairs. It is common for defenders to have roamers positioned inside of Garage at the start of the round and not flank until much later. Attackers will want to always pay close attention to their flanks, especially if not all defenders are accounted for."
ATTACKING
CAPITAO - BANK
[1F] TELLERS(A) - ARCHIVES(B)
Guides Excerpt from 'Capitao on Kafe':
"Capitao will be used much more independently on these two bomb sites as he will be needed to establish the attacking teams initial second floor map control inside of Mining and Train. This will provide the attacking team with a primary route of horizontal pressure onto either bomb site which is an important aspect of a successful attacking round, especially if the bulk of the attacking teams is focused on vertical pressure. Attackers will need Capitao to establish and maintain a route from which the team can safely establish site control from during the final site execution. Capitao will use his firebolts to clear defenders playing inside of Mining and then use his smokebolts to provide cover for attacking teammates as they breach Mining.
NOTE: In some instances, Capitao may need to establish second floor control elsewhere as it is common for defenders to have a heavy defense inside of Mining/Train. If this is the case, Capitao will want to establish second floor control inside of the Pillar Room by breaching through the East Balcony or by breaching the first floor and proceeding up to Pillar via Brown Stairs."
ATTACKING
CAPITAO - KAFE
[2F] FIREPLACE(A) - MINING(B) + [2F] READING(A) - FIREPLACE(B)
Guides I need some teammates on rainbow plz 😕
Plz I need friends ganer tag gg_gamer3265 on ps4
Guides Guide to playing "Jackal" in "Kanal"
Kanal is made up of two buildings with 2 surface-level floors. The east-side building is painted blue so it is called the “Blue Building” while the west-side building is painted red and is called the “Red Building.” There are two bridges, upper and lower, that connect the two buildings together.
The Blue building has an underground and first floor while the Red building has a first and second floor. The Blue building’s second “floor” is called the Coast Guard Roof with only one room called the Printer Room that leads down to the first floor.
Each building houses two objective locations. Both buildings have one on each floor as well for a total of four. Because the Bombsites are all very separate from each other, each one has different strategies for attack and defense.
▲Kanal’s objective locations. The left building is called Blue while the right building is called Red.
Jackal is a defender that can track enemy footsteps and acquire information about their whereabouts with his Eyenox Tracker. Jackal is considered the greatest counter to defending roamers. Using Eyenox Tracker, Jackal can see where the enemy has been as well as when they have passed that location. Because of his skillset, Jackal is often banned in Ranked.
Jackal has very good loadout configurations as well. His primary weapon, the C7E Assault Rifle, has 46 Damage, and 800 Fire Rate. The PDW9, which has low recoil and a capacity of 50, is Jackal’s most commonly used weapon. Equipping the ITA12S Shotgun as his secondary weapon can allow Jackal some soft-breaching capabilities as well. The Shadow Legacy update removed the ACOG sight from both of Jackal’s primary weapons and replaced them with the Scope 2.0x for the C7E and the Scope 1.5x for the PDW9.
▲The C7E can use the Scope 2.0x along with non-magnified sights.
▲The PDW9 can use the Scope 1.5x. This combined with the Angled Grip can be effective for rush plays.
▣ 2F Server Room ~ 2F Radar Room
Attackers can climb onto the Balcony and start their attack from here. You can take the door or barricade to get to the Roof Entrance or use the Hallway window and scout the interior first.
If your team has a hard breacher, your team can breach the Balcony Renovations wall that leads to Renovations. This can allow you to scout the Radar Room from the Balcony. However, it might be reinforced with Bandit or Kaid’s skills.
You can also try an attack from the opposite building. From the Blue building’s roof, you can shoot through the second floor windows or go through the Printer Room and take the Upper Bridge to reach the Radar Room. Defenders may be waiting here to stop your approach so make good use of your Eyenox Tracker first.
▲The focal point of your attack: the Renovations wall. Breaching this wall makes taking the Radar Room much easier.
▲You can scout the Radar Room from the Balcony using the Hallway window.
▲From the opposite side Hallway window, you can get an angle into the Server Room.
▲Defenders may attempt a runout play from here to stop you from getting to the Balcony, so place a Claymore Mine here.
▲You can shoot into the Red building from the Blue building roof. The 2.0x Scope makes it easier.
▲Check for waiting defenders here while penetrating the Printer Room.
▲Past the Upper Bridge, you can scout both the Radar Room and Server Room.
▣ 1F Security Room ~ 1F Map Room
These Sites are located right below the aforementioned layout. You can try a vertical play from the second floor instead of going directly into the first floor. Much of the second floor’s floors are made of breakable material plus there are three hatches that lead down to the first floor.
The defenders will know how crucial the second floor is so they will likely send roamers there. Jackal can use Eyenox Tracker to safely take care of these roamers and aid his team with the vertical play.
Jackal can also use his ITA12S shotgun to break the floors. Make a small hole with your shotgun and use Eyenox Tracker to scan the first floor from above.
▲ You can break the barricade here and enter the first floor directly. But..
▲a vertical play from the second floor using hatches is much more efficient.
▲Your team can put good use of these three hatches but they will likely be reinforced.
▲From the Projector Room window, you can check the Map Room and Kitchen.
▲You can go with your hard breacher through the Construction Entrance and breach this wall.
▲If the defenders try a Bandit Trick from the Kitchen, scout from the south side Kitchen window.
▣ 1F Coast Guard Meeting Room ~ 1F Lounge
These locations are located on the Blue building’s first floor. Oftentimes attackers will get up to the roof and take the White Stairs down to Reception.
The Upper Bridge connects the Red building to the Printer Room. If the attackers manage to reach the Printer Room, they can break the floor and try a vertical play to the Lounge. If you are with the hard breacher, you can take the Blue Stairs located in front of the Printer Room down to the first floor and breach the Lounge wall.
Whatever route you take to the Bombsites, you will have to engage the enemy directly head on. Expect retaliation from defending roamers. Jackal’s use of Eyenox Tracker can change the result of the match here, so try to cover your team to the best of your ability.
▲If you came through the Reception area, you can see the Archives door to the left and the Radio Room hallway to the right.
▲Go through Archives to the Bombsite or breach this wall for a new angle.
▲If you come through the Radio Room Hallway, you can breach this wall but the area is quite open so be careful.
▲You can use your shotgun on the second floor Printer Room’s floor for a vertical play near the Lounge.
▲If you have a hard breacher on your team, take the Blue Stairs down and breach this Lounge wall.
▣ B1 Kayaks ~ B1 Supply Room
These locations are placed in the Blue building’s underground floor. Both Bombsites lie below the Coast Guard Meeting Room, making a vertical play from here quite effective. There is also a hatch here that lets you see the Kayaks bomb.
If you and the hard breacher are together, take the Basement Stairs down and open the door barricade to the Supply Room Corridor. There is a wall here that leads to Pipes that, if breached, can give you a new route into the Supply Room. The nearby Bathroom is a common spot for defenders to hide in, so Jackal should cover the Bathroom while his hard breacher starts his breach.
You can also go through Diving Alcove and advance using the window. There are two windows, one to the Diving Room and one to the Locker Room. Choose according to the footsteps you see.
▲If you took the Basement Stairs down, ask your hard breacher to breach this wall.
▲Defenders will often scout the attackers from the Bathroom.
▲You can break the Diving Alcove window to the Diving Room or…
▲take the route shown above into the Locker Room and continue to the Bathroom.
▲If you have reached the Coast Guard Meeting Room, try dropping down from the hatch or..
▲scout the underground floor. Of course, be careful of enemy roamers.
Guides Let’s play
Ranked Xbox Oce servers gold 2 but dropped from plat from solo queing need an intelligent squad to help me
Guides Guide for playing 'Capitao' on 'Consulate'.
[DISCLAIMER: This guide is intended to be as bare bones as possible in order to give general advice to any new Rainbow Six: Siege players. In addition to this article being opinionated, I would like to also state that zero-sum strats in this game do not exist and the tell of a good Siege player is their decision making and adaptation to the changing battlefield.]
Consulate is a triple-level map (consisting of three floors) found both in ranked play as well as professional. The current architecture of the map gives a significant advantage to the attacking team due to the high amount of exposure each bomb site is vulnerable to from the outside.
Capitao is a 1 armour, 3 speed attacking operator. His ability is the ‘tactical crossbow’; a portable crossbow which can be used to shoot smoke or fire pellets that detonate on impact. Until the introduction of Wamai, Capitao’s bolts were not able to be countered by defenders due to Jager’s ADS not being properly equipped to eliminate glass projectiles. However, since the advent of Wamai, attackers now have to burn Wamai Discs in order to utilize Capitaos gadget. Capitao is a highly valuable attacker due to the operator being able to instantly clear defenders out of high contention areas (such as top of Yellow Stairs on Consulate). Capitao is also a great operator for a quick plant due to the operators smoke bolts detonating on impact. This significantly reduces the amount of time defenders have to react to attackers attempting to quick plant therein typically reducing the amount of plant denial used on attackers.
LOADOUT
PRIMARY: PARA-308 (FLASH HIDER - OPTIC PLAYER PREFERENCE)
SECONDARY: PRB92 (ATTACHMENTS PLAYER PREFERENCE)
UTILITY: HARD BREACH CHARGE
ATTACKER SPAWN LOCATIONS:
ATTACKING: [2F] MEETING(A) - OFFICE(B)
The primary route of attack on this bomb site will be by the attacking team rappelling on the second floor windows of Office(B), Meeting(A), Conector, and Bathroom. The attackers have a huge advantage on this bomb site due to the amount of control which can be had by just rappelling on the windows, attackers can cut off any and all rotates between Office(A), Meeting(B), Long Desk, and Yellow Stairs without even coming inside the building. Due to the amount of control which can be had from the outside, attackers can dedicate the majority of their personnel and resources safely from the outside while only having a few attackers actually enter the building. Capitao will be used on this bomb site to eliminate the defending team's presence on the third floor portion of Yellow Stairs.
Capitao should spawn with the rest of the attacking team at Fuel Pumps and then proceed to the roof of the objective building. Capitao will then be able to position himself on the Yellow Skylight (the roof access skylight located directly on top of Yellow Stairs). From Skylight, Capitao will be able to use his Tactical Crossbow to shoot fire darts behind the support pillar of Yellow Stairs. This will force the defending teams off-site anchor to expose themselves to attackers on the Yellow Skylight as they are repositioning into Front Desk. Capitao will then maintain pressure onto the doorway connecting Yellow Stairs and Front Desk in order to isolate defenders from repositioning back onto Yellow. This will then provide an open lane for attacking teammates to establish an initial presence on Yellow Stairs which can then be used as a beachhead for a more thorough site execution later on in the round.
NOTE: Defenders can counter Capitao by having Wamai play on Yellow Stairs. If this is the case, attackers will want to be as quick as possible in eliminating the Yellow Stairs player. This is because the longer Wamai is alive, the more utility the player can add to the defending team's defensive set-up.
FUEL PUMPS SPAWN LOCATION:
ATTACKING: [1F] PRESS(A) - LOBBY(B)
The primary route of attack on this bomb site will be by the attacking team attempting to plant the defuser inside of the outside double door leading into Lobby(B) from the south of the bomb site. This is the most common strategy due to the safe and direct route to the bomb site the attacking team is given in addition to the attackers not needing too much map control in order to successfully plant the defuser. That being said, some map control is still required by attackers before planting the defuser. It is very common for defenders to have a presence inside of the second floor Meeting Room as, any defenders with the ability to open the flooring of 2F Meeting Room, can provide any defenders on the second floor a clear line of sight to the default plant spot inside of Lobby(B) without over exposing themselves to the outside. Capitao will be used on this bomb site to eliminate the defending teams presence inside of Anti-Chamber as well as provide smoke cover for attacking teammates as they plant the defuser inside of Lobby(B).
Capitao will spawn with the rest of the attacking team at Police Line and then proceed to the Main Entrance located on the south side of the building. The player should then maintain a position outside (usually near half wall) in order to keep pressure onto defenders inside of Press(A) and Lobby(B). It is very common for defenders to contest attackers as they approach the objective building from spawn. Capitao will help mitigate this threat by carefully picking his target windows from the outside and then slowly closing in closer to the objective building. After attackers establish good control onto the bomb site from the outside (as well as control on the second floor), Capitao will then help teammates close out the round by using his smoke darts to cover them as they plant the defuser.
NOTE: Remember, Wamai is a direct counter to Capitao. It is critically important that attackers get rid of the defending teams Wamai utility BEFORE attempting to plant the defuser. Not doing so will waste Capitaos utility and nullify the operator pick entirely.
SIDE ENTRANCE SPAWN LOCATION:
ATTACKING: [1F/BSMNT] TELLERS(A) - ARCHIVES(B)
The primary route of attack on this bomb site will be by the attacking team entering the building through the first floor Visa Entrance on the eastern side of the building and proceeding to gain control of Visa Office. Before gaining control over Visa Office, the attacker must first deduce whether or not the defenders are playing inside of the second floor Administrators Office as this will be the defending teams primary method for defending Tellers(A) due to their ability to open the flooring of Administrator's Office and use the vertical angles against the attackers approach from either Visa Entrance or Spiral Hallway. Capitao will add value to the attacking team on this bomb site by eliminating the defensive presence on the second floor inside of Administrators Office.
Capitao should spawn with the attacking teams entry fragger (Ash/Zofia) and breach the objective building through the first floor Yellow Stairs doorway and second floor CEO windows. After attackers establish an initial beachhead on the second floor, Capitao will cooperate with the attacking teams dedicated entry fragger and use his drone to gather intel on the defensive set-up inside of Admin. Understanding how defenders are protecting certain parts of the map is critically important for a successful attack. Failure to gather intel at the start of the round will typically result in attackers using the route of highest resistance (or the route in which defenders are most prepared for). Capitao will first identify and then communicate the route of least resistance to the attacking teams entry fragger in order to give them the highest chance of success.
NOTE: Defenders won’t always invest heavily in the second floor due to the potential pressure being limited to just vertical angles. Instead, defending teams will typically opt to defend Tellers(A) from the basement inside of Archives(B) as this will not only keep defenders on the (B) bomb site, but will also allow them to use nitro-cell effectively as a primary form of plant denial. Attackers may want to consider a west basement take from Garage.
POLICE LINE SPAWN LOCATION:
ATTACKING: [BSMNT] CAFETERIA(A) - GARAGE(B)
The primary route of attack on this bomb site will be by the attacking team breaching the reinforced wall located on the west of the Garage(B) and planting the defuser in front of ‘White Van’. However, before breaching the reinforced wall, the attackers will need to gain control over the first floor Press Room and Lobby as these two rooms are located directly above the basement bombsites. Capitao will add value to the attacking team on this bomb site by providing cover for attacking teammates as the diffuser is being planted.
Capitao will spawn with the rest of the attacking teams to support players at Fuel Pumps and proceed to the objective building. Capitao will then use his drone to gather intel on the defensive set-up on the first floor inside of the Press Room (Piano) and Main Lobby. The attacking teams entry fraggers will then act on the intel provided to them by Capitao, then allowing the teams hard breacher to open the main wall inside of Garage(B) be eliminating the Garage(B) entry denial utility through the Piano flooring.
After the main wall has been breached, Capitao will use his smoke darts to cover teammates as they establish an initial hold inside of Garage(B). Attackers will then plant the diffuser in front of Whit Van and play the post plant.
NOTE: Capitao can use his fire bolts to buy attackers time during the post-plant by shooting the fire bolt directly on top of the defuser. This will force defenders to have to wait until the fire clears from the proximity of the defuser in order to attempt a disable.
RIOT BARRICADE SPAWN LOCATION:
Thank you for reading and I hope this was helpful for you guys.
If you are interested in more content or want to ask me questions, you can always find me on Twitch or connect with me via discord - I always enjoy discussing Siege with fellow enthusiasts; regardless of skill level.
Discord - https://discord.com/invite/TjGAPdM
Twitch - https://www.twitch.tv/footwork6
Guides Excerpt from 'Capitao on Kanal':
"The operator should spawn with the rest of the attacking teams to support players at Construction and then position himself on the second floor Kitchen single window rappel. This will then allow the player to eliminate any defenders playing inside of Kitchen from the outside. Capitao will be ideal for this job as the player is capable of eliminating defenders positioned inside of the many nooks located in Kitchen (most notable of which being the variety of half walls there are in Kitchen). Capitao will clear Kitchen of all defensive presence for in-building attackers to then capitalize on. Capitao should then remain on this window rappel for the remainder of the round as he will be able to prevent defenders from being able to flank attackers through Kitchen from Waiting Hall.
NOTE: Although there is no good way for defenders to run out on Capitao while he is on this window rappel, defenders will occasionally jump out of the second floor Kitchen window in order to secure the map control. Although jumping out of the Kitchen window seems like a poor decision, the Kitchen window rappel is actually incredibly valuable positioning and, in some cases, is worth trading a player for. Capitao should stay on an inverted-rappel in order to play the rappel in the safest way possible."
ATTACKING
CAPITAO - KANAL
[1F] SECURITY(A) - MAP(B)
Guides Getting renown for zero!
I'm a ps4 player, in the EU with a mic
Guides Excerpt from 'Capitao on Consulate':
"Capitao should spawn with the attacking teams entry fragger (Ash/Zofia) and breach the objective building through the first floor Yellow Stairs doorway and second floor CEO windows. After attackers establish an initial beachhead on the second floor, Capitao will cooperate with the attacking teams dedicated entry fragger and use his drone to gather intel on the defensive set-up inside of Admin. Understanding how defenders are protecting certain parts of the map is critically important for a successful attack. Failure to gather intel at the start of the round will typically result in attackers using the route of highest resistance (or the route in which defenders are most prepared for). Capitao will first identify and then communicate the route of least resistance to the attacking teams entry fragger in order to give them the highest chance of success.
NOTE: Defenders won’t always invest heavily in the second floor due to the potential pressure being limited to just vertical angles. Instead, defending teams will typically opt to defend Tellers(A) from the basement inside of Archives(B) as this will not only keep defenders on the (B) bomb site, but will also allow them to use nitro-cell effectively as a primary form of plant denial. Attackers may want to consider a west basement take from Garage."
ATTACKING
CAPITAO - CONSULATE
[1F/BSMNT] TELLERS(A) - ARCHIVES(B)
Guides Guide to playing "Fuze" on "Club House"
Club House consists of underground, first, and second floors. Each floor isn’t very wide so good use of defensive roamers will severely hinder the attacking team’s advances. There are many routes leading up to and down the floors like the Central Stairs and Garage or the Eastern Stairs (Blue Stairs) so roamers can pop out from anywhere.
Excluding the underground floor, every Bombsite can be scouted from the outside. Designating one of the attacking team’s members to hold an exterior angle will be effective. The rest of the team should focus on getting new angles from the inside and penetrating the building. If done right, you can completely surround the Bombsite.
Club House has two objective locations on the second floor, one on the first floor, and one on the underground floor. The first floor is by far the worst option for defenders because it is quite open to the outside and susceptible to vertical plays from the second floor. The underground floor cannot be scouted from the outside and is rather closed off which makes it the best location to defend.
▲Club House’s objective locations. Defenders tend to prefer the second or underground floors.
Fuze is an offensive operator that can install Cluster Charges on any breakable wall, floor, or barricade. When activated, it shoots out five small grenades into the other side of the surface. These grenades cover a lot of area which makes them very efficient for taking out enemy gadgets.
Cluster Charge will launch its sub-grenades from right to left. Using this info you can somewhat control where the grenades bounce off to. However, they do take a long time to install and deploy as well as having a distinct sound so killing someone with a Cluster Charge will be quite difficult.
Fuze can choose between a variety of guns for his primary weapon. The AK-12, which is regarded by many to be the best offensive weapon in the game is always a good choice. The 6P41 LMG has a whopping 100 capacity and can enable Fuze to stay in fights for a long time. The PMM pistol which has the damage of a magnum and the Ballistic Shield are also available.
▲The AK-12 can now be used with a 2.0x or 2.5x Scope.
▲The 6P41 can use the 1.5x or the 2.5x Scopes.
▣ 2F Gym ~ 2F Bedroom
Attackers can climb onto the Central Sub-Roof and break the Gym and Bedroom windows to scout the interior. While one attacker covers this area, the rest of the team can aid the hard breacher and go through the west side Balcony to the Bedroom Hallway and breach the double wall. This is the most basic attack strategy for this map. Before breaking the windows, Fuze can deploy a Cluster Charge and destroy nearby enemy gadgets.
In response, the defending team can deploy Bandit or Kaid and use a Bandit Trick on the double wall. If you take the Gym window angle you can easily scout behind the Bedroom Hallway reinforced wall to counter this. Once your team successfully breaches the wall, your team can breach the Bathroom wall as well to further limit the defenders’ cover spots.
▲From the Central Sub-Roof you can access the Bedroom window…
▲and the Gym window that lets you scout inside the Bombsite. You can even scout behind the reinforced walls from this position.
▲If your team breaches the Bedroom Hallway walls, you can rapple here to cover the Hallway while only exposing your head.
▲If your team takes the Bedroom Hallway, breach this Bathroom wall too to completely expose the enemy team.
▲You can use this roof hatch to drop down into the Logistic Office. Recommended if you need quick access to the interior.
▣ 2F CCTV Room ~ 2F Cash Room
From the Central Sub-Roof, you can scout the Construction room located in front of the CCTV and Cash rooms. If your team has a hard breacher, you can try to go through the Eastern Sub-Roof and breach the CCTV room double wall. Having someone scout the CCTV Room from the Central Sub-Roof can help you with the breach.
The rest of your teammates can take the Garage or Eastern Stairs up or go through Construction and close in on the Bombsite. The defenders will likely make a rotation between the Cash Room and Eastern Stairs so be wary of position changes.
Besides the CCTV ROom window, there aren’t many places for Fuze to use his Cluster Charges. If you don’t find any effective spots to deploy them, don’t bother trying. Fuze’s primary weapons have superior stats so simply play as an Entry Fragger if you need to.
▲You can scout the CCTV Room from the Central Sub-Roof.
▲Be wary of this Construction window. Defenders can catch you on the Central Sub-Roof from here.
▲If you scouted the CCTV Room, you can try to breach the Eastern Sub-Roof wall.
▲The rest of your team can take the Eastern Stairs or Garage up.
▲You can also go up from Trash and breach this wall. However, Fuze cannot breach it alone if it is reinforced.
▣ 1F Bar ~ 1F Stock Room
The first floor has many windows, doors, and barricades that allow you to scout the building from the outside. The Stock Room has two doors attackers can use to flank the Bombsite. Due to this, defenders tend to breach the Stage wall and defend the Stock Room from the Bar or Stage.
There are many possible attack routes you can take. Fuze can deploy his Cluster Charge on the second floor. The grenades will spread out much more if dropped from above. Try to take the second floor first. You can use the hatches in Gym and Construction to drop down as well.
▲Have one teammate cover the Stock Room door barricade.
▲Take note of the doors opposite from each other. Using both of these will leave the defenders with no places to hide.
▲The defenders will try to defend the Stock Room from the Stage. Opening the Lobby door will allow you to scout this location.
▲You can install a cluster charge on this 2F Construction hatch but only if it isn’t reinforced.
▲You can join the hard breacher and breach the Strip Club wall to advance as well.
▲If you deploy a Cluster Charge on this Western Hallway next to the Strip Club…
▲you can destroy all enemy gadgets installed near the Bar entrance.
▣ B Church ~ B Arsenal Room
There aren’t any exterior windows because of the underground placement. Attackers have no choice but to go through the interior first to reach the Bombsite. There is a high chance of being caught by defending roamers. Try to move in pairs.
There are many breakable floors on the first floor as well as many hatches that lead down to the underground making vertical plays quite effective. The only good places for Fuze to deploy his Cluster Charges are on the first floor, but defenders may be hiding near the hatches so try to ask your team for cover beforehand.
▲The Garage ladder leads down to the underground.
▲You can also take the Blue Stairs from the Garage Storage.
▲The Stock Room hatch can be breached and used to drop down as well. All three routes above lead to the Utility Room.
▲If you breached the Bar hatch, you can go straight to the Church. This hatch is often reinforced however.
▲The Kitchen hatch is right above the Bombsite and is often reinforced as well.
▲If you deploy a Cluster Charge on the Kitchen or Central Hallway’s breakable floors,
▲you can destroy all Barbed Wire or Traps placed on routes leading down to the underground floor.
Guides Guide to Playing Warden on Kafe Dostoyevsky
Kafe Dostoyevsky is a large, tightly-packed map with three floors, three staircases, and two roof hatches. The many rooms are a bit clustered and connected by hallways. The third floor has an open layout with a skylight above shining down on a set of balconies. The balcony railings can be safely vaulted for a quick rotate to second floor. Doing so lands you in the sizable Pillar Room which offers little in terms of cover. This open area is surrounded by a few hallways linking a cluster of rooms together. The first floor again has an open restaurant area with hallways leading to the sectioned-off Kitchen, which can be broken down into a few compartments, and the Bakery rooms.
With the release of Warden, Operation Phantom Sight heralded in the ultimate answer to an attacker composition loaded with stuns and smokes. This makes Warden a rather situational defender, excelling against particular attacking rosters designed to pull off a “smoke execute” with the intent of planting the defuser. He is rounded out a bit though as a two-speed, two-armor operator who brings mediocre fire power with some of the best secondary utility in the game. As an added bonus he is perhaps the most suave operator in the game with unmatched impeccable style.
WARDEN’S GADGET
Warden comes equipped with the Glance Smart Glasses. Upon activation, the glasses grant immunity to blinding effects from flash grenades, Blitz’s shield, and Ying’s candelas. If already blinded, the glasses will cleanse this, returning vision. Additionally, Warden gains vision through smoke, though the clarity fades with positional changes including walking, leaning, and crouching. Standing still will cause clarity to return shortly. The glasses function using a charge mechanic. They drain over the course of 10 seconds and recharge over 12 seconds. As long as the glasses have roughly one third of the charge, Warden can activate them.
PLAYSTYLE & COUNTERS
Warden best uses these glasses to gun down the attacker going for defuser-plant. They also allow you to perform as a thorn in the side of attackers, enabling you to hold positions that are difficult to deal with – positions that attackers traditionally use flash bangs to handle. As for counters, watch out for Thatcher, since his EMPs will disable your glasses. If zapped by Twitch’s drone, the same will occur. IQ can also detect your position while your glasses are in use, which can leave you vulnerable to wall-bangs and prefires in certain situations. You are also incredibly vulnerable to a well-cooked frag grenade and Capitao’s fire bolts. Zofia’s concussion grenades will still affect you completely, and Glaz is a formidable foe since he can see through smoke as well.
LOADOUT
Warden brings either the MPX or the M590A1. The MPX offers an SMG with virtually no recoil at the expense of pitiful damage output. As of Operation Shadow Legacy, you can equip it with the 1.5x scope, which combined with its tasty fire rate of 830, makes it a headshot machine. The M590A1 allows Warden to remodel site as well as hold very tight angles. This CQB shotgun favors the playstyle that aims to be a nuisance for attackers to deal with. As for secondaries, Warden brings either the P-10C or the SMG-12. The SMG-12 is very difficult to use, especially at range, but provides a fully automatic weapon for those who bring the shotgun, and performs much better in close quarters than the MPX. The P-10C, in contrast, is blessed with a clean sight and some low recoil, with respectable damage and low recoil. Great for spicy long-range 1 taps!
The Nitro Cell is perhaps the best secondary gadget available to defenders. With it you can take out attackers above you through destructible ceilings, or toss it over some cover from a safe position, detonating it to wipe out attackers. This is also the best gadget in the game for securing multi-kills. It fits well into Warden’s kit for use as plant-denial.
The Deployable Shield is an amazing choice as well. It creates additional positions for defenders to play on site while watching key areas. While covering these areas you can prefire at attackers thanks to the intel gained via the see-through slits. As an added bonus, this allows you to bring a gadget which forces attackers to expend their own utility in order to deal with it.
DEFENDER BOMBSITES
BOMB SITE 1 – Bar [3F] and Cocktail Lounge [3F]
Bar and Cocktail are typically attacked from the roof through the hatches and skylight. It is also quite common for attackers to rappel on the windows. These rappelled attackers can be countered with nitro cells or run outs. Attackers will almost always seek to establish control of Cigar Lounge, so delaying this push as long as possible is always a great strategy. Beer Fridge can be completely reinforced to protect anchors, or rotates can be opened up to keep defenders mobile. In the current meta attackers mostly push and plant Bar.
With the MPX you can play Cocktail and keep an eye on attackers trying to smoke plant in the Bar area.
Shoot out the balcony railing so you can rotate around without exposing yourself to Skylight.
You can even keep an eye on White Stairs from this position.
If you prefer the shotgun, your best bet is holding White stairs and making rotates. This one into Freezer is nice, and blowing the hatch on ping creates additional flanking opportunities.
This is another good rotate to make with the shotgun for moving around while remaining as covered as possible.
BOMB SITE 2 – Fireplace Hall [2F] and Mining Room [2F]
Fireplace and Mining are connected by Train Museum and surrounded by hallways. The roof of Fireplace is indestructible, but it is quite small with little cover. There are two hatches above site to reinforce, one above the hallway by Red Stairs, and one above Train. Attackers will likely take control of Cigar Lounge above to play vertically, so reinforcing the wall at the top of red stairs and playing in Cigar Lounge can help eat up utility and time. The site flooring is mostly destructible, so playing below with nitro cells is viable too. This is uncommon, making it unexpected and therefore difficult to counter.
If you bring the shotty to defend Mining, or the MPX for that matter, set your shield up against the Mining engine facing the window. This gives you added cover to rotate between.
You can position the shield with a small gap and open up the base of Mining wall to give you an angle watching Red Stairs.
Another great position to hold with the shotty on this site is White Stairs. With a rotate into Dining here you can even keep an eye on attackers trying to rappel in the window.
From the stairs, through Laundry, it's a quick rotate over to Reading Room. Reinforce Reading wall if you want to extend site defense this wide, and consider reinforcing Laundry hatch.
If you're an MPX main, simply play in Train Museum, falling back to the Green train car as needed. Just be careful if the hatch here (on ping) is opened, since attackers can get an angle on the Green train car.
BOMB SITE 3 – Reading Room [2F] and Fireplace Hall [2F]
A defense of Reading and Fireplace shares a lot of overlap with a defense of Mining and Fireplace. Attackers may implement a lot of the same strategies as above, but may also focus on White Stairs more, and Pillars Room. The site can be extended laterally into Train Museum to help with flank watch. When attacking vertically, they will place more emphasis on Bar and Cocktail above Reading. The outcome of the round often depends heavily on your team's ability to delay attackers top floor without dying in the process. Roamers can also rotate to first floor and flank late in the round by coming up the stairs.
If you can get a teammate to make a rotate hole in place of this hole in the wall between Fireplace and Train, placing a shield here creates a powerful position to watch this area so long as the hatch above is reinforced.
One of the key positions to holding Reading is Cocktail, so consider playing up here behind this wall or shield as well, especially if you have the MPX.
If you opt for the shotty, think about making some holes in the ceiling above in these locations to keep an eye on attackers pushing above. You can also make a hole in the wall to watch Fireplace window.
Through these holes in particular you can watch for attackers trying to drop Skylight.
Holding the top of White Stairs with the shotty is a viable play for this site as well. Reinforce Freezer wall to keep your gunfights in close quarters.
If you need to fall off you can drop to the bottom and prime a C4 to chuck at attackers above.
BOMB SITE 4 – Kitchen Service [1F] and Kitchen Cooking [1F]
Kitchen is a super spacious site surrounded by hallways. Much of the ceiling is destructible but the site itself offers plenty of equipment and protective counters for cover. Attackers may choose to focus on breaching above to clear out Cooking and breach Bakery wall to pull a plant off. Or else they may focus on the backside, breaching Freezer instead. Watch for flanks coming in Service door from the Coat Check hallway.
Kitchen Service is a great area to play with the MPX, leaving you ready to take on plenty of long range gunfights with the 1.5x site. Reinforce freezer wall and hatch so you don't have to worry so much about getting flanked.
Recruit a teammate to make a line of sight through the soft wall between sites to give you full coverage of site entrances, including the main breach, while playing behind Service bomb.
Position your shield so that you can abuse this pixel angle onto the Coat Check hallway.
If you like keeping your fights up close and personal, bring the shotty to defend Kitchen Prep with this shield.
You can fall back if needed to play around the Stove tops and Work table. Reinforce this panel between sites to give you a pocket you can comfortably play, but make a rotate here to keep you from being trapped.
Guides Streaming the PS5
https://www.twitch.tv/cannythrower
Guides Guide to playing "Blackbeard" on "Chalet"
Operation Shadow Legacy gave us a rework of Chalet, so I thought it would be a good candidate for a guide. Chalet still has three floors: B1, 1, and 2. Each of the Bombsites has been made either bigger or smaller. There are less opportunities for the attackers to scout from the outside and new routes to the Bombsites which changes how attackers play this map.
There is one objective location on each of the second and underground floors and two on the first floor. The previous 1F Kitchen ~ 1F Trophy Room has been changed to 1F Kitchen ~ 1F Dining Room. Small details of the second and underground floor have changed but the overall map strategies remain the same.
▲Chalet’s objective locations. Note the change from Trophy Room to Dining Room.
Blackbeard can attach a Rifle Shield to his primary weapon and specializes in gunfights making him a good Entry Fragger. The shield has a durability of 50 and can block two long-range shots. But because time-to-kill in Rainbow Six is relatively short, Blackbeard still has a huge advantage in gunfights. Blackbeard is very good at making rapple plays because he can cover his entire body only exposing his head which is protected by Rifle Shield.
Blackbeard can choose between two primary weapons and the new update brought new scope options. The MK17 CQB Assault Rifle can equip non-magnified sights as well as the Scope 1.5x. The SR-25 DMR can equip the Scope 3.0x. If you need long-range, go for the DMR with 3.0x. Otherwise, opt for the MK17. The two guns have very different feels, so make your choice based on comfortability and not scope choice.
▲The MK17 CQB can now equip the 1.5x instead of the ACOG.
▲Like other DMRs, the SR-25 can equip the 3.0x.
▣ 2F Master Bedroom ~ 2F Office
The Bedroom Terrace area has been moved to the interior and a new Solarium has taken its place. The Solarium has windows that allow for rapples. You can then scout the Master Bedroom from the window. This strategy suits Blackbeard very well. However, a new wall has been placed in the Master Bedroom so now you cannot scout the entire Master Bedroom from the Solarium window.
The Office Balcony remains the relatively same after the rework. Some new structures have been placed so you won’t be killed immediately by defenders waiting in the Office after climbing up the ladder. These new structures also hinder attackers’ vision so now you cannot scout the Office from far away and must get closer. If this feels unsafe, break the side window and go through Mezzanine instead.
The layout near the Bombsite areas have changed significantly after the rework. The placement of the windows has also changed. Knowing what angles you get from the windows is important for Blackbeard players. Using the windows effectively can cut off defenders trying to close in on your team.
▲The Bedroom Terrace has changed to Solarium and now you cannot see inside the Bombsite.
▲There are three windows on the Bathroom balcony.
▲The leftmost one leads to the Master Bathroom.
▲The middle one leads to the new Piano Room.
▲ The rightmost one leads to the Library Hallway.
▲If you climbed up the ladder to the Office Balcony, you can choose between these two routes.
▲You can break the right window and go through Mezzanine to breach this wall. However, it will likely be reinforced.
▲You can also go straight to Office.
▣ 1F Bar ~ 1F Gaming Room
Both Bombsites remain adjacent to each other separated by a wall, though there is a new rotation route between them. There used to be many windows in the Gaming Room making it hard to defend, but now there is only one.
You can climb up the ladder to the 2F Library Balcony and take the second floor to make a vertical play. However, the hatch that used to lead from the Library to the Bar is now gone. The Library floor is also unbreakable so scouting the Bar from the 2F has been made impossible.
Because of these changes, knowing the new attack routes is necessary. You can take the Snowmobiles ladder up to the Fireplace window or go through Mudroom to start your attack.
▲There is only one window that allows you to see inside the Gaming Room from the outside.
▲You can try a vertical play after clearing the Library.
▲You can also use the window next to the ladder to go through Mudroom.
▲You can see both Bombsites’ entrances like so.
▲If you climb up the Snowmobiles ladder and go through this window
▲you can quickly reach the Bar. Defenders will likely be covering this route however.
▣ 1F Kitchen ~ 1F Dining Room
The Trophy Room Bombsite has been moved to the Dining Room. The Trophy Room now has a staircase leading up to the Solarium. This can be a good route for attackers to take.
As the staircase leading up to the second floor was moved to the Trophy Room, the Front Yard to Main Entrance route has become more usable. This route used to be dangerous because defenders could hide using the staircase right next to the Main Entrance but now that threat is gone.
One effective strategy is entering the old Great Room now Fireplace on the first floor and breaching the wall to the Dining Room. However, it is most likely reinforced so you will need a hard breacher or the new Hard Breach Charge. Blackbeard should focus on covering his teammates while they breach.
▲The new staircase that leads from the 2F Solarium down to the Trophy Room.
▲If your team has a hard breacher, consider breaching the Fireplace wall to the Dining Room.
▲You can also breach this wall for a good angle from the Gaming Room Hallway.
▲It has been moved slightly, but the 2F Master Bedroom hatch can be used for a drop down.
▲Another good attack strategy is going through the Main Entrance.
▣ B Wine Cellar ~ B Snowmobile Garage
The most important task here is breaching the double wall in the Snowmobile Garage. If you have Thatcher or some other hard breacher, Blackbeard can engage the defenders inside the Bombsite while the rest of his teammates install a diffuser with smoke grenades for cover.
There are some small changes here as well. The Wine Stock room was merged with the Wine Cellar into one big area. There is also a new route to the Snowmobile Corridor. The Wine Cellar’s breakable wall remains the same, the map will still feel the same to attackers.
The hatch in the Bar that used to lead down to B1 was removed. Now, the only hatches that lead down near the Bombsites are in the Fireplace and Dining Room.
▲Even after the rework, breaching this wall is important. Watch out for defenders in the windows.
▲There used to be a hatch leading down to the Snowmobile Garage but it was removed.
▲The Wine Cellar’s interior has changed, but attackers will still want to breach this wall.
▲You can still take the Library Stairs down to the Snowmobile Garage Corridor, but there is a new rotation near the Wine Cellar.
Guides Guide to playing "Thatcher" on "Kafe"
Kafe Dostoyevsky is a large map with 3 above-ground floors. Each individual floor by itself isn’t that large, but they are very well connected to each other.
The building also has many exterior windows that defenders often use for spawn kills or runout plays. On the other hand, attackers can repel to these windows and scout the interior from the outside. Each side of the building provides different angles you can use, so get familiar with the layout.
Kafe has one objective location on each of the third and first floors and two on the second. Both Objective Locations on the second floor are placed in the Fireplace Hall which makes them rather similar to each other. Also, the 2nd and 3rd floors are well connected to each other so defending their objectives are more or less the same. Only the first floor’s objective is noticeably different.
▲Kafe Dostoyevsky’s objective locations. Most attacks start on the 3rd floor except for the 1st floor.
Thatcher is an operator that specializes in disabling enemy gadgets with his EMP Grenades. This is a unique ability amongst the operators and can be used in a variety of situations. Typically, you’ll want to aid your hard breacher with breaches. Just know that in Ranked he tends to have a high pick or ban rate.
The new Shadow Legacy update nerfed Thatcher quite significantly. Now, EMP Grenades cannot outright destroy gadgets and instead temporarily disables them. To destroy enemy gadgets, you must toss your EMP Grenade as well as shoot. It goes without saying that this greatly affects how Bandit/Kaid and hard breachers will compete against each other.
Unlike other SAS operators, Thatcher cannot equip the SMG-11 Machine Pistol as his secondary weapon. Because of this, he rarely has any need to equip the M590A1 as his primary weapon. You’ll want to mainly choose between the AR33 or the L85A2 assault rifles. The new update brought new scopes to both these guns. The AR33 can use the Scope 1.5x or the 2.5x while the L85A2 can only use the 2.0x. Choose accordingly.
▲ AR33 can equip the 1.5x or 2.0x as well as the Angled Grip.
▲ The L85A2 can only use the 2.0x but has access to the Vertical Grip.
▣ 3F Bar ~ 3F Cocktail Lounge
If the objective locations have been set to the third floor, the attackers can take the stairs from the first or second floor up, repel up to the second and third floor windows, or use the roof hatch to drop down to the third floor. Use at least two of these routes simultaneously to confuse the defenders.
In order to repel up to the third floor, you must reach the exterior walls. However, there is a good chance defenders will be waiting to spawn kill or runout. Scout the many windows first before making your approach and if there are any open windows, doors, or barricades let your team know.
If you managed to make it to the roof hatch, breach it to gain access to the 3rd floor Red Stairs. Thatcher along with the hard breacher can breach the double wall leading to the Cigar Lounge. Defenders may try to stop you mid-breach from the Red Stairs so make sure to cover your hard breacher. Having a teammate cover you from the Cigar Lounge window would be beneficial as well. If your team successfully breaches the Cigar Lounge, you can breach the wall leading to the Bar Backstore or take the White Corridor to continue your advance.
▲From the Cafe Rooftop, you can scout from the Skylight window.
▲If you opened the hatch, have one teammate cover the Red Stairs like so. They can easily catch defending roamers.
▲Breaching this Cigar Lounge wall should be your team’s primary objective.
▲While breaching, having a teammate in this position can make for a safer breach.
▲After the Cigar Lounge breach, you can continue and breach the Bar Backstore wall as well
▲On the second floor Terrace, you can climb up on these ventilators…
▲and use the windows to check inside the White Corridor.
▣ 2F Fireplace Hall ~ 2F Mining Room
There are many routes that connect the 2nd floor to the 3rd, so taking the 3rd floor first will benefit your team. For example, you can look down into the 2nd floor Pillar Room from the 3rd floor Bar or Balcony and safely drop down. In the Cigar Lounge, there is a hatch that leads down to the 2F Train Museum which is a common place for defending anchors to hide in.
Attackers can also climb up to the west-side Bakery Roof and use the windows to check the Mining Room. This combined with a vertical play from the 3rd floor can make for a very effective attack. However, defenders will likely try to stop the 3rd floor from being taken and deploy at least two roamers. Be wary of sneak attacks.
There aren’t any walls that absolutely must be breached, but breaching the Fireplace Hall double wall near the White Stairs can be somewhat effective.There also aren’t any particular spots Thatcher should use his EMP Grenade on. Simply toss it near the Bombsite entrances.
▲Climb onto the Bakery Roof and break the Mining Room window to look inside the Bombsite.
▲Be wary of these windows for a possible runout play or spawn kill from the defenders.
▲Penetrating the 3F Cigar Lounge grants you access to the hatch that leads down to the Train Museum.
▲Thatcher can use his Breach Charge on the floor to safely scout the area below for a vertical play.
▣ 2F Reading Room ~ 2F Fireplace Hall
The Fireplace Hall is marked as an objective location once again. The other Bombsite has been moved to the Reading Room, but the defenders cannot afford to lose the Mining Room or Train Museum so attacking these locations is mostly similar to above.
You will want to once again use both the second and third floors simultaneously to attack the Bombsites. The Reading Room Bombsite can be easily reached by climbing onto the 2F Terrace and going through the Pillar Room door. To the left of this door lies the Reading Room entrance, but defenders may be waiting from the 3F Cigar Lounge so check the area with a drone first.
There are many places to breach, but all of them are quite open and susceptible to attacks from defending roamers. If you really want to breach, go for the aforementioned Fireplace Hall wall or the 2F Laundry Room wall that leads to the Reading Room.
▲The Reading Room entrance is just to the left of the 2F Terrace door.
▲Defenders may be waiting for you here, so clear the 3F first.
▲You can try to scout the Fireplace Hall from the 2F window, but the angles you get aren’t very good.
▲Breaching this White Stairs wall to the Fireplace Hall can be effective.
▲If you have cleared the third floor and are aware of the defenders’ positions, you can breach this Reading Room wall.
▣ 1F Kitchen Service ~ 1F Kitchen Cooking
Because the objectives are on the first floor, you don’t need to go up to the third floor or roof. You can try a vertical play from the 2F Fireplace Hall hatch down to the 1F Freezer. Besides that, most of your attacks will take place on the first floor.
The Bombsite is quite large but closed off from other areas. Focus on creating new routes. Your team will need the hard breacher to breach the Bakery or Main Corridor walls leading to Kitchen Cooking or the VIP Corridor to Freezer wall. Bandit or Kaid will most likely try to stop this so Thatcher’s help is needed.
The Main Corridor and VIP Corridor surround the Bombsite and is a common route for defending roamers to take. Attackers should use their magnified scopes to scout the corridors first.
▲This Bakery wall is a good target to breach, but it will be hard to do if the defenders are waiting in the Prep Room.
▲The defenders in the Prep Room can make a hole like so to scout attackers.
▲If you breach the Main Corridor wall to Kitchen Cooking…
▲get a member of your team to take this long angle to the Main Corridor with a Scope.
▲You can also go through the VIP Corridor and breach the Freezer wall. Be careful of the White Stairs.
▲You can drop down to the Freezer from the 2F Fireplace Hall.
▲If you have a Breach Charge, try a vertical play and watch out for defending roamers on the second floor.
Guides Guide for playing 'Glaz' on 'Oregon'.
[DISCLAIMER: This guide is intended to be as bare bones as possible in order to give general advice to any new Rainbow Six: Siege players. In addition to this article being opinionated, I would like to also state that zero-sum strats in this game do not exist and the tell of a good Siege player is their decision making and adaptation to the changing battlefield.]
Oregon is a triple-level map (consisting of three floors) currently only found in ranked play. Although, this is subject to change. The map has recently undergone a rework by Ubisoft and will be left in ranked to see how viable the map is for high-level competitive play.
‘Glaz’ is a 2 armour, 1 speed attacker. The operators’ primary value comes from a culmination of both the operators long-range shooting abilities as well as Glaz’s HDS flipsight (a thermal optic which can be used to detect enemy players through bullet holes and smoke). Glaz will typically provide the largest amount of value to an attacking team by maintaining a position outside of the objective building. This is because the operator's HDS optic can only detect body heat while Glaz is stationary, which can be difficult to accomplish when in a CQC environment. New players should also note that Kali will typically be a higher value operator pick than Glaz with the current meta. This is because Kali is able to accomplish the same long range responsibilities as Glaz while also being able to act as the attacking teams counter to entry denial in the case of a Thatcher ban. Attackers should keep this in mind when choosing the best long range operator for the map so as to maximize operator potential.
LOADOUT
PRIMARY: OTS-03 (Attachments to player preference.)
SECONDARY: PMM (Attachments to player preference.)
UTILITY: Frag Grenades *This can vary depending on the map and bomb site.*
ATTACKER SPAWN LOCATIONS:
ATTACKING: [2F] KIDS(A) - DORMS(B)
The primary route of attack on this bomb site will be by the attacking team entering the building through the Big Tower located on the north side of the building. After establishing control over all of Big Tower, attackers will breach the reinforced wall on the second floor level of Big Tower separating Attic and Big Tower. This will then provide attackers with a clear pathway through the Attic to get into the Kids(A) bomb site and plant the defuser. Glaz will be used on this bomb site to assist attackers in establishing full control over Attic and Big Tower.
Glaz should spawn with the bulk of the attacking team at Construction and then work his way up to the T1 Big Tower doorway. From here, Glaz will then breach the objective building through either T1 or T2 so as to establish the team's initial map control inside of Big Tower. This will be important for attacking teammates positioned on T3 as they will be attempting to push out defenders playing inside of Big Tower - Glaz will be able to eliminate these defenders as they attempt to retreat back to the bomb site through Big Tower Stairs and Kitchen Hallway.
After establishing full control over Big Tower, the attacking team's hard breacher (Thermite, Ace, Hibanna, or Maverick) will breach the reinforced wall separating T2 and Attic. This will then provide attackers with a direct route into Attic, through which the player can use smoke grenades to quickly gain map control over defenders inside of Attic. This will then allow attackers to apply further pressure onto defenders inside of Kids(A) by using the attack route inside of Attic as well as the second floor Kids(A) window available to attackers on the north western side of the building.
JUNKYARD SPAWN LOCATION:
ATTACKING: [1F] KITCHEN(A) - DINING(B)
The primary route of attack on this bomb site will be by the attacking team entering the building through the Small tower located on the western most part of the building. After establishing control over Small Tower, attackers will attempt to breach the reinforced wall inside of 1F Small tower which separates the first floor Small Tower and Kitchen(A) bomb site. Glaz will be used on this bomb site to provide cover to attacking teammates inside of Small Tower as they attempt to plant the defuser inside of Dining(B).
Glaz should spawn with the attacking teams support player at Junkyard and then proceed to breach the objective building through the second and first floor portions of Small Tower. Attackers will then need to diligently clear the Small Tower of all defensive presence before attempting to breach the reinforced wall separating Small Tower and Dining(A). After defenders have been either eliminated or flushed back out of the western portion of the building, the attacking team's hard breacher will then open the reinforced wall separating Dining(B) and Small Tower. This will then allow Glaz to deploy smoke grenades inside of Dining(B) so as to provide cover for the attacking teams designated planter as they attempt to stick the defuser. Additionally, Glaz’s flip-up thermal optic will allow the player to prevent defenders from contesting the plant as long as the smoke is up. This is because the operator's thermal optic is capable of detecting enemies as they approach you through deployed smoke, offering a significant advantage for attackers as they attempt to disarm the bomb.
NOTE: Although Glaz’s thermal sight is capable of detecting defending players as they maneuver through smoke, the optic is not able to see nitro-cell as easily. Attackers will still need to be cautious of defenders using more traditional means of denying a plant, like that of Evil-Eye’s, Yokai Drones, or Smoke’s Toxic Babes.
PARKING SPAWN LOCATION:
ATTACKING: [1F] MEETING(A) - KITCHEN(B)
The primary route of attack on this bomb site will be by the attacking team entering the building through the Big Tower located on the northernmost side of the building. After establishing control over the first floor Big Tower (T1), attackers will proceed to breach the reinforced wall separating the first floor level of Big Tower and the Meeting(A) bomb site. Glaz will be used similar to the way in which the operator was used on the previously mentioned Kitchen-Dining bomb site by providing cover for attacking teammates as the plant the defuser inside of Meeting(A).
Glaz should spawn at Construction with the majority of the attacking team and then breach both the top and bottom portions of Big Tower. This will then isolate defenders playing inside of T2 from the rest of the defending team. Attackers will then send their dedicated entry fragger (typically Ash or Zofia) to apply direct pressure onto these defenders. This will then force the isolated defending player to take unfavourable gunfights inside of T2 or flee Big Tower entirely. In either case, attackers are almost guaranteed a man advantage so long as Glaz maintains positioning on T1 to cut the defenders' rotation back into the Meeting(A) bomb site.
After eliminating the defensive presence inside of Big Tower, attackers will then set up flank protection on the bottom portion of Big Tower stairs and Kitchen hallway. This will allow attackers to operate in Big Tower without needing to worry too much about defenders flanking from Kitchen(B) or Basement. The attacking team's hard breacher will then open the reinforced wall separating Big Tower and Meeting(A). After doing so, Glaz will then operate exactly as the player did on the previous bomb site by deploying smoke grenades for teammates as they communicate that they are ready to plant the defuser inside of Meeting(A).
CONSTRUCTION SPAWN LOCATION:
ATTACKING: [BSMNT] LAUNDRY(A) - SUPPLY(B)
The primary route of attack on this bomb site will be by the attacking team entering the building through Barrel/Construction rooms located on the northwestern side of the building inside of the basement. After establishing control over Construction, attackers will breach the reinforced wall separating Construction and Supply(B). Glaz will provide value to the attacking team on this bomb site by eliminating defenders playing inside of Barrels and Tarps at the beginning of the round.
Glaz should spawn with the bulk of the attacking teams supporting players at Construction and then carry on through Construction and into Tarps. Attackers will almost invariably need to first eliminate defenders playing inside of Tarps. This is because it has become increasingly popular for defending teams to extend their defense outward into Tarps from Laundry(A). If this is the case, attackers will need to first eliminate the defending team's anti-projectile utility (Jager ADS or Wamai Disc’s) placed inside of Tarps and Barrels. Generally speaking, the more quickly attackers can do this, the less utility that will have to be wasted in order to eliminate the defending teams set up inside of Tarps.
Although a Tarps-extension set up can be difficult to deal with sometimes, there is an added advantage for attackers. After Tarps control is gained, attackers have a clear route into Laundry(A) from Tarps - no hard breacher required. The attacking team's hard breacher will then be able to reposition to the first floor inside of Main Lobby and Meeting Hall in order to breach the reinforced hatches on the ceiling of the bomb site. This will then pressure defenders from a variety of flanks, forcing them to over expose themselves in order to contest all directions of attack sufficiently.
Thank you for reading and I hope this was helpful for you guys.
If you are interested in more content or want to ask me questions, you can always find me on Twitch or connect with me via discord - I always enjoy discussing Siege with fellow enthusiasts; regardless of skill level.
Discord - https://discord.com/invite/TjGAPdM
Twitch - https://www.twitch.tv/footwork6
Guides Guide for playing 'Glaz' on 'Outback'.
[DISCLAIMER: This guide is intended to be as bare bones as possible in order to give general advice to any new Rainbow Six: Siege players. In addition to this article being opinionated, I would like to also state that zero-sum strats in this game do not exist and the tell of a good Siege player is their decision making and adaptation to the changing battlefield.]
Outback is a double-level map (consisting of two floors) found only in ranked play. The current architecture of the map gives a significant advantage to the defenders due to there being limited second floor access points. Although, an argument could be made for this being mitigated by the vertical advantages given to the attackers on the ground floor bomb sites.
‘Glaz’ is a 2 armour, 1 speed attacker. The operators’ primary value comes from a culmination of both the operators long-range shooting abilities as well as Glaz’s HDS flipsight (a thermal optic which can be used to detect enemy players through bullet holes and smoke). Glaz will typically provide the largest amount of value to an attacking team by maintaining a position outside of the objective building. This is because the operator's HDS optic can only detect body heat while Glaz is stationary, which can be difficult to accomplish when in a CQC environment. New players should also note that Kali will typically be a higher value operator pick than Glaz with the current meta. This is because Kali is able to accomplish the same long range responsibilities as Glaz while also being able to act as the attacking teams counter to entry denial in the case of a Thatcher ban. Attackers should keep this in mind when choosing the best long range operator for the map so as to maximize operator potential.
LOADOUT
PRIMARY: OTS-03 (Attachments to player preference.)
SECONDARY: PMM (Attachments to player preference.)
UTILITY: Frag Grenades *This can vary depending on the map and bomb site.*
ATTACKER SPAWN LOCATIONS:
ATTACKING: [2F] LAUNDRY(A) - GAMES(B)
The primary route of attack on this bomb site will be by the attacking team entering the building through the top of Garage and the Shark Stairs second floor window. After establishing control over all second floor rooms east of Games(B), the attacking team will proceed to breach the reinforced wall between Mechanical Bull (Bull) and Games(B) as this will provide attackers with a direct route to plant the defuser inside of the Games(B) bomb site. Glaz will provide value to the attacking team on this bomb site by maintaining pressure onto defenders inside of Bathroom after the reinforced wall separating Mechanical Bull and Games(B) has been breached.
Glaz will spawn with the attacking teams support players at Fuel Pumps and then work his way up to the second floor Electrical window. This will then position the player in a central location from which they can drone the second floor for any roamers inside of Office, Garage, or Mechanical Bull. Due to Glaz not being very well suited for CQB room clearing, the player will have to add value by instead gathering intel for the attacking teams entry-fraggers.
After attackers establish themselves inside of Mechanical Bull and Shark Stairs, the attacking team's hard breacher will then open the wall separating Mechanical Bull and Games(B). After doing so, Glaz will then deploy smoke grenades inside of the rotation hole connecting Bathroom and Games(B) as well as on the high angles made by defenders on the wall connecting Piano to Games(B). This will then provide cover for the attacking teams designated planter as they attempt to stick the defuser inside of Games(A).
NOTE: When deploying smoke grenades, Glaz will want to make sure to throw the grenades on top of defender positions so as to blind defenders when they play from that particular firing position. Do not deploy the smoke grenade directly on top of where teammates will be planting the defuser. Otherwise, you will just be telling defenders where they need to shoot instead of blinding the defenders attempting to shoot from that position.
FUEL PUMPS SPAWN LOCATION:
ATTACKING: [2F] PARTY(A) - OFFICE(B)
The primary route of attack on this bomb site will be by the attacking team essentially executing the inverse attack plan used on the previous bomb site; the only difference here being over which rooms attackers need to establish control over. To ensure protection from any possible flanks, attackers should clear all second floor rooms west of Mechanical Bull and Shark Stairs and place some type of flank protection on Shark and Yellow Stairs - this is commonly taken care of by bringing a Nomad or Gridlock. Glaz will provide value on this bomb site by maintaining pressure onto defenders inside of Mechanical Bull from outside of the objective building, through the Mechanical Bull balcony window.
Glaz should spawn at Camping and then work his way up the Dorms Balcony so as to position himself outside of the Mechanical Bull window. From here, Glaz will then be able to maintain pressure onto Mechanical Bull for the duration of the round while additional attacking teammates apply pressure onto defenders from Games and Piano.
As attackers clear the western portion of the second floor, defenders will attempt to return to the bomb site through Mechanical Bull. Glaz will be able to prevent them from repositioning into Party(A) or Office(B) as they will need to expose themselves to Glaz in order to return to the bomb site.
NOTE: Glaz should be cautious of defenders attempting to runout on him from either the Bathroom or Dorms window. If attacking teammates do not thoroughly roam clear the western portion of the second floor (inside of Dorms, Laundry, and Bathroom) Glaz will need to be cautious of flanking defenders as this is the most common way defenders counter Mechanical Bull pressure.
CAMPING SPAWN LOCATION:
ATTACKING: [1F] NATURE(A) - BUSHRANGER(B)
The primary route of attack on this bomb site will be by the attacking team entering the building through the first floor Yellow Stair doorway located on the west of the building near the ‘Camping’ spawn location. After establishing control over the Nature Hallway and top of Yellow Stairs, attackers will breach the reinforced wall separating Nature Hallway and BushRanger room. Attackers will commonly send a few soft destructors like Buck, Sledge, or Zofia to the second floor to destroy the flooring of of Laundry and the adjacent hallways. This will expose defending anchors inside of Bushranger(B) and Nature(A) to vertical angles. Glaz will provide value on this bomb site by maintaining pressure onto defenders playing inside of Nature Hallway while also protecting the Piano and Back stairs flank for second floor attackers.
Glaz will spawn at Camping and then breach the objective building through Reception. From Reception, Glaz will clear all defenders playing inside of the Nature Hallway so as to isolate all defenders back into the Nature(A) Bushranger(B) bomb sites. This will then allow Glaz to position himself inside of Nature Hallway and effectively maintain pressure onto defenders inside of the bomb site. Additionally, this will also keep Glaz in a central location to enable him to protect the flanks of second floor attackers as they roam clear Dorms, Laundry, Piano, and Bathroom.
NOTE: Glaz will want to be aware of the two primary routes in which he can be flanked: Reception and Restaurant. It is recommended that attackers bring an operator like Nomad to help prevent this from happening.
STORAGE SPAWN LOCATION:
ATTACKING: [1F] COMPRESSOR(A) - GEAR(B)
The primary route of attack on this bomb site will be by the attacking team entering the building through the top of the 2F Garage (accessed through the west and east single windows) and through the 1F Main Entrance (accessed through the mud room double-doorways on the east of the building). After establishing the necessary control over Restaurant and Kitchen, attackers will breach the reinforced wall separating Kitchen and Compressor(A). Glaz will be used on this bomb site to protect the flank of attackers inside of Kitchen while also protecting the Shark Stairs flank for attackers on the second floor.
Glaz should spawn at Storage and then breach the objective building through the first floor Main Entrance. From Main Entrance, Glaz will then communicate with additional first floor attackers to effectively roam clear defenders playing inside of Kitchen and Restaurant. This will then allow Glaz to move into the restaurant and take up a position on the Shark Stairs mid-landing. This will position the player to maintain pressure all the way across Restaurant and eliminate defenders attempting to flank up the Shark Stairs or flank attacking teammates inside of Kitchen through the corridor connecting Gear(B) to Restaurant.
NOTE: Glaz will be flank protection for the duration of this bomb site. That means the player will not be seeing a lot of action throughout the round. However, it is important that the player does not get restless and try to solo push the Gear(B) bomb site. Glaz’s positioning will be critically important for the attacking team - even though it may not be directly apparent.
Thank you for reading and I hope this was helpful for you guys.
If you are interested in more content or want to ask me questions, you can always find me on Twitch or connect with me via discord - I always enjoy discussing Siege with fellow enthusiasts; regardless of skill level.
Discord - https://discord.com/invite/TjGAPdM
Twitch - https://www.twitch.tv/footwork6