Guides Guide for playing 'Glaz' 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.
‘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] 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. Glaz will provide value to the attacking team on this bomb site by maintaining pressure onto defenders inside of Vault after the reinforced wall separating Study and Aviator(A) has been breached.
Glaz will spawn at Ruins with the rest of the attacking team and then proceed to rappel onto the second floor Study Balcony. Glaz will then use his drone to gather intel on the defensive set up inside of Study, Top Main Stairs, Long Hallway, and 90. This will be vital intel for the attacking teams entry fragger so that they can get an idea of what they need to do in order to move the round forward on the second floor.
After the Study wall has been breached, Glaz will then deploy smoke grenades for the attacking teams dedicated planter to safely plant the defuser. While they are planting, Glaz will want to maintain pressure onto defenders by isolating them into the Vault and Games(B) bomb site. This will ensure that the attacking teams planter sticks the defuser and safely reposition onto the Study Balcony after doing so.
NOTE: Attackers playing inside of Study will want to be cautious of first floor defenders using nitro-cell underneath them inside of Art Storage. It is common for attackers to first establish full control over the first floor before moving forward on the second floor in order to avoid this.
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. Glaz will be used similarly to the way in which the operator was used on the previous bomb site by droning for teammates and maintaining pressure onto the anchoring defenders.
Glaz will spawn at Fountain and then take up a position on the Master Bedroom balcony. This will then allow the player to drone the second floor Master Bedroom, Walk In Closet, Bathroom, and Astronomy so as to determine the defensive set up on the second floor. Occasionally, defenders will invest heavily into the defensive of the second floor Bathroom, Walk In Closet, and Master Bedroom by bringing Castle and Wamai for what is known as a ‘closet defense’. If this is the case, it is recommended that the attacking team shift their assault so as to take the Trophy(A) bomb site from the Aviator-90 side. This is because defenders will have been forced to loosen up their defense inside of Trophy(A) and ‘90’ in order to double down on their Master Bedroom defense.
NOTE: Similar to the previously mentioned Aviator-Games bomb sites, Statuary(B)-Trophy(A) still leaves attackers vulnerable to defenders on the first floor using nitro-cell (namely, Valkyrie and Pulse). Attackers should ALWAYS establish full control inside of Kitchen, Memorial, and Dining before attempting to establish control on the second floor inside of Master Bedroom.
FOUNTAIN 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. Glaz will be used on this bomb site to essentially cut the bomb site down the middle from Main Lobby.
Glaz should spawn at Ruins and then breach the objective building through either Art Storage or Main Entrance. After doing so, attackers will then roam clear the entirety of the first floor (excluding the bomb site). This will then allow Glaz to position himself at or on the Main Stairs, allowing the operator to look through the doorway connecting Library(A) to Main Lobby. Main Stairs positioning will also enable the player to eliminate defenders inside of Library(A) as they attempt to reposition throughout the bomb site while additional teammates are applying vertical pressure onto both bomb sites from the second floor.
NOTE: All attackers positioned on or around Main Lobby will want to be cautious of defenders flanking up the Red Stairs from the Basement. The first floor Red Hallway can become quite cramped and, as a result, make it difficult for attacking players to properly space themselves out.
PARKING 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). Glaz will add value to the attacking team on this bomb site by positioning himself inside of Panty.
Glaz should spawn at Fountain and then breach the objective building through the Basement, inside of Wine. The player will want to communicate with attacking teammates as you drone the Basement. This is because it is common for defenders to preemptively position themselves inside of the Basement so as to prevent attackers from being able to apply pressure onto the bomb site from the Pantry stairs.
After Glaz drones the basement for the attacking teams entry fragger, the player will then reposition from the outside Garage and onto the top of Pantry Stairs. This will then allow the player to maintain pressure onto the entirety of the Kitchen(B) bomb sites while second floor attackers breach the objective room’s ceiling and the first floor hard breacher opens the wall separating Laundry and Dining(A).
NOTE: Glaz will want to be highly aware of late-round defenders potentially flanking him through the Basement. This is a difficult flank to protect due to the variety of ways in which defenders can access the Pantry Stairs. Glaz will want to communicate with the attacking teams’ Nomad and get them to place multiple air-jabs inside of the Basement to prevent a Wine Cellar flank.
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 '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.
‘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] 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. Glaz can provide value to the attacking team on this bomb site by establishing the attacking teams initial map control on the second floor inside of Cash and 2F Bathroom.
Glaz should spawn at Bumper Cars and work his way up to the objective building so as to rappel up to the Cash Balcony. From Cash Balc’, Glaz will then be able to use smoke grenades to eliminate the defending teams off-site anchors positioned inside of Cash and Bathroom. This is because the operator will be able to use his flip-up thermal optic in order to detect and eliminate defenders as they reveal themselves through the smoke deployed by either yourself or by additional supporting teammates. After eliminating these defenders, Glaz should then maintain pressure onto defenders by taking the initiative and establishing the attacking teams map control inside the bathroom. This will set attackers up for an Office(A) take due to the Bathroom positioning as well as the attacker map control inside of Cash, allowing the attacking teams hard breacher to open the reinforced wall separating Cash and Office(A).
NOTE: Glaz will want to be cautious of spawning at Bumper Cars. This is because the spawn location is notorious for spawn peeking from both the second floor Cash Balcony as well as the first floor Gong double doorway. Although it is a timely spawn location, players should always be careful when approaching the objective building from the east.
BUMPER CARS 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). Glaz will provide value to the attacking team on this bomb site by establishing and maintaining control over the second floor portion of Arcade.
This time, Glaz will spawn at Teacups and then work his way up to the Cafe Balcony (located on the north western corner of the objective building). After positioning himself outside of the Arcade single window, Glaz will then be able to utilize the operators smoke grenades to provide teammates with effective cover while they attempt to establish control inside of Short Hallway and Yellow Hallway. Glaz will want to make sure to clearly communicate with teammates before deploying smoke grenades inside of Arcade. This is because attackers will first need to establish full control inside of Cafe before applying further pressure into Arcade and Yellow Hallway. Glaz will not want to waste the cover and utility of a smoke grenade if entry-fragging teammates are not yet in need of cover. In fact, Glaz occasionally may be needed to assist teammates in eliminating defending playing inside of Cafe or near ‘Crates’ (sometimes called ‘headshot box’). If this is the case, Glaz will want to communicate with additional teammates in order to burn any of Jager’s ADS placed inside of Cafe so that Glaz can utilize his smoke grenades similar to the way in which the operator did on the previous bomb site.
NOTE: Attackers on the second floor inside of Cafe may also want to first clear the first floor inside of Drug Storage. This is because it is common for defenders to use nitro-cell underneath attackers positioned on the second floor inside of Cafe and Short Hallway.
TEA CUPS 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. Glaz will provide value to the attacking team on this bomb site by maintaining cover between the two bomb sites while additional teammates establish control inside of Throne(B) and plant the defuser.
Glaz should spawn at Main Entrance and work his way up to either the Barrels single window or the Arcade single window (both of which can be located on the first floor, southern wall of the objective building). After breaching the building, Glaz will then reposition inside of Barrels. Until the reinforced wall separating Throne(B) and Barrels is breached, Glaz will only concern himself with flank watching Arcade Stairs and Drug Lab as these will be the most likely routes for flanking defenders to operate in (not including the hatch on the roof of Barrels).
After the wall has been breached by the attacking teams hard breacher, Glaz (as well as other attackers) will then use his drone to determine the headcount and set up of the defenders inside of Throne(B) and Armory(A). This will be important intel for attackers to have before going into the final site execution so as to prevent confusion. However, Glaz won’t really be going into the bomb site. Instead, the player will maintain positioning inside of Barrels and use smoke grenades on the Split doorway and the central double doorway connecting the two bomb sites. This will effectively blind the enemy team and force them to either push with no intel or allow the attacking team to stick the plant.
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 as well as the first floor bathroom which is not one of the bomb sites, but is commonly used by defenders to defend Storage(B). Although Glaz will not be able to provide too much value on this bomb site, he can still assist attacking teammates by cutting off defenders as they attempt to return to and exit from the bomb site through 1F-Bathroom.
Glaz should spawn at Teacups and work his way up to the first floor Bathroom window. This positioning will allow the player to prevent defenders from being able to access the bomb site from 1F ‘90’ as well as maintain pressure onto defenders attempting to exit the bomb site through Bathroom. In the event that attackers invest heavily in a second floor roam clear, most defending teams will do one of two things: 1) call roamers back 2)send anchors out to support. The value prospect for Glaz’s particular positioning on this bomb site will be in his ability to prevent this from happening through Yellow Stairs and Bathroom.
As attackers establish themselves on the second floor inside of Daycare, Bunk, and Cafe, defenders will attempt to return to the bomb site - especially in the case in which they managed to pick up a man advantage while roaming. Glaz’s responsibility will be to grab the early man advantage during the roam clear or to maintain a level round by re-fragging the roamer as they return to the bomb site.
NOTE: Alternatively, Glaz can also be used identically to the way the operator was played on Daycare-Bunk as second floor control of this bomb site will be essential.
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 '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.
‘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] 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. Glaz will provide value to the attacking team on this bomb site by applying pressure onto defenders inside of Hookah(A) and Billiards(B) from the outside positioning of ‘Ruins’ - the large stone structure that’s adjacent to the objective buildings’ eastern flank.
Glaz should spawn with the majority of the attacking team at Pool Entrance and diligently work his way to the top of Ruins. This will be the optimal positioning for Glaz on this particular bomb site as the player will be able to utilize the operators long-range capabilities to his fullest extent. Glaz will want to shoot down all barricades on both the first and second floor of the objective buildings’ eastern exterior so as to open up the largest amount of angles as possible. This will then allow the player to not only apply pressure onto Billiards(A) through the bomb sites double window, but also simultaneously allow the player to catch defenders attempting to rotate through the Blue Bar on the first floor. Glaz will be able to effectively act as an indirect flank watch for defenders inside of Kitchen and Sunrise while also maintaining direct horizontal pressure onto both second floor bomb sites as the distance between the objective building and Ruins allows for a large amount of map pressure from one singular position.
NOTE: Glaz will want to communicate with attackers as they are attempting to plant the diffuser inside of the bomb site. It is important for Glaz to know which bomb site the defuser is being planted inside of as the player will almost invariably need to reposition slightly in order to effectively provide cover from Ruins.
RUINS 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. Glaz will provide value to the attacking team on this bomb site by applying pressure onto defenders inside of VIP and Hall Of Fame from the VIP Balcony.
Glaz will spawn with the rest of the attacking team at Main Entrance and work his way up to the VIP Balcony rappel. From VIP Balcony, Glaz will then be able to shoot down the VIP double window barricade and smoke off the double window. Standing still, the player will then be able to detect and eliminate defenders inside of VIP due to the operators added advantage of having a stationary flip-up thermal optic on his sniper rifle. After assisting teammates establishing map contro inside of VIP and Hall Of Fame, Glaz will then reposition into Hall of Fame and maintain pressure onto defenders inside of Theater(A) similar to the way the operator did inside of VIP with smoke grenades. Attackers will also want to be cautious of defenders playing inside of Penthouse(B) near the bed. It is typical for an operator like Glaz or Kali (indirect impact-support operators) to reposition to the western side of the objective building so as to rappel onto the Penthouse(B) double window and eliminate all defensive presence inside of the bomb site.
NOTE: Attackers establishing control onto the VIP Balcony will want to be cautious of defenders preemptively peeking the balcony as you rappel up from the first floor. This is because defenders have the advantage of knowing exactly where your head is going to be when you rappel up due to the rappelling rope giving away your position. If this is the case, it is generally a better idea for attackers to establish control inside of VIP from the interior of the objective building through Hookah and Aqua, as opposed to the exterior through VIP Balcony.
POOL ENTRANCE 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’. Glaz 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 sites by maintaining eastern pressure from Ruins.
Glaz should spawn at Ruins and then work his way over throughout the ground level portion of the structure. Unlike the positioning Glaz held on Hookah-Billiards, Blue(A)-Sunrise(B) will require that Glaz is a little bit more dynamic in where the player chooses to position themselves. This is because there is not as much a variety of angles to choose from when it comes to applying pressure onto Sunrise(B) and Blue(A) from the outside; the only windows Glaz can apply pressure through is the single window in Blue(A) and the single window in Sunrise(B). That being said, Glaz can still provide a large amount of support for teammates attempting to establish some initial map control inside of Sunrise(B). To do this, Glaz will need to safely position himself outside of the Sunrise(B) window so as to maintain pressure onto defenders playing behind ‘bar’ inside of the B bomb site in order to deter these players from contesting attacking teammates as they attempt to establish control inside of the Sunrise(B) bomb site.
NOTE: Glaz will want to be hyper aware of exposure when playing on the first floor eastern windows. This is because it is very easy for defenders to flank the player by either positioning themselves properly inside of Blue(A) or by running out through the first floor Office. Unfortunately, there is no short-term solution to these flanks. The optimal way to counter an Office runout is by establishing full attacker control inside of Office - which will typically be the opposite flank from which the majority of the attacking team is applying pressure.
MAIN ENTRANCE 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). Glaz will provide value to the attacking team on this bomb site by establishing the attacking teams initial first floor map control inside of Main Lobby and then maintaining pressure onto defenders playing inside of Bathroom and Long Hallway.
Glaz should spawn at Main Entrance and work his way up to the front door of the objective building. From here, the player will then be able to use a combination of smoke grenades and long angles so as to flush out any off-site defenders playing inside of Main Lobby, Security, and(or) Courtyard. After eliminating these defenders, Glaz can then position himself inside of either Courtyard or maintain his positioning inside of the Main Lobby. Both rooms will provide the player with hugely influential map control for the attacking team. This is because Glaz will be able to cut off rotations from Sunrise, Blue Bar, and Cool Vibe from Courtyard or, alternatively, maintain site pressure onto Service Entrance(B) and Bathroom from Main Lobby.
NOTE: Glaz will want to be highly aware of attempting to establish control over Main Lobby. This is because the room is fairly large and has a large number of places from which it can be flanked (most notably, Security and White Stairs). In order to contain this as much as possible, attackers will typically execute a full second floor roam clear and then proceed to clear the first floor; starting from 1F Office and ending inside of Main Lobby. This will be optimal for Glaz to help with. This is because doing so will then allow the player to focus solely on the bomb site and not have to worry about flank watch.
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 Shadow Legacy Update
On September 10th, Rainbow Six finally entered its 3rd season of its 5th year. This update not only contains a new operator “Zero,” but also reworks to Chalet as well as a new ping system and changes to sights.
Unlike other updates, this one only contains one new operator instead of two. However, the gameplay changes are significant and have much impact. Because of this, I think it is worth going over this update in detail.
*Some of the content below was released on the beta test server on August 18th. I will be focusing on the new sight changes and the new operator Zero. Please refer to previous articles for more details regarding the other changes.
▣ New Operator: Zero
This new operator comes straight from Tom Clancy’s Splinter Cell. Also known as Sam Fisher, he has joined the R6 roster going by his code name, Zero. Zero is an offensive operator and looks considerably older than he did in the Splinter Cell game. Although he doesn’t wear his signature goggles, you can see them strapped to his backpack.
▲Splinter Cell’s Sam Fisher, also known as Zero.
▲You can deploy cameras that pierce through breakable walls and reinforced areas.
▲ The Argus cameras have a Laser that can be shot once that destroys enemy gadgets.
Zero uses the same loadout he did in his game. His weapon, the SC3000K Assault Rifle, has been added to the game and is unique to him. The rifle boasts a whopping 45 Damage and 800 Fire Rate which makes Zero an efficient Entry Fragger. Zero also has a unique animation for his melee attack with the Karambit Knife. His secondary weapon, the 5.7 USG Pistol, comes with a silencer by default.
I had a chance to play Zero on the test server. If you want my full review, you can find it here: https://moot.us/lounges/10/boards/1560/posts/4508061/operator-zero-review-operation-shadow-legacy
▲The SC3000K has similar specs to the AK-12. It has a bit more recoil and 5 less Capacity.
▲The recoil curves right as shown above. Choose your attachments wisely.
▲Unlike other operators, Zero uses his Karambit Knife for his melee attack.
▣ Chalet Map Rework
One of the older maps, Chalet, has been reworked this season. Similar to other reworked maps, Chalet has become slightly wider and new Bombsite routes have been added.
The biggest changes made are the changes to Master Bedroom ~ Office and Bar ~ Gaming Bombsites. Previously, these locations were susceptible to exterior attacks because of the many exterior windows and doors. Now, there are far less paths to the outside and attackers can no longer safely scout the locations from the outside. But, the underground Snowmobile Garage wall as well as many other areas have not been changed so the map will still feel familiar.
Preview: https://moot.us/lounges/10/boards/1560/posts/4537464/reworked-chalet-preview
▲The location of the Bombsite has been changed from the Trophy Room to the Dining Room area.
▲The Trophy Room currently has a staircase leading up to the second floor. A new workshop is expected to be added here.
▲If you attempt to breach the Snowmobile Garage wall, be careful of this new first floor window.
▲The Gaming Room has been changed significantly. It used to have many windows making it hard to defend.
▣ New Sight Changes
The biggest changes made this season are changes to the sights. Scopes 1.5x, 2.0x, 2.5x, 3.0x have been added in addition to the existing non-magnification scopes such as the Red Dot. These new scopes are distributed differently between operators.
Your choice of operator will likely also depend on the scopes they have at their disposal. For example, although Doc, Rook, and Oryx can all equip the MP5, each have different scopes they can attach. Doc can equip the 2.0x, Rook the 1.5x, and Oryx the non-magnification sights. Also, some operators who only had access to non-magnified sights can now use the 1.5x or 2.0x scopes. These changes were made to help balance the different operators.
If you want to see the reorganization of the sights and scopes, check the link below.
Attackers: https://moot.us/lounges/10/boards/1560/posts/4493761/operation-shadow-legacy-new-sights-preview-attackers
Defenders: https://moot.us/lounges/10/boards/1560/posts/4501283/operation-shadow-legacy-new-sights-preview-defenders
▲The different scopes on the MP5. From left to right, Oryx with the holographic, Doc with the 1.5x, and Rook with the 2.0x.
▲Fuze’s AK-12 had 8 scopes on the test server, but this was changed to 5 on the live server.
▲Wamai’s AUG A2 can only use non-magnified sights while IQ’s AUG A2 can equip the 2.5x scope.
▣ Ping 2.0 System
A new ping system is replacing the old one that will allow players to convey more information than they were able to before. Previously, you could use the Z key to use yellow pings and hold X to scan on cameras for red pings. With the new update, you will be able to different pings for different situations. Noticeable changes have been summarized below:
- If you ping a gadget, that gadget’s icon will also appear with the ping.
- You cannot have more than one ping shown. If you ping a gadget, then a different - gadget, the first gadget’s ping will disappear.
- If you do not know who the enemy operators are and you ping one of their gadgets (Ex. - - Frost’s Welcome Mat, Kapkan’s Entry Denial Device), their identity will be revealed.
- The yellow pings now have corresponding numbers, making communication easier.
▲You can press Z on an enemy gadget while looking at cameras to ping it.
▲You can do the same on Zero’s Argus Camera.
▲Yellow pings now have numbers, making it easier to differentiate between different pings.
▣ New Attacker Primary Gadget: Hard Breach Charge
Similar to how defenders got the Proximity Alarm, this season attackers are getting a new general gadget called the Hard Breach Charge. This gadget can breach reinforced walls and hatches and needs to be deployed directly on surfaces and activated remotely. A successful activation creates a medium-sized hole. This hole can be vaulted over and shot through.
However, it takes a considerable amount of time to attach and activate this gadget compared to other hard breachers’ gadgets. The following operators can use the Hard Breach Charge:
Montagne, replacing Stun Grenade
Ying, replacing Breach Charge
Fuze, replacing Smoke Grenade
Finka, replacing Breach Charge
Amaru, replacing Claymore Mine
Nokk, replacing Breach Charge
Capitao, replacing Stun Grenade
Lion, replacing Bulletproof Camera
▲Similar to Thermite’s Exothermic Charge, you need to stick the Hard Breach Charge on surfaces and detonate it remotely.
▲This creates a medium-sized hole that can be used for penetration.
▣ Changes to Operators
Thatcher’s EMP Grenade can no longer destroy enemy gadgets and instead temporarily disables them. It used to destroy some and disable others, but now it can only disable.
This will have quite a big impact on both defenders and attackers. Breaching reinforced walls will have a slightly different flow for both attackers and defenders. For example, if Bandit is hit with an EMP Grenade while using a Bandit Trick, Bandit will have to re-deploy his Shock Wire making his reactions slower.
Maverick’s Blowtorch Canisters have been increased from 5 to 6. When Maverick opens a reinforced hatch, he tends to use 2 or 3 Canisters which discourages him from freely using them. This new change will help alleviate this issue.
▲A GU Mine that has been hit with an EMP Grenade, stopping its Cloaking. It will not be immediately destroyed, however.
▲If a deployed Shock Wire has been hit with an EMP Grenade, it will say “Shock Wire temporarily disabled” and Bandit will be unable to re-deploy for a short time.
Guides Well that's hardly fair...
I team killed. In 3 shots. While blind. Not fair.
Guides JOIN FOR EVERYTHING SIEGE !!!
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Guides Looking a a team for ranked
Me and a mate or two r pushing for gold currently silver you must be able to speak English and carely to understand please
Guides Guide for playing 'Glaz' 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.
‘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] 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. Glaz will provide the largest amount of value to the attacking team on this bomb site by providing cover to attacking teammates as they plant the defuser inside of Armory(A).
Glaz should spawn with the attacking teams support players (Thatcher/Thermite) at West Vehicle spawn and then work his way up to the Armory Balcony. From here, Glaz will stay on the balcony rappel in order to provide over watch for the attacking teams hard breacher as they open the reinforced Armory(A) wall. The player will want to focus attention onto the doorway connecting Armory(A) to the outside balcony as defenders will commonly peek through this doorway in order to eliminate the attacking teams hard breacher. After the wall has been breached, Glaz will then maintain positioning on the Armory Balcony rappel and proceed to deploy smoke grenades for attacking teammates to use as cover while planting the defuser. Glaz will want to stay as still as possible while on the rappel as the operator's thermal optic can only work when the player is stationary.
NOTE: All attacking players rappelling on the Armory Balcony will want to be highly cautious of defenders running out through the first floor Vent window or Detention soft wall. These run outs are commonly counter by attackers with a Nomad or claymores.
EAST VEHICLE 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. Glaz will provide value to the attacking team on this bomb site by maintaining pressure onto defenders inside of Tellers(B) and Main Lobby from the second floor south balcony windows.
Glaz should spawn at Valley with the attacking teams soft destructors (Sledge/Buck/Zofia) and then proceed through the outside south vent. The operator will then take up positioning on the south balcony windows overlooking Main Lobby (also known as waiting room). This will accomplish two primary goals: 1) Glaz will be able to actively apply pressure onto defenders inside of Tellers(B) through the Tellers(B) windows while additional first floor attacking teammates are breaching the main wall inside of Tellers(B) 2) Glaz will be able to effectively eliminate all defenders inside of Main Lobby as well as prevent defenders from being able to flank through East Stairs or the second floor Long Hallway. This will provide a large amount of support to second floor attackers as they will no longer need to worry about defenders flanking them through the north eastern portion of the second floor.
NOTE: Glaz will want to be highly cautious of defenders running out on him from the East Stairs doorway and CCTV short balcony window. These will be the most common ways in which defenders will attempt to counter Glaz’s south balcony positioning. It is common practice for the Glaz to assist teammates in establishing East Stairs control at the beginning of the round, before applying pressure onto the Main Lobby from the south balcony windows.
WEST 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. Glaz will provide value to the attacking team on this bomb site by establishing and maintaining the attacking teams pressure onto Supply(A) from the Supply(A) window.
Glaz should spawn at Valley with the attacking teams support players and diligently work their way up to the outside of the objective building on the first floor. The player will want to position themselves near Brick Wall (occasionally referred to as ‘brick’) as this will provide the player with an incredibly tight long angle which can be used to maintain incredibly influential pressure onto defenders inside of Supply(A), Detention, and Connector. This will ultimately assist second floor teammates playing inside of CCTV and Break Room and the attacking team as a whole. This is because all on-site defenders will be forced to reposition between the two bomb sites as both horizontal(Glaz) and vertical(second floor soft destructors) pressure is being applied simultaneously.
NOTE: Glaz will want to be cautious of defenders running out through the second floor Archives window as this will compromise the players positioning. Occasionally, attackers will place an air-jab or claymore on this second floor runout as a countermeasure. However, relative to Glaz’s particular positioning on this bomb site, it can be quite difficult to hear defenders attempting to do an Archives runout due to how far away the Archives window is.
VALLEY 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. Glaz will provide value to the attacking team on this bomb site similar to the way in which the operator did on the previously mentioned Supply-Customs bomb sit insofar as the operator will establish and maintain the attacking teams primary horizontal pressure on the first floor.
Glaz should spawn at West Vehicle and proceed to the outside north western corner of the objective building, near ‘brick’ and the first floor Ventilation(B) window. From here, Glaz will be able to use his sniper rifle to open up long angles through Ventilation(B) and into Workshop(A) by destroying the soft walling separating the two bomb sites. This will then allow the operator to apply complete pressure onto the Ventilation(B) bomb site and partial pressure onto the workshop(A) bomb site all from outside of the Ventilation(B) window. This is advantageous for the attacking team as defenders will be forced to dedicate attention and resources towards contesting the pressure that Glaz is generating from the outside all-the-while additional second floor attackers will be applying secondary vertical pressure onto the bomb site from Archives, Armory, and Africa.
NOTE: Glaz will want to keep the same awareness the operator had on the previous bomb site as an Archives runout is still a viable strategy for defenders to use - especially at the start of the round. Glaz should communicate with second floor attackers after they have established map control on the second floor inside of Archives. This will then allow the player to not have to worry about the Archives Window flank and, as a result, allow the player to double down on the horizontal pressure through the Ventilation(B) 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 Excerpt from 'Glaz on Theme Park':
"Although Glaz will not be able to provide too much value on this bomb site, he can still assist attacking teammates by cutting off defenders as they attempt to return to and exit from the bomb site through 1F-Bathroom.
Glaz should spawn at Teacups and work his way up to the first floor Bathroom window. This positioning will allow the player to prevent defenders from being able to access the bomb site from 1F ‘90’ as well as maintain pressure onto defenders attempting to exit the bomb site through Bathroom. In the event that attackers invest heavily in a second floor roam clear, most defending teams will do one of two things: 1) call roamers back 2)send anchors out to support. The value prospect for Glaz’s particular positioning on this bomb site will be in his ability to prevent this from happening through Yellow Stairs and Bathroom.
As attackers establish themselves on the second floor inside of Daycare, Bunk, and Cafe, defenders will attempt to return to the bomb site - especially in the case in which they managed to pick up a man advantage while roaming. Glaz’s responsibility will be to grab the early man advantage during the roam clear or to maintain a level round by re-fragging the roamer as they return to the bomb site.
NOTE: Alternatively, Glaz can also be used identically to the way the operator was played on Daycare-Bunk as second floor control of this bomb site will be essential."
ATTACKING
GLAZ - THEME PARK
[1F] LAB(A) - STORAGE(B)
Guides Excerpt from 'Glaz on Border':
"Glaz should spawn at Valley with the attacking teams support players and diligently work their way up to the outside of the objective building on the first floor. The player will want to position themselves near Brick Wall (occasionally referred to as ‘brick’) as this will provide the player with an incredibly tight long angle which can be used to maintain incredibly influential pressure onto defenders inside of Supply(A), Detention, and Connector. This will ultimately assist second floor teammates playing inside of CCTV and Break Room and the attacking team as a whole. This is because all on-site defenders will be forced to reposition between the two bomb sites as both horizontal(Glaz) and vertical(second floor soft destructors) pressure is being applied simultaneously.
NOTE: Glaz will want to be cautious of defenders running out through the second floor Archives window as this will compromise the players positioning. Occasionally, attackers will place an air-jab or claymore on this second floor runout as a countermeasure. However, relative to Glaz’s particular positioning on this bomb site, it can be quite difficult to hear defenders attempting to do an Archives runout due to how far away the Archives window is."
ATTACKING
GLAZ - BORDER
[1F] SUPPLY(A) - CUSTOMS(B)
Guides Excerpt from 'Glaz on Coastline':
"Glaz should spawn with the majority of the attacking team at Pool Entrance and diligently work his way to the top of Ruins. This will be the optimal positioning for Glaz on this particular bomb site as the player will be able to utilize the operators long-range capabilities to his fullest extent. Glaz will want to shoot down all barricades on both the first and second floor of the objective buildings’ eastern exterior so as to open up the largest amount of angles as possible. This will then allow the player to not only apply pressure onto Billiards(A) through the bomb sites double window, but also simultaneously allow the player to catch defenders attempting to rotate through the Blue Bar on the first floor. Glaz will be able to effectively act as an indirect flank watch for defenders inside of Kitchen and Sunrise while also maintaining direct horizontal pressure onto both second floor bomb sites as the distance between the objective building and Ruins allows for a large amount of map pressure from one singular position.
NOTE: Glaz will want to communicate with attackers as they are attempting to plant the diffuser inside of the bomb site. It is important for Glaz to know which bomb site the defuser is being planted inside of as the player will almost invariably need to reposition slightly in order to effectively provide cover from Ruins."
ATTACKING
GLAZ - COASTLINE
[2F] HOOKAH(A) - BILLIARDS(B)
Guides Only pain I could’ve dropped 11 kills if I didn’t trade with warden
Guides NEW RAINBOW VIDEO
https://youtu.be/zN5ShbUBaoo
Guides Guide for playing 'Glaz' 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.
‘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: [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). Glaz will provide value to the attacking team on this bomb site by maintaining pressure on defenders inside of Freezer as well as eliminating the defending teams entry denial utility placed on the Freezer wall. To do this, Glaz will rappel to the roof of the objective building and then position himself on the Main Skylight. This will offer the player a variety of highly influential lines of sight that can be used to eliminate defenders playing inside of Bar(A) while attacking teammates are establishing map control inside of Cigar and Red Stairs. Additionally, Glaz will also be able to eliminate the entry denial utility placed on the reinforced wall separating Freezer and Cigar. This will be valuable to the attacking teams hard breacher as they will need help clearing the Cigar-Freezer wall of all defender entry denial gadgets.
NOTE: Glaz will need to be highly cautious of over-exposure when playing from Skylight. This is because defenders will anticipate attacking players being positioned on the Skylight and will typically hold very tight long-angles from Cocktail(B) as a countermeasure.
CHRISTMAS 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). Although Glaz won’t be able to offer as much direct support as the operator did on the previous bomb site, Glaz can still be used effectively on both of these bomb sites to maintain large portions of attacker map control on the second floor.
Glaz should spawn at the River Docks spawn location and rappel up to the second floor western balcony. From here, the operator will be well positioned to breach the Pillar doorway and establish a single long angle through Pillar. Although this will provide the player with only one major line of sight, Pillar room is incredibly valuable map control for both of these bomb sites. Glaz should maintain this positioning for the duration of both rounds. This will allow the player to keep complete control over the Pillar room and cut off most defender rotation routes back to the bomb sites from the third floor.
An added benefit to this positioning will be the Pillar Stairs (also known as ‘Brown Stairs’) flank protection. Defenders will not be able to use the Pillar Stairs to rotate up to the second floor from the first floor as Glaz will be able to eliminate any defenders attempting to contest Pillar control from his positioning on the outside western balcony.
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. Glaz will provide value to the attacking team on this bomb site by assisting the teams dedicated entry fragger to clearing Bakery of all defensive presence.
To do this, Glaz should spawn with the rest of the attacking team at Christmas Market and then proceed to shoot down the Bakery doorway. Glaz will then be used to smoke off Bakery and establish the attacking teams initial map control inside of the objective building. Remember, after establishing a good position inside of Bakery, Glaz should try to stay as stationary as possible while the smoke is still deployed in order to utilize the operators flip-up thermal optic.
After attackers have neutralized the defending teams presence inside of Bakery, Glaz will then reposition into Small Bakery in order to maintain pressure onto the Red Hallway while also watching your teams red hall flank. Attackers will then breach the reinforced wall inside Bakery and plant the defuser under the cover of Glaz’s smoke grenades. Glaz will want to reposition into Bakery so as to provide teammates with direct support as they are planting the defuser inside of Cooking(B).
PARK 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 Ngl I need new friends bro 💀
Guides Guide to playing "Thermite" in "Coastline"
Coastline is a smaller map with two floors. From above, the map is neatly square-shaped with the Courtyard in the middle. This building layout allows the enemy to shoot into the opposite side corridor from the roof. The defenders tend to be forced into using the hallways to move around, which increases the chances of being sniped from a window.
Coastline has two objective locations on each floor. Usually, defenders would lean towards the second floor locations but for this map it’s actually much harder to defend the second floor Penthouse ~ Theater. For the attackers, this means vertical plays will be quite effective.
▲Coastline’s objective locations. The map is quite small, so opt for more roamers.
Thermite is a hard-breaching offensive operator that specializes in creating new routes to Bombsites. His Exothermic Charge makes the biggest breach out of all hard-breaching gadgets in the game.
Thermite can choose between the 556XI Assault Rifle or the M1014 Shotgun for his primary weapon. The 556XI combined with the ACOG sight enables Thermite to fight at long-range. The shotgun has low range, making it risky to use. Thermite should not die early before breaching for his team, so the shotgun isn’t a good choice.
▲Thermite’s 556XI has high damage and good fire rate.
▣ 2F Hookah Lounge ~ Billiards Room
The Hookah Lounge Bombsite has a Hookah Deck. The adjacent Aquarium also has an exterior balcony. Attackers can stand on both balconies, enabling them to attack the Bombsites from both directions. If your team manages to repel up to the Hookah Lounge or Billiards Room windows, the defenders will have a much harder time defending from the inside.
There aren’t many walls Thermite can use his breaching gadget on near the Bombsites, but if you repel from the roof to the Courtyard you can breach the Billiards Room wall. However, if there are defending roamers on both sides of the Hallway, your hard-breach most likely won’t be successful. Hibana or Ace is more suited to breaching this wall. If Thermite must do it, his teammates should cover both sides of the Hallway from the roof.
▲You can snipe the windows from the Ruins.
▲Scouting the Hookah Deck from the Hookah Lounge.
▲Using the Hookah Lounge window can give you more angles to work with. Use this in conjunction with the Deck.
▲Sometimes the defenders will attempt a run out play from the first floor to stop attackers on the Hookah Deck. Place a Claymore Mine here to prevent this.
▲You can also attack the Billiards Room from the opposite side Balcony near the Aquarium.
▲You can repel from the roof towards the Courtyard and breach the Billiards Room wall.
▣ 2F Penthouse ~ Theater
The Penthouse has a large window facing the east. A basic strategy is spawning at the Main Entrance and repelling up to this window. Taking this window can completely force the defenders out of the Penthouse. Make sure at least one member of your team takes this angle. There is also a hatch on the roof that leads down to the Bathroom which is right next to the Penthouse. Combine these two routes for a very effective attack.
There are two effective spots for Thermite to use his Exothermic Charges. If you manage to breach both spots, your team will be in a really good position to win the round. The more basic spot is penetrating the VIP Lounge and clearing the camping defenders. From here, you can breach the wall leading to the Penthouse. If a teammate has taken the aforementioned window, the defenders cannot use a Bandit Trick so hard breaching will be that much easier.
The other spot is the Hallway wall near the South Stairs. This wall connects the Hallway to the Theater. Sometimes, the defenders will leave the Penthouse and hide in the VIP Lounge or Theater to engage the attackers. In that situation, Thermite hard-breaching this Hallway - Theater wall will enable your team to easily clear out the waiting defenders and secure the round.
▲The Penthouse window that can prevent defenders from waiting in the Penthouse.
▲The roof hatch that leads down to the Bathroom.
▲If you enter through the Bathroom, you can attack the Theater across the Bomb.
▲You can breach the Penthouse wall from the VIP Lounge. Breach this wall and the Penthouse is practically yours.
▲Breaching the Hallway wall gives you an angle into the Theater.
▣ 1F Kitchen ~ Service Entrance
Starting your attack from the Kitchen window or the Service Entrance door is a good option. A couple attackers can distract the defenders here while the remaining attackers make their way into the Bombsite. If you are successful, you can throw a Smoke Grenade near the Service Entrance door and install a Defuser.
A vertical play from the 2F VIP Lounge or Penthouse can be effective but not for Thermite because without a shotgun or Exothermic Charge he cannot penetrate the floor. Thermite should stay on the first floor and go through the Hallway near the Kitchen to create new angles. However, he needs to breach in the open Hallway which increases the chances of being caught by a defending roamer. Try to ask your teammates for cover while you breach.
▲The Kitchen window angle. Try to have at least one person here.
▲You can try throwing a Smoke Grenade from the Service Entrance door and planting a Defuser.
▲A vertical play from the VIP Lounge can be good, but not for Thermite.
▲If you can, breach this Hallway wall and make new routes.
▣ 1F Blue Bar ~ Sunrise Bar
Compared to the previous layout, this layout is smaller and has many exterior windows. There also aren’t many hiding spots so defenders tend to use more roamers than usual. During the preparation phase, use your drones to carefully reveal the defending roamers positions and pick an appropriate attack route.
A vertical play is also possible here, but again Thermite is ineffective for these. However, there is a hatch that leads from the Hookah Lounge to the Sunrise Bar. If this hatch is reinforced, feel free to use an Exothermic Charge. You can also try to breach the four walls from the Courtyard to the Blue Bar. Again, watch out for defending roamers in the Hallway and request cover from your teammates.
▲The Blue Bar can be seen from the outside from the window, leaving defenders with few hiding spots.
▲Defenders will often hide behind the bar table in Sunrise Bar, so be ready.
▲You can scout the Sunrise Bar from the 2F Hookah Lounge.
▲You can use an Exothermic Charge to clear the Hookah Lounge hatch.
▲Or, go through the 1F Courtyard and breach the Blue Bar wall.
Guides Guide for playing 'Glaz' 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.
‘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] 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. Glaz will be used on this bomb site to provide cover over teammates as they establish a presence inside of Radar(B) and plant the defuser.
Glaz should spawn with the attacking teams support players at Construction (the safest spawn location when compared to Sailboats and Floating Docks) and then proceed to the roof of the objective building. From here, Glaz will use his drone to gather intel on defenders positioned on Red Stairs and Green Hallway. This will help the attacking teams entry fraggers as they attempt to establish control over the Red and Green Hallway at the start of the round. After attackers have established initial map control adjacent to the bomb site, the attacking team's hard breacher will then open the reinforced wall spearting Radar(B) and the outside. This will then allow Glaz to deploy smoke grenades to cover the attacking teams designated planter as they stick the defuser inside of Radar(B).
NOTE: Glaz will be used most effectively when standing still. This is because Glaz’s flip-up thermal optic can only be used when the player is stationary.
SAILBOATS 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. Glaz will provide value here by maintaining attacker control from Printer Stairs down to Scuba Stairs. This will assist attacking teams' hard breacher (as well as other supporting teammates) greatly as they breach the reinforced wall separating (1F)Green Hallway and Lounge(B).
Glaz will want to maintain positioning on the middle landing of Printer Stairs when providing flank protection. This is because the further up Glaz is positioned on the Printer stairs the more room the player has to work with when re-aligning for a particular target.
Put simply: Glaz will be able to switch from a Scuba Stairs flank-watch to a Radio Hallway flank-watch much more quickly than if he were positioned with the rest of attackers at the bottom of Printer Stairs. Additionally, Printer Stairs has a slanted half-wall that will provide the player with substantial cover from Lounge(B) pressure after the site wall has been breached.
CONSTRUCTION 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. Glaz will provide value on this bomb site by maintaining pressure onto defenders playing inside of Scuba and diving. To do this, the player should spawn at Floating docks and work their way up to the outside of the Scuba double window (NOTE: The player will want to be highly aware of defenders attempting to spawn peek the Scuba Stairs window).
After Glaz has positioned himself outside of the Scuba window, the player will then want to apply pressure onto defenders inside of Scuba by holding long-angles through the double window from ‘crates’ (the boxes located outside of the Scuba and Lockers). In addition to the diving Spawn peek, the player should also be highly cautious of defenders peeking them through the Lockers window or, in some cases, bottom Red Stairs doorway (located across the map).
Glaz will not be highly influential on this particular bomb - the player should be aware of this going into the round. However, with some patience and diligent positioning, Glaz will still be able to provide value to the attacking team by isolating the Scuba Stairs flank route. Additionally, Glaz should also be able to generate a beachhead for the attacking teams entry fragger to carry out a more extensive in-building assault from.
FLOATING DOCKS 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. Glaz will provide value to the attacking team on this bomb site by applying pressure onto defenders playing inside of Maps(B), Security(A), and Connector as well as assisting second floor attackers through the SkyBridge windows.
What is interesting about this bomb site is that Glaz won’t need to enter the objective building throughout the duration of the round. This is because the player can position himself on the roof of the adjacent building in order to gain highly influential lines of sight into both the first and second floor of the main (red) building. Glaz will however want to be diligent in positioning as there are a variety of windows placed at varying angles that the player may potentially over-expose themselves to (for example: Printer Window and the White Stairs roof run-out). Although the attacking team cannot fully counter these angles, attackers can still diligently roam clear the building in order to isolate all threats posed by the defending team back into the bomb site.
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 '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.
‘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] 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. Glaz will provide value to the attacking team on this bomb site by applying horizontal pressure from Parking Garage, the building directly adjacent from the objective building. This will provide Glaz with valuable lines of sight into Main Lobby, Banana, as well as both second floor bomb sites.
Glaz’s primary responsibility on this bomb site will be to maintain as much pressure as possible onto defenders playing inside of E2 Hallways and Main Lobby. This will allow the primary attacking force inside of Stock Trading and 2F Square with relatively strong support while they attempt to establish attacker map control inside of the hallways adjacent to Meeting and Janitor. Glaz will also be responsible for maintaining attacker control of Main Lobby. This will be hugely important for attacking teammates on the CEO(A) window rappel as defenders will attempt to counter these attackers by using the Main Lobby long windows. Glaz will be able to eliminate all defenders inside of Main Lobby from Parking or by rappelling onto the east Lobby windows.
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. Glaz will be used on this bomb site to apply horizontal pressure onto defenders inside of Open(A) and Staff(B). To do this, the player should spawn at Back Alley and then proceed to position themselves outside of ‘printer window’. This will allow the player to shoot open the soft walling that separates ‘printer’ and Staff(B) - providing Glaz with horizontal lines of sight through Staff(B) and Open(A).
It is important that Glaz maintains positioning outside of the Printer window for the duration of the round. This is because the pressure Glaz puts onto defenders inside of Open(A) and Staff(B) will amplify the vertical pressure being applied from second floor attackers inside of Stock Trading and Janitor. Glaz will be used by the attacking team on this bomb site to maintain significant horizontal pressure onto first floor defenders.
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). Glaz will be used on this bomb site identically to the way in which the operator was used on the previously mentioned CEO-Executive bomb site by maintaining Main Lobby pressure onto defenders from Parking. The biggest difference on this bomb site will be in where Glaz chooses to focus attention as the player will need to maintain pressure onto first floor defenders as well as second floor roamers.
The player will want to communicate with second floor attackers as they roam clear Executive and CEO. This is because Glaz will be cutting off the Main Lobby Stairs rotation and, as a result, prevent the second floor roamers from being able to return to the bomb site. This will force the second floor defenders to take head-on engagements with the attacking teams entry fragger as there will be no available route to disengage attackers with when positioning is not in their favor.
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. Glaz will be used on this bomb site to establish the attacking teams initial map control inside of Server. To do this, Glaz should spawn with additional teammates as the Jewelry spawn location and then proceed to position themselves inside of the Dirt Tunnel. Glaz will then be able to use smoke grenades inside of the opening that connects Dirt to Server. This will then give Glaz an advantage in that the operator will be able to detect enemies playing behind Server Rack under the cover of Smoke.
Glaz will maintain pressure onto Server while additional teammates push defenders inside of Server through the smoke grenade thrown by Glaz. This will then effectively give the attacking team full control over Server and Blue Stairs. After full Server control is established and Blue Stairs flank watch is set up, attackers will then breach the Server-CCTV(A) wall and plant the defuser under the cover of smoke. Glaz will watch Red Hall for defenders attempting to approach the attacking teams planter through the Red Hall-CCTV(A) rotation hole.
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 'Glaz on Kanal':
"Glaz will want to maintain positioning on the middle landing of Printer Stairs when providing flank protection. This is because the further up Glaz is positioned on the Printer stairs the more room the player has to work with when re-aligning for a particular target.
Put simply: Glaz will be able to switch from a Scuba Stairs flank-watch to a Radio Hallway flank-watch much more quickly than if he were positioned with the rest of attackers at the bottom of Printer Stairs. Additionally, Printer Stairs has a slanted half-wall that will provide the player with substantial cover from Lounge(B) pressure after the site wall has been breached."
ATTACKING
GLAZ - KANAL
[1F] COAST GUARD(A) - LOUNGE(B)
Guides R6 team 3 ppl silver lll - gold l PlayStation
Hi
R6 team 3 ppl
GT:uwu-nezuko-chan
Guides Ace
Guides Excerpt from 'Glaz on Bank':
"It is important that Glaz maintains positioning outside of the Printer window for the duration of the round. This is because the pressure Glaz puts onto defenders inside of Open(A) and Staff(B) will amplify the vertical pressure being applied from second floor attackers inside of Stock Trading and Janitor. Glaz will be used by the attacking team on this bomb site to maintain significant horizontal pressure onto first floor defenders."
ATTACKING
GLAZ - BANK
[1F] OPEN(A) - STAFF(B)
Guides Guide for playing 'Glaz' on 'Chalet'.
[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.]
Chalet is a triple-level map (consisting of three floors) found only in Ranked play. The current architecture of the map gives a significant advantage to the attackers due to the vertical destruction available to attackers found on all four 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: [1F] KITCHEN(A) - TROPHY(B)
The primary route of attack on this bomb site will be by attackers establishing vertical angles over and under Kitchen(A)-Trophy(B) by gaining control over 2F Master Bedroom, 2F Office, and BSMNT Car Garage. After establishing 2F control, attackers will then proceed to the first floor level of West Main stairs and breach the reinforced wall separating Trophy(B) and West Main. Glaz will be used on this bomb site to apply pressure onto defenders playing inside of Kitchen(A) and Trophy(B) from the eastern side of the objective building. The player will be providing value to the attacking team by actively maintaining horizontal pressure onto both bomb sites while additional second floor teammates apply vertical pressure from Master Bedroom and Office. From the Trophy and Kitchen windows, Glaz will be able to effectively isolate both bomb sites of all defenders after each site has been cleared of enemy players. This will then allow attackers to breach the reinforced wall separating Trophy(B) and West Main and plant the defuser inside of Trophy(B) while Glaz maintains pressure onto defenders inside of Dining from the Kitchen window.
CAMPFIRE SPAWN LOCATION:
ATTACKING: [1F] GAMING(A) - BAR(B)
The primary route of attack on this bomb site will be by the attacking team entering and clearing the building from 2F Master Bedroom on the west side of the building all the way to the east of the building, concluding their roam clear after establishing control inside of the Library. Glaz will provide value similar to the way in which the operator helped teammates on the previous bomb site by maintaining the attacking teams horizontal pressure on the first floor. The biggest difference here will be in Glaz’s positioning. Instead of isolating defenders through the Kitchen and Trophy windows, Glaz will be positioned outside of the Main Entrance so as to maintain complete first floor control over Fireplace. This will prevent defenders from being able to rotate through the Fireplace while additional attackers clear the second floor from Master Bedroom to Library.
In addition to Fireplace control, Glaz will also be actively contesting the Bar(B) bomb site from the outside. This will prevent defenders from being able to use the Bar Hallway as a site-rotation route. Defenders will then only be left with the single rotation hole connecting Bar(B) and Gaming(A). This will be unideal for defenders as this rotation hole is easily contested by attackers positioned outside of Gaming(A) near Helipad.
CLIFFSIDE SPAWN LOCATION:
ATTACKING: [2F] OFFICE(A) - MASTER BEDROOM(B)
The primary route of attack on this bomb site will essentially just be the inverse of Gaming-Bar. Entering through the Library and moving from east to west inside of the building is a much safer route to the second floor bomb sites as attackers can be easily shot if caught trying to repel directly onto the Master Bedroom balcony or climb the Front Yard ladder to the second floor. Glaz will provide value to the attacking team on this bomb site by maintaining pressure onto defenders inside of Office(A) and Master Bedroom(B) from the outside Big Tower, located on the easternside of the objective building. Glaz should spawn at Camp Fire and take up positioning inside of Big Tower while additional teammates establish the attacking teams initial map control on the second floor inside of Library. Glaz will then be well positioned to apply significant pressure onto defenders inside of Office(A) while teammates on the second floor are pincering defenders inside of the bomb site from the south west.
NOTE: Glaz will want to be highly aware of the situation going on inside of the objective building as the attacking team will have one less teammate with them. It is common for new Glaz players to not realize when it is time to leave Big Tower and breach the objective so as to provide more direct support for remaining teammates. Be sure to clearly communicate with friendly attackers to know when it is time to reposition.
FRONT YARD SPAWN LOCATION:
ATTACKING: [BSMNT] WINE(A) - SNOWMOBILE(B)
The primary route of attack on this bomb site will be by the attacking team breaching the reinforced exterior wall leading from the buildings southern exterior into Snowmobile(B). Glaz will be used on this bomb site to cover attacking teammates as they plant the defuser inside of Snowmobile(B). Attackers will need to spend some time getting rid of the defending teams entry denial utility placed on the exterior site wall inside of Snowmobile(B). While this is going on, Glaz will want to be on the lookout for defenders attempting to run-out on attackers from Games as they attempt to breach the wall. Additionally, all attackers located on the main Snowmobile(B) wall will want to be aware of defenders throwing nitro-cell through the Fireplace high windows. This will be the defending teams primary way of eliminating the attacking teams hard breacher.
After the Snowmobile(B) wall has been breached, Glas will then use smoke grenades to cover attacking teammates as they plant the diffuser behind ‘trash can’ located to the left of the breach hole. Glaz will be the ideal operator choice for this goal as the player will be able to detect defenders through the smoke by using the operators flip-up thermal site.
LAKESIDE 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 Guide for playing 'Glaz' on 'Clubhouse'.
[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.]
Clubhouse is a triple-level map (consisting of three floors) found both in ranked play as well as professional. The current architecture of the map can favor either attackers or defenders depending upon which team wins the ban phase, as well as which site is being played.
‘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] CASH(A) - CCTV(B)
The primary route of attack on this bomb site will be by the attacking team breaching the east reinforced wall inside of CCTV(B) as this will provide a direct route for attackers to plant the defuser behind ‘Server Rack’ located inside of the CCTV bomb site. Glaz will be used on this bmb site to maintain steady pressure onto CCTV(B) while attacking teammates establish site control and plant the defuser. To do this, Glaz will spawn at Warehouse and then take up a position on top of Platform (the catwalk-like platform directly on top of the Warehouse spawn location). This will then provide Glaz will a highly valuable position from which the player can look directly into CCTV(B) after the site wall has been breached.
From Platform, Glaz will then be able to use smoke grenades to cover attacking teammates as they plant the defuser next to the ‘server rack’ located inside of CCTV(B). Keep in mind that Glaz will be used most optimally from this position when standing still. This is because the player will be able to utilize the operators thermal hop-up sight and detect defenders through smoke grenades.
CONSTRUCTION SPAWN LOCATION:
ATTACKING: [2F] BEDROOM(A) - GYM(B)
The primary route of attack on this bomb site will be by the attacking team breaching the reinforced wall between outside ‘jacuzzi’ and the bedroom/gym hallway (commonly known as Jacuzzi wall). After breaching the Jacuzzi wall, attackers will attempt to plant the defuser inside of Gym(B). Attackers will also commonly dedicate a large amount of time and resources to gain control over 2F Construction. Glaz will be used on this bomb site similar to the way in which the operator was used on the previously mentioned CCTV-Cash bomb site. The difference here will be that Glaz will not be able to position himself on Platform as a way of keeping relevant pressure onto the defending team. Instead, Glaz will position himself on the Gym(B) window. This will accomplish two goals. Firstly, Glaz will be positioned to eliminate and isolate all defenders inside of Gym(B). This will assist attacking teammates in establishing map control inside of the bomb site after the Jacuzzi wall has been breached. Secondly, Glaz will be able to prevent the defending teams Kaid or Bandit from being able to ‘trick’ the Jacuzzi wall. This will help friendly hard breachers while they attempt to breach the Jacuzzi wall as the player will have a direct line of sight into Gym Hallway from the Gym(B) window.
NOTE: Any player positioned on the balcony outside of Gym, Bedroom, or Construction should be highly aware of defenders flanking them from the CCTV window. Generally speaking, this flank is neutralized by attackers at the start of the round when completing a roam clear on the easter portion of the second floor.
MAIN ENTRANCE SPAWN LOCATION:
ATTACKING: [1F] BAR(A) - STOCK(B)
The primary route of attack on this bomb site will be by the attacking team planting the defuser inside of one of the two doorways located inside of Stock(B). Although the attackers have a very direct route to the bomb site from the outside, successfully planting the defuser inside of Stock(B) can be difficult due the exposure attackers are under from ‘stage’ (located inside of Bar(A). Glaz will provide value to the attacking team on this bomb site by covering teammates as they plant the defuser inside of the Stock(B)-Warehouse doorway. To do this, Glaz will spawn with attacking teammates at Warehouse and breach the Stock(B) single doorway. This will then provide the attacking team with a direct route to the bomb site from the outside.
Glaz will be positioned outside of the objective building for the entirety of the round. This is
to ensure that the player is maintaining pressure onto defenders playing inside of Stock(B) and Stage while attacking teammates plant the defuser under the cover of smoke grenades.
NOTE: Glaz will need to remain as stationary as possible while attackers are establishing control inside of Stock(B). This is because the operator's thermal optic will only function when Glaz is not moving. It is common practice for Glaz to find a good spot outside of Stock(B) to play from BEFORE teammates attempt to plant the defuser. Always be sure to communicate with teammates when you are in a good position to provide support and when you are not.
SHIPPING DOCK SPAWN LOCATION:
ATTACKING: [BSMNT] CHURCH(A) - ARSENAL (B)
The primary route of attack on this bomb site will be by attackers establishing vertical control over the bomb sites by opening the hatches located on the ceiling of ‘Moto connector’ and Arsenal(B). To do this, attackers will first need to gain control of the first floor. Glaz will be used on this bomb site to first establish map control inside of the Dirt Tunnel and then proceed to maintain pressure onto defenders inside of Arsenal(B) from the Dirt Tunnel. To do this, Glaz will need to communicate with the attacking teams hard breacher and have them open an entry point into Dirt from the outside Construction site. This will then allow Glaz to steadily work his way through Dirt Tunnel and eliminate all defenders playing inside of Dirt. Glaz should gather intel on the defensive set-up inside of Dirt and determine if defenders are playing here. If not, the player should then position himself on the doorway connecting Dirt and Arsenal(B).
From Dirt Tunnel, the operator should then deploy smoke grenades into Arsenal(B) so as to provide himself with an advantage over on-site defenders as they will not be able to peek you as long as the smoke is up. This positioning will then allow the player to effectively solo-clear the Arsenal bomb site after attacking teammates have breached the Kitchen hatch as defenders will no longer have any viable defensive positions inside of Arsenal(B).
WAREHOUSE 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 Guide for playing 'Glaz' 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.
‘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] 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. Glaz will be used on this bomb site to cover attacking teammates as they plant the defuser inside of Office(B). To do this, Glaz will spawn with the majority of the attacking team at Gas Station and then proceed to rappel onto the western wall of the objective building. This will position Glaz on the two second floor windows looking directly into the Office(B) bomb site which will provide the operator with good positioning to eliminate defenders playing inside of Office(B), Front Desk, Connector, and Bathroom. Glaz will then maintain positioning on the two Office(B) windows and use smoke grenades to cover attackers after they breach into the bomb site and plant the defuser. Remember that Glaz will be able to see through smoke grenades as long as the operator stays still; making Glaz the ideal operator to cover attackers as they plant the defuser inside areas of high contention.
NOTE: Attackers rappeled on the Office(B) windows should always be highly aware of defenders attempting to run out through Yellow Stairs, Garage Door, or Piano window. This will be the defending teams primary way of countering attackers that are applying Office(B) pressure from the western windows. To counter this, Attackers will want to bring a Nomad and place air-jabs on the previously mentioned runout locations.
SIDE ENTRANCE 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. Glaz will be used similarly to the way in which the operator was used on the previously mentioned Office-Meeting bomb sites by covering in-building attackers as they attempt to plant the defuser. The primary difference on this bomb site will be player positioning. Instead of rappelling into the second floor Office windows, Glaz will be positioned outside of the Main Lobby double door. In many cases, Glaz will not need to actually breach the objective building or even reposition that far away from the Police Line. Instead, Glaz will maintain positioning near the Front Gate and Half Walls located on the southside of the objective building so as to eliminate defenders inside of Lobby(B) and cut off defenders' rotations through Antichamber. This will effectively isolate the B bomb site and allow additional attacking entry fraggers to plant the defuser inside of the Lobby(B) doorway.
NOTE: Attackers attempting to establish map control on the first floor inside of Lobby(B) will need to first gather intel on the second floor Projector room and Connector. This is because defenders will typically invest a large amount of resources to the defensive of the second floor as this map control can be used to protect Lobby(B) vertically. Failure to clear the second floor of defenders will leave on-site attackers inside of Lobby(B) vulnerable to vertical pressure that cannot be covered by Glaz from the outside.
POLICE LINE 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. Glaz will provide value to teammates while the second floor roam clear is being carried out by establishing the attacking teams initial first floor map control inside of Visa. To do this, Glaz will not actually breach the objective building but, will instead, maintain pressure onto Visa through the northern Visa single window. This will provide value to attackers as a whole as teammates executing a second floor roam clear will inevitably force defenders back down the Visa Stairs; allowing Glaz then to capitalize on defenders attempting to return to the bomb. Glaz can also be used to protect the Visa Stairs flank for teammates positioned on the first and second floor while they attempt to plant the defuser.
NOTE: Attackers inside of Tellers(A) will still need to be cautious of defenders positioned inside of Archives(B) as they will attempt to use nitro-cell to prevent attackers planting the defuser inside of Tellers(A). Attackers will need to keep in mind that Glaz is NOT capable of covering teammates from this kind of plant denial.
GAS STATION 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. Glaz will be used on this bomb site to provide cover for additional teammates as they attempt to plant the defuser inside of Garage(B) after the site wall has been breached. Glaz will need to communicate with teammates while the player drones the objective so as to determine defenders positions inside of Garage(B). This will then give attackers a general idea of what to expect in regards to defender set-up inside of Garage(B) after the site wall has been opened.
After the site wall has been breached, Glaz will then be responsible for clearing defenders positioned near Yellow Stairs, Pipes, and Pillar. This will provide the attacking teams designated planter with a clear and safe route to plant the diffuser in front of ‘White Van’.
NOTE: Attackers planting the defuser inside of Garage(B) will need to be cautious of Maestro Evil Eyes placed on both sides of the White Van. This will be the defending team's primary method of eliminating attackers as they attempt to plant the defuser inside of Garage(B).
RIOT BARRICADE SPAWN LOCATION:
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Guides Guide to playing "Castle" in "Theme Park"
Theme Park is a large map with two floors: a first and second. It was first released during the Blood Orchid season and was later reworked during Shifting Tides. The buildings were made smaller and the interior layout was changed. This helped balance out both teams.
There are two objective locations on each floor. The Bunk ~ Day Care and Lab ~ Storage locations weren’t changed much during the rework, but the east side Initiation Room ~ Office and Throne Room ~ Armory locations were changed significantly. Many players have stated that the east side locations were preferable for the defending team.
There are many exterior windows that defenders can use to spawn-kill or rush the attackers. Conversely, the attackers can use the windows to their advantage and scout the interior safely. The exterior windows are important points for both teams.
▲The defending team will often choose the Armory ~ Throne Room Bombsite locations.
Castle is a defensive operator that can install Armor Panels on doors, windows, and barricades. These cannot be broken by gunfire and require explosives or 12 melee hits to break. Effective usage of these can significantly reduce the shooting angles attackers’ can use.
When Armor Panels are installed on the main routes of the map, the attackers are sure to break these to continue their advance. Don’t expect your Armor Panels to last the entire round and pay close attention to the sound they make when they’re destroyed; they’re a dead giveaway of the attackers’ locations.
Castle can equip the Super Shorty Shotgun as his secondary weapon to create shooting angles or remodel for his team. Theme Park is a map where remodelling can have a big effect on your team’s ability to defend, so don’t neglect it.
▲You can equip a shotgun as your secondary weapon, so don’t bother taking a shotgun for your primary weapon.
▣ Defending 2F Initiation Room ~ 2F Office
The Bombsites are located in the middle of the second floor, so attackers could come from any angle. Oftentimes the attackers will come from the west-side Cafe Terrace or the east-side Castle Entrance. They might also use the Control Room window and hatch located right next to a Bombsite.
Effective use of Castle’s Armor Panels can limit the routes attackers can take. Cover as many routes as you can and position your defenders in areas you can’t cover.
There are two walls near the Bombsites that are in danger of being hard-breached. One is the wall leading from the Yellow Corridor to the Office and the other is in the Bunk leading to the Initiation Room. Whichever route the attackers take they will have to come from the west, so install armor panels or place defenders here.
▲It is common for attackers to use the Control Room window near the Initiation Room.
▲You can use an Armor Panel to stop attackers coming from the Castle Entrance to the Dragon Stairs.
▲You can also block the entrance to the Cash Stash from the Castle Entrance.
▲If the attackers came from the Cafe, they will most likely try to breach this wall.
▲Or, they can breach this wall to reach the Office
▲Blocking the Office Showers window next to the Office is a good option.
▣ Defending 2F Bunk ~ 2F Day Care
These locations are placed more to the west compared to the previous layout. Therefore, the attackers will often try to climb up to the 2F Terrace and go through the Cafe or repel to the Break Room window and scout from there. Engage the attackers taking these routes from the Yellow Stairs or Bunk.
If the attackers entered from the Cafe, their next move is likely to breach the Day Care wall. Bandit or Kaid can cover this wall, but there are as many as four walls here so they aren’t completely necessary. Plus, you can easily stop hard breaches here from the Yellow Corridor or Upper Arcade.
If you’re concerned about the Break Room window, use an Armor Panel there. Blocking the two windows in Break Room and breaching the Break Room - Upper Arcade wall for rotation is a solid choice. If the attackers still choose to break your Armor Panels and make a repel play, rush them using the first floor south-side windows. Once outside, you can easily kill the repelling attackers.
▲A good angle to stop attackers coming from the Cafe.
▲Be wary of attacks from the Upper Arcade window.
▲If you are defending from the Break Room, using your Armor Panels on these two windows is a good option.
▲Making a rotation from the Break Room to the Upper Arcade is advised.
▲If you see the attackers repelling up to the Break Room, catch them from the outside.
▣ Defending 1F Armory ~ 1F Throne Room
The Bombsite is once again located in the center of the floor. Combined with the Armory and Throne Room the area becomes quite large. Luckily, there aren’t any exterior windows and the only entrances into the Bombsite are the Throne Room and Blue Room. The defenders only need to wait inside the Bombsite and cover the entrances.
However, the attackers can create new angles into the Bombsite. There are three breaching points: the Barrel Room, Maintenance, and Yellow Corridor walls. If the attackers manage to hard breach these walls, your advantage will be nullified. Therefore, Bandit or Kaid can be very effective here.
Because the entrances to the Bombsite are so limited, there aren’t many places to use your Armor Panels effectively. You can completely block off one route and force the attackers to take the other, but you will also block off routes for your team. Instead, you can place your Panels in the Barrel Room or Maintenance windows to delay the attackers’ advance.
▲If you clear this area above the reinforced wall with your shotgun, using the Bandit Trick or Impact Grenade Trick becomes easier.
▲You can block this entrance in the Throne Room and force the attackers to take the other route.
▲Use all your Armor Panels on one route to force the enemy team to take the other approach.
▲Block the Barrel Room window with an Armor Panel to delay the attackers’ hard breach.
▲Same case with the Maintenance window.
▣ Defending 1F Lab ~ 1F Storage
Unlike Throne Room ~ Armory, this area is very small with many exterior windows, which limits the number of hiding spots for the defenders. Attackers can also make a vertical play from the second floor Cafe or Upper Arcade. Opt for more roamers than anchors here.
In addition, the Arcade Toilet room right next to Storage has an exterior window attackers can use to attack the interior and start their advance. Use an Armor Panel here to counter this.
▲Attackers often shoot from the Storage window so block it off with an Armor Panel.
▲The Arcade Toilet window: be careful of penetrations from here.
▲If the attackers come from the Barrel Room, defend this wall.
▲Breaching the 2F Upper Arcade floor gives vision of the Lab.
▲Both the Storage and Arcade Toilet can be seen from the second floor Cafe, so you need defenders on the second floor.
Guides Guide to playing "Thatcher" in "Kanal"
Kanal is a map with 2 connected buildings, each with two floors. From the front, the left building has a basement and first floor. The right building has a first and second floor. There are two bridges that connect the two buildings together. There is an upper bridge, which connects the second floor of the right building with the Printer Room on the rooftop, and a lower bridge, which connects the first floors. The west building is colored blue in certain areas, while the east building is colored red. Sometimes, players will refer to each building as the Blue or Red building.
There are two objective locations in each building. In the west Blue building, there is one on the underground floor and one on the first floor. Similarly, in the east Red building, there is one on each of the first and second floors. Because of this layout, attack patterns can vary wildly each time.
▲Kanal’s objective locations. Two in the Blue building, two in the Red building.
▲The Blue and Red buildings seen from the front.
Thatcher can use EMP Grenades and negate enemy gadgets. Currently, it can completely destroy some gadgets and only disable others, but in the Operation Shadow season update, this is set to change to only being able to disable gadgets.
The EMP Grenade is able to disable enemy gadgets even from behind walls, so Thatcher primarily goes around helping his team’s hard breachers. Kanal has many areas that need to be hard breached, so Thatcher is a good pick for this map. The EMP Grenade can help with pesky defensive gadgets such as Maestro’s Evil Eye or Lesion’s GU Mine.
Unlike other SAS operators, Thatcher cannot equip the SMG-11 Machine Pistol as his secondary weapon. As a compromise, Thatcher prefers to equip either the AR33 or L85A2 Assault Rifle so he can participate in long-range fights. The L85A2 with the Vertical Grip has steady recoil, while the AR33 with the Angled Grip has a high fire-rate: feel free to go with whichever you prefer.
▲The L85A2 is only compatible with the Vertical Grip, so depending on the situation pick between it and the AR33 with angled grip.
▣ 2F Server Room ~ 2F Radar Room
Outside the building, there is a Balcony attackers can use to reach the Radar Room. The Radar Room has a double wall that, if breached, can change the outcome of the round. It is advised for the attacking team to have at least one hard breacher. Thatcher can work with the hard breacher in order to breach the Radar Room walls with his EMP Grenade.
There are also other routes for attack from the Balcony. You can use the Control Room Hallway window to scout a small part of the Bombsite. Climbing up to the Bridge Roof allows you to get to the Blue building and attack using the Radar Room window as well. Starting from the Blue building’s Printer Room and taking the Upper Bridge to the Red building is also an effective route.
▲The exterior wall that leads into the Radar Room. Breaching this wall will make your attack much easier.
▲You can also try to breach the barricade on the right side of the reinforced wall, but it is likely this part is also reinforced.
▲There is the possibility of being ambushed while hard-breaching like shown above, so be careful.
▲You can reach the Control Room Hallway window from the Balcony to look inside the Bombsite.
▲You can also use the Coast Guard Roof (Blue building) to attack through the Radar Room window.
▲From the Printer Room, you can follow the Upper Bridge to the Bombsite.
▣ 1F Security Room ~ 1F Map Room
These objective locations are placed right under the aforementioned layout. This opens up the option of a vertical play from the second floor. The Server Room and Control Room/Renovations have a total of three hatches that attackers can use to disturb the enemy from multiple angles.
Thatcher does not necessarily need to help the hard breachers with the hatches unless Kaid uses his Electroclaw on them. If you have Breach Charges, you can use these to blow a hole in the floor for more angles. If you instead chose Claymore Mines, install them near staircases the defending roamers might try to use to counter the vertical play.
Your team can also come through the Construction Entrance and breach the Kitchen wall or go through the Lower Bridge Parking Entrance and engage the enemy on the first floor. There are many angles attackers can use, just don’t get caught by the defending team’s roamers.
▲From the Construction Entrance, breach this wall to enter the Kitchen, which is right next to the Bombsite.
▲You can repel between the buildings to reach the Projector Room window.
▲There are three hatches in the Radar Room and Server Room that lead down to the Bomsbites
▲Use Breach Charges to clear the floor and look down into the Bombsite.
▣ 1F Coast Guard Meeting Room ~ 1F Lounge
Moving on to the Blue building, these Bombsites are on the first floor. The Printer Room on the rooftop can be used to make a vertical play to the Lounge. Starting from this rooftop area is a good way to start your advance. However, the defenders may be expecting this, so scout the area with your drones first.
If you take the Blue stairs down from the Printer Room, there is a double wall on the left side that leads to the Lounge. Breaching this wall and using the Blue Stairs as cover can be an effective attack. Of course, it may be guarded with a Shock Wire or Electroclaw, so use your EMP Grenades to ensure a safe breach.
It is also a good idea to attack the Coast Guard Meeting Room from the opposite Reception area. Here, you can breach the Archives or Radio Room Hallway walls to create new angles. However, it is very close to the Bombsite, so be careful of defending roamers.
▲There are also many exterior windows you can use to check the building interior.
▲Proper usage of these windows can allow you to catch the opposing defenders moving to and from Bombsites.
▲There is also a window on the opposite side of the Lounge, but your movement here will be restricted which limits the angles you can take.
▲You can try a vertical play from the Printer Room to the Lounge.
▲If you breach this wall right next to the Blue Stairs, the Lounge will be completely open.
▲If you came through Reception, you can breach the Archives wall....
▲or breach the Radio Room Hallway wall and create new angles. It is a bit dangerous but worth trying.
▣ B1 Kayaks ~ B1 Supply Room
Both Bombsites reside under the first floor Coast Guard Meeting Room, so a vertical play from here is super effective. There is also a hatch here that leads to the Supply Room, so you can even drop down if you wish. The defending roamers will be guarding this, so clear them out with a numbers advantage.
If you take the Basement Stairs down from the building’s front, you will reach a door that leads to the Supply Room Corridor and Bathroom. To the left of this door lies a reinforced wall that leads to the Pipes. Breaching this wall is also a good attack route. However, it is likely defenders will be waiting for you in the Bathroom, so breaching won’t be easy.
Another good route is starting from the opposite side Diving Alcove and going through the Diving Room or Locker Room area. If you take this route, you can go through the Locker Room to catch the defenders waiting in the Bathroom.
▲Starting from the 1F Coast Guard Meeting Room to make a vertical play is an effective strategy.
▲You can also take the stairs down from the first floor.
▲Taking the Basement Stairs down and breaking the barricade will grant you access to a wall that leads to the Bombsite.
▲After breaking the Diving Alcove window that leads to the Diving Room, you can attack the Kayaks…
▲or go through the Locker Room and clear camping defenders in the Bathroom.
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Guides Guide to Playing Warden on Villa
Villa, the Italian map of operation Para Bellum, features three floors, and three staircases that enable bold flanking plays to be made, especially through the poorly watched basement. In addition to these many flanking routes, all sites lack an external wall, so multiple rooms need to be pushed through when attacking. These features make it a generally defender-favored map.
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 – Aviator Room [1F] and Games Room [2F]
Aviator Room and Games Room connect to each other through Vault and are surrounded by a few hallways and Study. Attackers like to push from Study and invest utility into opening either of the walls. They may also pressure “90 hallway” from the window by Vault. Other than that, watch for flanks coming from Landing by Red Stairs, or Lobby Stairs.
Controlling 90 Hallway is a tough endeavor for defenders. Having Warden's Smart Glass on hand makes it an easier position to play, as does a shield to give you cover while pushing up the hallway.
You can also aggressively play Aviator door leading to Study, using the shield to perhaps get a pick or at least force out some explosive utility. This is a great way to stall out the Study wall breach.
Place the shield such that you have a pixel angle onto Study doorway leading to Lobby Stairs.
If you bring the shotty, make a rotate hole near Vault, and throw up a single reinforcement between sites to help keep gun fights close quarters. This hole allows you to peek from atop the Bar here, or toss a nitro over on ping to deny the default plant in Aviator behind Vault door.
BOMB SITE 2 – Trophy Room [2F] and Statuary Room [2F]
This site is almost as popular as the former, and is the preference for some teams. Attackers nearly always take control of Master Bedroom and breach Statue wall. Bathroom can be played, and even Closet can be played to delay this as long as possible. Teams often push through Landing and sometimes Trophy Entrance, coming from Red Stairs and 90 Hall. Astronomy Room is very crucial to hold onto and whoever controls it influences the round outcome heavily.
If bringing the shotty, setup Astronomy Room by blowing the hatch plus open a rotate to Trophy and lines of sight through the single panel watching the Red Carpet hallway below. This can also be used as a rotate out. If you plan on playing in here, smash the Globe so you can play behind the Black Box and punch some holes in the desk to create added pressure on attackers pushing in Bathroom.
If you play Astro with the shotgun, place your shield here to hold the window and Bathroom door.
If playing it with the MPX, place your shield on Black Box instead to give you an angle into Bathroom.
You can also play in Statue, aggressively holding Master Bedroom using this shield. This works best with the MPX.
Another great position for Warden, when bringing the MPX, is this pocket in Landing, using this shield to watch the flank.
From there you can turn around to cover Statue if attackers breach and try to smoke their way in.
BOMB SITE 3 – Living Room [1F] and Library [1F]
This site is perhaps the least popular, mostly because it is extremely large and holding it requires spreading out your resources. Attacking teams typically take control of Lobby and Piano to breach Desk wall in Library. Otherwise they may take Kitchen and Dining to focus on pushing Living Room. Whether or not they breach above to flush out anchors depends on their playstyle and familiarity with attacking the site. Be careful of Mudroom and Toilet as they each offer attackers quick access to site.
When defending this site with Warden, I prefer the MPX due to all the potential long-distance fights I may have to take. Place your shield here to give you cover from the door while you watch for attackers that push into Library and plant on ping.
Preferably a teammate creates a rotate here, but you will want to at least make a line of sight with your sidearm if this is not an option. This lets you easily turn around to peek attackers pushing in Mudroom.
If you bring the shotty instead, play on ping, using this shield to help you isolate your gunfights. Your primary goal will be to cover Mudroom and Toilet.
You can also open site up into the surrounding hallways and play Red Stairs with Warden to control the surrounding hallway and various flank routes.
BOMB SITE 4 – Kitchen [1F] and Dining Room [1F]
Attacking teams will usually take Master Bedroom to play vertically and enable a Laundry push. It is also common to see them hold Living Room and Mudroom or Piano so they can cut off roamers attempting to return to site. Be careful of rushes coming through the basement either up the stairs by China Room, or Pantry. Memorial Room is a good place to hold Dining without playing inside it.
When defending Kitchen and Dining, a great place to anchor is the table surrounding the bomb chassis. Adding a shield here makes it a serious fortress to play around.
You can also play behind a shield in Kitchen, watching Pantry and Dining doorway.
From the shield you can rotate over to here to cover China Room.
If you bring a shotgun, this will be a solid and reliable setup. Just focus on holding Memorial Room so your teammates don't have to worry about being flanked this way.
If you want to play with extra spice, you can extend the site into Laundry with this rotate and shield. You will need to reinforce the hatch and the close Memorial wall in order to accomplish this. Protecting the shield with an ADS will help to waste maximum time.
The greatest strength of this setup is catching attackers off guard while giving you multiple rooms to simultaneously protect with your shotgun. So it should not be used multiple times, and you may want to consider banning Montagne.
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Guides Guide to Playing Warden on Coastline
Coastline, the Spanish map released during Operation Velvet Shell, is widely considered to be one of the most balanced maps, but is perhaps arguably attacker favored. The map is fundamentally a large rectangle composed of two floors and two staircases. The middle is cut out, leaving a very open courtyard. This area offers attackers plenty of angles to cut off defenders, while safely positioned on the roof, so be careful when rotating.
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 – Hookah Lounge (2F) and Billiards Room (2F)
Most of the community prefers Hookah and Billiards, despite exposure to two balconies, two windows, and the roof. Navigating rotations requires a good bit of map knowledge to avoid getting caught between cross-fire. Attackers will likely push from the Hookah and Aquarium balconies, as well as up Cool Vibes stairs or through VIP hallway or Luggage hallway.
When bringing the MPX, play the Cocktail Bar in Billiards using this shield.
You can keep an eye on the flank for attackers trying to flash their way up this hallway.
When playing Cocktail Bar, preferably the rotate is placed here to give you lines of sight.
When bringing the shotty, make a rotate at the top of Cool Vibes and hold the stairs with a shotgun while covering the main Hookah plant.
Hop into Hookah through the rotate to play the close angle on the doorway.
You can place a shield here as well and open the hatch for anyone wanting to play Hookah Bar.
BOMB SITE 2 – Penthouse (2F) and Theater (2F)
While this site was previously a community favorite, as the meta has evolved it has become clear that the site is actually quite tough to hold. The large window in Penthouse makes the whole room unplayable when someone rappels upside down. This leaves defenders with Theater, VIP Room, and the “L-shaped” hallway surrounding site, as well as playing below with nitro cells. In general, reinforce all theater walls leading to the hallway and the walls on the West side of Penthouse.
Playing behind the Couch with the MPX is a standard way to hold this site.
Place a shield in this doorway and reinforce this corner to give you more room to play around with. From behind the shield you can watch Records Hall and Penthouse window.
When covering Penthouse window be careful for attackers playing deep on the Parking Garage roof. You can make punch holes in the wall on the other side of the shield to give more angles to peek from without exposing yourself to window.
BOMB SITE 3 – Kitchen (1F) and Service Entrance (1F)
This is my personal favorite. It does, however, require a coordinated team. Otherwise attackers may successfully pull off a rush plant in Service doorway. Other than that, watch for attackers cutting off rotations from Kitchen window, breaching the floor above, and flanking through Lobby or the Bars.
When playing Kitchen with the MPX, place your shield here to give additional cover while playing back by Beer Rack. Th two left walls should be reinforced, but the two right walls do not need to be and should be left open for additional control over the surrounding hallway and lines of sight onto Kitchen window for roamers.
Using the shield as cover, turn around to watch Service Door in case attackers try to smoke it off and go for a plant. Just be wary of attackers rappelling upside down since they have the advantage.
You can even keep an eye on attackers trying to flash their way through the bathroom.
Or if attackers try to plant in Kitchen window, you can always swing over to stop them.
If you bring the shotgun, a good place for you to play is the Bathroom. Make a rotate by Service entrance and shoot out by the feet to keep attackers from planting on ping. You can use either of these reinforcements or both. But you will need to have at least one for cover.
Just be careful not to accidentally stand in front of this drone hole if you hear an attacker watching it. Place your shield in the doorway for added cover.
BOMB SITE 4 – Blue Bar (1F) and Sunrise Bar (1F)
Though this site is a bit less popular, it is actually quite strong, so long as your team practices it regularly. It is similar to Penthouse and Theater, but objectively better; it just takes practice. Blue Bar, similar to Penthouse, is nigh impossible to play in due to the window; avoid contesting attackers outside unnecessarily. But Sunrise is larger and safer to hold than Theater. Office, like VIP, can be played to delay and control the flank, but has better cover. Unlike Theater and Penthouse, you also have the option of playing above until inevitably falling back. This can be challenging so your team may choose to spread out on first floor instead, flanking attackers upstairs or collapsing on them during their execute.
Holding this pocket of Sunrise Bar is quite common, but will require additional utility to keep attackers from easily countering you. Consider bringing along a Mute or Bandit and a Jaeger or Wamai for support.
Having a teammate play here to support you makes it much easier to hold Sunrise. Reinforce the one panel on this wall and make a line of sight watching the Towel Room. You can also play this spot with the MPX if a teammate plays the corner above.
With a shield here, the person playing Sunrise Bar has cover protecting them from attackers in Lobby. Check through the slits to get intel before peeking.
Set up Sunrise Couch in this way and someone can play here keeping an eye on Blue Bar entrances as well as attackers flanking through the hallway or Kitchen. This position is best played with the MPX but needs a shotgun or two impacts for the rotates.
When playing Couch, place a shield here for added cover against attackers on Kitchen or Cool Vibes. A line of sight through Blue Bar wall allows you to peek into Lobby.
Guides Guide to Playing Warden on Outback
Outback, home to the famous Kangaroo Sandwich, is shaped like an elbow. This two-floor map contains many staircases, both inside and out. At the top left of the map you can find the Back Stairs and at the bottom right is the Garage Stairs. Where the two wings join together in the Northeast, you can find the Piano Stairs, and the Restaurant Stairs, recognizable by the massive shark. Piano and Shark Stairs are connected by an external patio which even 1 speed operators can traverse without being detected.
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 – Laundry [2F] and Games Room [2F]
The defense of this site involves extending into the surrounding rooms, particularly the power positions in Piano Room, and Showers. Hold onto the perimeter for as long as possible. Once attackers are in, it is a very quick rush to site. This means the round tends to be packed with explosive action, so focus on trading kills off fallen teammates. The main pushes come from either Bull or Dorms.
Holding Piano gives views on many site entrances, including Patio, Showers, and with this vaultable hole, view and access to Games Room. You can play this position with either the shotgun or MPX.
If you prefer the shotgun, use this reinforcement and rotate hole to keep gunfights close quarters. Some holes above Shower window below, and an open hatch allow you to watch for attackers pushing below to play vertically.
You can swing around with the shotgun to deny attackers trying to push up the stairs or in through Patio door.
Make the hole big enough to vault through so you can push into games and deny the plant.
If you find yourself swinging over into Showers to take some fights, stay on this side of the door so your gunfights remain close quarters.
If you prefer the MPX, you can play Piano, or take this spot in Showers with a shield here to use for intel. The angles you play here are perfect for the incoming 1.5x site.
BOMB SITE 2 – Party Room [2F] and Office [2F]
Attackers mostly clear dorms to push through Games and simultaneously push Shark stairs. But watch for attackers pressuring Bull window, Electrical window, and Garage Catwalk. Be mindful of the 2 drone holes on the roof which attackers can use for grenades; one is by the Raptoil poster in Office, and the other is by the Hotel sign in Mezzanine.
Setting up site with a rotate here allows defenders more fluid movement through site without exposing themselves to attackers rappelling on West Garage window. The shield placed between the reinforcement and the door give you cover while watching for attackers pushing in Electrical or Party door.
If you bring the shotgun, your kit is perfect for holding Electrical. Attackers seeking to push in this way will typically bring flash grenades.
You can also position aggressively in bull to play this doorway and the window, taking your fights up close and personal.
Break this chair below the TV and lay down to catch attackers pushing up the Mezzanine off guard if they haven't got the proper intel.
If you prefer the MPX, post your shield against the Vending Machine by Lockers to give yourself a comfortable cove to anchor in, with great overwatch of the Garage.
You can even open a small pixel angle watching Office door from this position.
BOMB SITE 3 – Nature Room [1F] and Bushranger Room [1F]
These two bombsites can be distinguished by the décor found in each. The bed in Nature is adorned with a canopy of vines, while the Bushranger suite feels more like an old timey Cowboy's home. This is perhaps the worst site on this map since the whole ceiling above is destructible, and there are many flank paths to the hallways surrounding site, as well as a window cutting site in half.
These are the main walls attackers will be looking to breach most of the time. You can protect them for a little while by playing a shield here. Just make sure the hatch above is reinforced. Keep the closest wall soft and ask a teammate with a shotgun to open up a small line of sight.
Through this cabinet and the line of sight above, you can watch attackers as they push down the stairs or through the hallway. This gives them more to worry about and creates a sense of pressure.
You can also anchor further back, playing the long angles in Reptile Hallway. Place a shield here to deal with any attackers that open the window and play behind the car outside.
Turn around to watch the flank for attackers coming from Restaurant or Reception.
If you bring the shotty, set up a rotate through Closet and be sure that the Nature walls are all reinforced.
Place a shield here in Bushranger to keep dfenders protected from the doorway while rotating through Closet. You can use it as cover while swinging around to blast attackers pushing in if they breach the walls.
When playing Nature, use the bomb chassis as cover to keep your gunfights close quarters.
BOMB SITE 4 – Compressor Room [1F] and Gear Store [1F]
This is hands down my favorite site to play and I believe it is an underappreciated pick, with the two upstairs sites being overrated. The East half of Gear Store and all of Convenience Store bear indestructible ceilings, making them great candidates for anchors. There does seem to be some difficulty in defending site if attackers effectively take control of Restaurant however and pull off a breach. Extend the site into Convenience and either reinforce all of Beer Fridge, or create a rotate hole and reinforce Garage.
One place to anchor in Gear Store is underneath the Tent since the ceiling is indestructible. Place a shield here and check through the slits on attackers in Restaurant or Kitchen. You can play the position aggressively with the MPX or more passively with the Shotgun.
If you bring the shotgun, slap a shield in the middle and move the rotate over to keep the gunfights close quarters. Make a hole above to peek through when standing atop the Grill.
Make a rotate into Convenience Store as well, reinforcing the single panel in Beer fridge and at least the middle panel.
Another great shield is here in Convenience to provide full cover while rotating around the center isle. If you want to make a rotate into Garage, do it on the right side in Beer Fridge, and instead reinforce the Garage wall.
If you prefer the MPX, you can play above Garage in Lockers like before, keeping an eye on attackers trying to soft breach above site. Denying the vertical pressure will be great relief for your teammates anchoring.
Guides Guide to Playing Warden on Theme Park
Theme Park, the Chinese map of operation Blood Orchid, is an abandoned spooky amusement park which has since been repurposed for rather devious activity. It features two very spread out floors and three staircases as well as two roof hatches. The map is essentially rectangular in shape, being split in half East to West. The choice between four viable bomb sites, and the time it takes for attackers to completely roam clear tends to leave the defending team in favor.
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 – Initiation Room [2F] and Office [2F]
Initiation and Office are split apart by Waiting Room, which is itself quite exposed and risky to play in. This makes it easy for attackers to cut off rotations between sites when attacking from the West, forcing defenders to rotate instead through the hallway between Cash and Control Room. Beware the roof hatches above Yellow Corridor and Control Room providing attackers quick access to site. The site can also be held by extending into Cash and Control or instead stretching into Bunk and Cafe for more elaborate setups.
If you bring the MPX you can play on ping to hold Dragon Stairs and Cash through this hole in the wall. Open it up with your secondary if you can't get a teammate with a shotgun. Reinforce the other panel for additional cover while moving through the hallway.
You can also hold Cash with a shotgun, just be careful not to expose yourself to attackers rappelling Toilet window.
Control Room is another great room to hold with Warden as attackers will often rely on flashing defenders out in order to drop the hatch. Sitting on ping offers you the most cover.
This is a great spot to hold, especially with the MPX, as you have plenty of long angles available to you. But you will need a shield to play it, and a teammate to open a rotate into Initiation. Bringing the shotty to set this up and play here works fine too.
BOMB SITE 2 – Bunk [2F] and Day Care [2F]
A rather popular site, Bunk and Day Care are surrounded by three hallways and Break Room. Attackers will likely push from Cafe, and possibly up Yellow or Arcade Stairs. Be wary as well of the hatch in the hallway by the vending machine that attackers may drop. The other push comes from Cash and Control in through Initiation to breach Bunk wall. There is also always the threat of attackers rappelling into Break Room to flank site.
While defending, Bunk one of the most effective ways to stop attackers in their tracks is to contest Cafe. Playing the angle close with a shotgun while a teammate supports you can be quite powerful with Warden.
Place a shield here to allow a teammate to support you, or play it with your MPX. You will need to watch out for attackers dropping this hatch though.
You can also hold Arcade window and Arcade stairs, both great positions to deny entry using a shotgun.
If your team wants to open up site for more perimeter control. Make a vaultable rotate that doubles as a line of sight on Control door for anyone playing Arcade Balcony. If you bring the MPX you can play that position and support whoever plays in Initiation, or bring the shotgun and play around Initiation Altar.
BOMB SITE 3 – Armory [1F] and Throne Room [1F]
This is widely considered to be the most defender-favored site. The reason for this is because there are many different ways to deny breaching of the three reinforced walls, and the ceiling above Throne Room is indestructible. Given that the tops of the panels can be shot open, impact tricking is viable, or teammates can throw C4s over the reinforcements, and of course traditional breach denial operators work well. Be sure someone is keeping an eye on Split from either side to easily trade kills on attackers pushing through.
Due to the sheer size of Armory and Throne Room, I prefer to bring the MPX. A great position to hold with plenty of vision on site entrances is the Furnace. When playing here, you may wish to bring a nitro to deal with vertical pressure. While on this side of the ping though, the ceiling is indestructible. Reinforce the wall by Dragon Statue to avoid getting wallbanged, or leave it soft to set up a crossfire.
You can also reinforce this panel between site instead, placing a shield here to allow aggressively watching Dragon Stairs.
Or place a shield behind throne to play there instead. You can swap it to this ping if you get early intel they are pushing to breach the other wall.
If you bring the shotgun, you can tuck into this corner in Throne Room to cover Maintenance breach and Throne doorway. Make some holes above to use nitro cells to stop the breach.
BOMB SITE 4 – Lab [1F] and Storage [1F]
This site can be defended in a few ways. One option is to send a few roamers above to to cover site entrances using holes in the flooring. Another is to extend the defense into Armory and Throne Room by reinforcing East and West Throne Wall, effectively granting control over the site flank and creating a safe area for roamers above to retreat using Split hatch. To complete this strategy someone should open a line of sight onto Yellow Stairs from Armory using a shotgun. Attackers tend to push upstairs to establish vertical control, but if they get a pick by Bathroom or Storage they may simply rotate to site to plant.
Holding Cafe above to stop the vertical play can be very effective when holding Lab. Make some holes below the door for attackers to set up a crossfire from below in Storage and Toilet.
You will need a teammate to support you in these efforts, preferably playing by Arcade or Yellow Stairs. If you prefer the MPX, you can use this pixel angle on Cafe from Arcade Stairs.
If you are playing site, you will probably want this entire wall reinforced. The ceiling with the red beams is indestructible, but all the wooden ceiling is soft, so consider bringing a C4.
Playing the pump shotgun in Toilets with a shield makes it difficult for attackers to get in this way.
You can rotate over to Storage window using the table as cover to deal with attackers trying to push in here.
Guides Guide for playing 'Blitz' 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.
‘Blitz’ is a two armour two speed, attacking operator. His ability is the ‘Flash Shield’, a portable body shield equipped with a flash-bang like blinding light on the front end of the shield. This gadget is particularly useful for blinding enemies as they are shooting at the operator. Additionally, Blitz is most commonly used for the operator's ability to run with his shield deployed in front of him. As a result, this makes Blitz a phenomenal choice for an attacking teams entry fragger. This is because the operator is able to gather intel safely while also being capable of maintaining a high enough level of mobility to effectively act on the opportunities presented to him during the attacking teams initial entry. NOTE: Blitz is much more vulnerable to defender nitro-cell than alternative attacking shield operators, like Montagne. This means that Blitz will want to be cautious of defenders with nitro-cell - especially in CQC environments.
PRIMARY: N/A
SECONDARY: P-2 HANDGUN (Attachments to player preference)
UTILITY: Smoke Grenades x 3
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. Blitz will be used on this bomb site to establish the attacking teams initial map control on the first floor, inside of Art Storage and Piano. This will be important for the attacking teams entry-denial countering operator (Buck, IQ, Zofia, or Ash) as they will need to be able to safely operate inside of these first floor rooms in order to eliminate the defending teams utility.
After establishing the attacking teams presence on the first floor, Blitz will then reposition to the top of Main Stairs. This will then position Blitz to protect the flank of attacking teammates on the second inside of Study as they attempt to breach the reinforced wall separating Study and Games(B). Additionally, Blitz will be able to apply secondary pressure onto ‘90’ and Games(B) from Long Hallway while attacking teammates apply the primary pressure onto Games(B) through the breach made inside of Study.
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. Blitz will be used as the attacking teams active entry fragger for the duration of this bomb site. To do this, the player should spawn at the Ruins spawn location and then proceed to breach the objective building through the second floor Study Balcony. After establishing the attacking teams initial map control inside of Study, Blitz will then begin a thorough roam clear of the second floor through Study, Aviator, Games, 90, and Vault. This map control will then isolate all defenders either back into the bomb site or down onto the first floor. This will be valuable for attackers as defenders will only be able to flank attackers through two funnel routes: Red Stairs and Main Stairs.
Blitz will then take up a position inside of the Statue Connector doorway so as to gather intel on the positioning and set up of defenders playing inside of Statuary(B). This positioning will also allow Blitz to eliminate the defending team's entry-denial placed on the reinforced wall separating Master Bedroom and Statuary(B). After doing so, attackers positioned inside of Master Bedroom will breach the site wall and attempt to plant the defuser. Blitz can assist attackers during the final site execution by applying further pressure onto defenders inside of Astronomy and Trophy(A) so as to create a type of buffer zone between the defuser and remaining defenders.
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. Blitz will assist attacking teammates in clearing the first floor Main Lobby and Piano of roaming defenders. To do this, Blitz should breac the first floor through Art Storage and communicate with teammates as you thoroughly clear Art Storage, Piano, Red Hallway, and Main Lobby of all defensive presence. This map control will then allow the attacking team's hard breacher to open the reinforced wall separating 1F Red Hallway and Library(A).
While attackers are opening the site wall, Blitz should reposition to the Mud Room so as to apply secondary attacker pressure onto the Living Room(B) bomb site. In some cases, Blitz may be able to clear the entirety of the Living Room(B) of defenders independently. This will then provide the player with an opportunity to apply further pressure onto the Library(A) bomb site while teammates apply primary pressure onto Library(A) from Red Hallway and Main Lobby.
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). Blitz will assist attacking soft-destructors eliminate all defenders playing on the second floor inside of Master Bedroom, Statuary, Bathroom, and Astronomy. This map control will be important for attackers to have as it will allow the attacking team to apply absolute vertical pressure onto both Dining(A) and Kitchen(B).
After eliminating all off-site defenders, Blitz will then reposition to the bottom of Astronomy Stairs so as to apply horizontal pressure onto the Kitchen(A) doorway connecting Mudroom Hallway and Kitchen(A). This will assist attackers applying the primary pressure onto Dining(A) as defenders will be forced to worry about three different directions of attack: Laundry, Kitchen(A) doorway, and second floor Statuary vertical.
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 'Blitz' 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.
‘Blitz’ is a two armour two speed, attacking operator. His ability is the ‘Flash Shield’, a portable body shield equipped with a flash-bang like blinding light on the front end of the shield. This gadget is particularly useful for blinding enemies as they are shooting at the operator. Additionally, Blitz is most commonly used for the operator's ability to run with his shield deployed in front of him. As a result, this makes Blitz a phenomenal choice for an attacking teams entry fragger. This is because the operator is able to gather intel safely while also being capable of maintaining a high enough level of mobility to effectively act on the opportunities presented to him during the attacking teams initial entry. NOTE: Blitz is much more vulnerable to defender nitro-cell than alternative attacking shield operators, like Montagne. This means that Blitz will want to be cautious of defenders with nitro-cell - especially in CQC environments.
LOADOUT:
PRIMARY: N/A
SECONDARY: P-2 HANDGUN (Attachments to player preference)
UTILITY: Smoke Grenades x 3
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. Blitz will be used on this bomb site to assist attackers in eliminating all off-site defenders positioned on the eastern portion of the second floor inside of Bull, Party, Office, Shark, and Garage. To do this, Blitz should breach the objective building through the first floor Main Entrance and communicate with supporting teammates as they drone the second floor. Blitz will want to be proactive in the roam clear so that the player is actively contesting defenders as their positions are revealed by teammates as they drone.
NOTE: Before clearing the second floor, attackers may want to initially clear the first floor. This is because defenders like Pulse and Valkyrie may be positioned off-site inside of Kitchen. This map control allows defenders to nitro-cell attackers on the second floor inside of Mechanical Bull as they are breaching the reinforced wall separating Games(B) and Bull.
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. Blitz should be used on this bomb site similar to the way in which the operator was used as an entry fragger on the previously mentioned Games-Laundry bomb site. The difference here will be in entry point and map control. Blitz should breach the objective building through the second floor Piano Balcony so as to establish the attacking teams initial map control inside of Piano. From here, Blitz will proceed to eliminate all defenders playing on the western portion of the second floor inside of Dorms, piano, Laundry, Long Hallway, and Games. This will then allow attacking teammates like Thermite and Thatcher to breach the wall separating Mechanical Bull and Games.
While attacking hard breachers apply pressure onto Mechanical Bull by breaching the reinforced wall, Blitz will want to reposition to the top of Shark Stairs so as to apply secondary pressure onto Mechanical Bull from Shark. This will then force defenders back into the Party(A) and Office(B) bomb sites, allowing attacking hard breachers to take up positions inside of Mechanical Bull and breach the Party(A) reinforced wall.
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. Blitz will be used on this bomb site to assist attackers in establishing control over the second floor inside of Piano, Laundry, Dorms, and Bathroom. To do this, Blitz will breach the objective building through the Piano-Shark Balcony so as to establish the attacking teams initial map control inside of Piao. From here, Blitz will then communicate with second floor teammates as they drone for defending roamers. Blitz will be responsible for acting on the intel gathered by supporting teammates so as to effectively eliminate the second floor defensive presence. This will then the attacking teams soft-destructors with the necessary map control needed to breach the ceiling of the bomb site and apply vertical pressure onto Bushranger(B) and Nature(A).
CAMPING 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). Blitz will be used on this bomb site to establish the attacking teams control inside of Garage. To do this, Blitz will breach the objective building through Reception and eliminate all defenders playing inside of Reception as well as ‘lockers’ of the first floor Garage. This will become hugely influential map control for the attacking team after attacking hard breachers open the reinforced wall separating Kitchen and Compressor(A) as defenders will be forced to reposition further back into Gear(B) - forfeiting control of Compressor(A) over to the attacking team. Blitz can then add additional value with the operators ability to maintain the attacking teams pressure onto Gear(B) by further contesting remaining defenders inside of Gear(B) while the attacking teams dedicated planter is sticking 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 Guide for playing 'Blitz' 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.
‘Blitz’ is a two armour two speed, attacking operator. His ability is the ‘Flash Shield’, a portable body shield equipped with a flash-bang like blinding light on the front end of the shield. This gadget is particularly useful for blinding enemies as they are shooting at the operator. Additionally, Blitz is most commonly used for the operator's ability to run with his shield deployed in front of him. As a result, this makes Blitz a phenomenal choice for an attacking teams entry fragger. This is because the operator is able to gather intel safely while also being capable of maintaining a high enough level of mobility to effectively act on the opportunities presented to him during the attacking teams initial entry. NOTE: Blitz is much more vulnerable to defender nitro-cell than alternative attacking shield operators, like Montagne. This means that Blitz will want to be cautious of defenders with nitro-cell - especially in CQC environments.
LOADOUT:
PRIMARY: N/A
SECONDARY: P-2 HANDGUN (Attachments to player preference)
UTILITY: Smoke Grenades x 3
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. Blitz will provide value on this bomb site by acting as the attacking teams entry fragger in establishing initial map control inside of Big Tower and Attic. To do this, Blitz will breach the objective building through the first floor portion of Big Tower (also commonly referred to as ‘T1’) and thoroughly clear the entirety of Big Tower of all defensive presence. This will then allow the attacking teams supporting teammates (Thermite and Thatcher) to breach the reinforced wall separating T2 and Attic.
After the Attic wall has been breached, Blitz will then be the head of the attacking teams primary assault through Attic. Attackers will have the map control necessary to eliminate defenders playing inside of Kids(A) and plant the defuser. In addition to the site control, attackers will also be isolating defenders from the bomb site as the only viable flank routes left for defenders will be through the Attic doorway or Dorms(B) doorway.
NOTE: Attic will be the optimal route for Blitz to attack the bomb site from as it is almost
impossible for defenders to set-up crossfires inside of due to the rooms linear design.
MAIN ENTRANCE 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. Blitz will provide value to the attacking team on this bomb site by establishing the initial map control needed inside of Small Tower in order to breach the reinforced Dining(B) wall. To do this, Blitz will breach the objective building through either the first or second floor portion of Small Tower so as to eliminate all defensive presence. After doing so, additional supporting attackers will be able to take up positioning inside of Small Tower and open the reinforced wall separating Dining(B) and Small Tower.
While Thatcher and Thermite are applying the primary pressure onto the Dining(B) bomb site from Small Tower, Blitz should reposition to the Showers hallway so as to cut off any defender rotations between Freezer Hallway, Dining(B), and White Stairs. This will then leave defenders with only a single route to access the Dining(B) bomb site from (Kitchen(A) doorway); making it almost impossible for defenders to successfully execute a retake in a post-plant situation.
JUNKYARD 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. Blitz will be used similar to the way in which the operator was used on the previously mentioned Kids-Dorms bomb site by acting as the attacking teams primary entry fragger inside of Big Tower. The player should communicate with supporting teammates while clearing the Big Tower precisely as it was cleared on the first bomb site. After establishing the attacking teams supporting operators inside of Big Tower, Blitz will then reposition over to Kitchen Hallway so as to maintain pressure onto the northern portion of Kitchen(B).
Maintaining first floor Kitchen Hallway control will be advantageous for attackers for two primary reasons: 1) Defenders inside of Kitchen(B) will be forced to dedicate man-power and utility towards contesting the pressure applied by Blitz in the Kitchen(B) doorway, 2) Blitz will be actively protecting supporting teammates’ Kitchen Hallway flank as they attempt to execute site control inside of Meeting(A) from Big Tower and Split.
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. Blitz will be used on this bomb site to apply attacker pressure inside of Freezer. To do this, Blitz will want to breach the objective building through the Small Tower so as to then proceed to roam clear the west portion of the first floor; eliminating defenders inside of Small Tower, Laundry, Dining, Server, and White Stairs. After attackers have successfully isolated all defenders back into the basement, Blitz will then act as a solo-entry inside of Freezer so as to effectively eliminate all defenders inside of Freezer and force them to reposition inside of Supply(B).
So long as Blitz can maintain control inside of the doorway connecting Freezer to Long Hallway, defenders will only be able to rotate between the two bomb sites by using the Laundry Connector closet. In addition to Blitz being able to prevent defenders from using the Long Hallway to flank attackers inside of Pillar, the operator will also be well positioned to gather up-to-date intel on defenders playing inside of Supply(B).
Among all of the advantages that come from Blitz's’ positioning inside of Freezer, the most notable will be the player's ability to eliminate the defending teams Kaid or Bandit as they attempt to ‘trick’ the Construction wall. This will be hugely influential for the attacking team as it will allow attackers to breach the reinforced wall separating Construction and Supply(B). As a result, attackers will be able to safely plant the defuser behind ‘rack’ inside of the Supply(B) bomb site as Blitz will be able to provide complete cover from Freezer.
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 Looking for someone to work my way out of bronze with or chill in cas
Guides Fixing the community!
Ubisoft is going to remove vote to kick some time in shadow legacy. This is a step forward to making the game a bit better and less toxic for casual and solo queue players. If you squad up with a solo queue player, please don’t be toxic to them! Let’s make next season better for everyone!
Guides Help me plz!!
I am looking for someone to help me get better at r6 as i am not the best
Guides Guide to playing "Mute" in "Outback"
Outback is a medium-sized map with 2 above-ground floors. There are many exterior windows scattered throughout the building, so attackers will often start their advance using a window. The defenders’ should be prioritizing the windows near the Bombsites.
Outback has two objective locations on each floor. Besides the many exterior windows, there aren’t any particular attack routes worth mentioning. A good strategy for the defending team is choosing trap operators to place traps near the windows and entrances.
▲Outback’s objective locations. The building is L-shaped from above.
Mute is an Operator that can install Signal Disruptors that disable enemy electronic gadgets within a certain range. These Signal Disruptors have many uses. For example, you can place them behind walls and disable the enemy team’s hard breaching gear.
The most efficient way to use Mute’s ability is disabling drones and limiting the enemy’s surveillance options. Mute and Mozzie are the only two operators that can stop enemy drones, so if you need to stop a hard breach use Kaid or Bandit so Mute or Mozzie can focus on the enemy’s drones. Only use your Signal Disruptors near walls if your team does not have Kaid or Bandit.
Because Mute can equip the machine pistol SMG-11 as his secondary weapon, the M590A1 shotgun is a good primary weapon choice. Equipping this shotgun allows Mute to create rotations or remodel walls for shooting angles.
▲The SMG-11’s recoil is quite poor, so the MP5K may be better for medium to long range fights.
▣ Defending 2F Laundry ~ 2F Games Room
There is an exterior balcony here, the Motel Balcony, that attackers can use to reach the Dorms and Showers windows. Make sure you are not exposed to gunfire from these places. Refrain from aggressively engaging the outside attackers and wait for them to enter through the windows in an advantageous spot.
Attackers may also come from the north side Terrace into the Piano Room or from the Mechanical Bull to the Games Room. Placing a Signal Disruptor here will prevent the enemy from locating the Bombsite with their drones, making it much harder for them to approach.
If Mute chose to equip the Shotgun, use it to create a rotation from the Showers to the Games Room. Doing this will allow you to cover both the Showers window and the Games Room.
▲The most important point on the second floor: the Dorms and Showers window. Be careful of attacks from this direction.
▲ A good place to install your Signal Disruptors.
▲The Showers - Games Room rotation.
▲A common angle for attackers to use. They are able to cover the Back Stairs from here as well.
▲Reinforce this wall to limit the attackers’ angles.
▲If you are defending the Piano Room, place a Signal Disruptor here.
▣ Defending 2F Party Room ~ 2F Office
This layout also has many exterior windows for the attackers to come through. Make sure your team can cover the Garage Lounge’s adjacent windows, the Electrical Room, Mezzanine, and Mechanical Room windows.
Because the possible attack routes are so far apart, your Signal Disruptors won’t be able to cover enough ground. There also aren’t any walls that are in danger of being hard breached. Placing your Signal Disruptors near the Bombsite entrances is the best placement for them here. If you have Castle or Mira on your team, protecting their Armor Panels or Black Mirrors with your Signal Disruptors is also a good option.
There aren’t any noteworthy options to make rotations and the gunfight ranges tend to be longer, so the MP5K is the better weapon here. However, just equipping the MP5K won’t give you the advantage in long-range gunfights. Aim to catch the enemy entering windows instead of facing them head-on.
▲Attackers often come from the two adjacent Garage Lounge windows.
▲The Electrical Room window is very close to the Party Room and Office: take extra caution.
▲Setting up the Party Room like so and asking Mira for a Black Mirror here is a common strategy.
▲Another common window attackers use to enter: the Mezzanine window
▣ Defending 1F Nature Room ~ 1F Bushranger Room
Between both Bombsites lies the Bathroom and Closet, but moving to and from each Bombsite through the Bathroom isn’t efficient. In addition, the Bathroom has an exterior window that makes it easy for attackers to catch defenders moving to and from the Bombsites. If Mute equipped the shotgun, creating a rotation by breaching the Closet wall is highly recommended.
The first floor placement of the Bombsites opens up the possibility of a vertical play from the second floor. The Laundry and Motel Hallway that reside right above the Bombsite have penetrable floors. The Laundry also has a hatch that leads down to the first floor Bathroom. If the second floor is taken, defending will become much harder.
The double wall in Bushranger Room is quite important. If the enemy took the Back Entrance in and breaches the double wall, the Bushranger Room Bombsite will be very open. Use Kaid or Bandit to prevent this wall from being breached. If your team does not have either, Mute can use a Signal Disruptor.
▲ Bushranger Room wall that must be defended at all costs.
▲ You can go up the Back Stairs and stop the enemy’s hard breach attempt.
▲ The Bathroom that connects the Bushranger Room and Nature Room. Be wary of the exterior window.
▲ Reinforce the Laundry - Bathroom hatch.
▲ The Closet rotation
▲ Place Signal Disruptors near the Bombsite entrances.
▣ Defending 1F Compressor Room ~ 1F Gear Store
Each Bombsite is horizontally wide and connected to many rooms. Therefore, there are many walls the enemy can hard breach to reach the Bombsite.
You can place a Signal Disruptor behind these walls, but if you have Bandit or Kaid on your team leave the wall reinforcements to them. If possible, place your Signal Disruptors near the Bombsite entrances and try to hide your team’s Bombsite setup.
The second floor Office and Office Supplies rooms have penetrable floors, so a vertical play near the Bombsites is also a possibility. There aren’t any hatches that lead down to the Bombsites, but the enemy team can destroy Shock Wires and Electroclaws.
▲ Again, place Signal Disruptors near entrances.
▲ If you really need to, place your Signal Disruptor behind the double wall...
▲ but the enemy team can easily destroy it from the upper floor.
▲ Breaching the Beer Fridge wall leading to the Waiting Room can make defense easier.
▲ When roaming, hiding in the Kitchen and waiting for the enemy to approach the Restaurant is not a bad option.
Guides Guide for playing 'Blitz' 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.
‘Blitz’ is a two armour two speed, attacking operator. His ability is the ‘Flash Shield’, a portable body shield equipped with a flash-bang like blinding light on the front end of the shield. This gadget is particularly useful for blinding enemies as they are shooting at the operator. Additionally, Blitz is most commonly used for the operator's ability to run with his shield deployed in front of him. As a result, this makes Blitz a phenomenal choice for an attacking teams entry fragger. This is because the operator is able to gather intel safely while also being capable of maintaining a high enough level of mobility to effectively act on the opportunities presented to him during the attacking teams initial entry. NOTE: Blitz is much more vulnerable to defender nitro-cell than alternative attacking shield operators, like Montagne. This means that Blitz will want to be cautious of defenders with nitro-cell - especially in CQC environments.
LOADOUT:
PRIMARY: N/A
SECONDARY: P-2 HANDGUN (Attachments to player preference)
UTILITY: Smoke Grenades x 3
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. Blitz will provide value to the attacking team by assisting teammates in establishing first floor control inside of Map and Security. To do this, Blitz should breach the objective building through the first Garage access point at the bottom of Red Stairs. From here, Blitz should then communicate with teammates as they drone the first floor for defender positioning inside of Security, Museum, and Maps. Blitz will then proceed to eliminate all defenders playing on the first floor so as to provide additional soft-destructors (Ash, Zofia, or Buzk) with the necessary map control needed to eliminate the defending teams entry denial utility placed inside of Renovations.
NOTE: Defenders may not always play on the first floor. If this is the case, Blitz should instead position himself on the second floor so as to establish attacker control at the top of Red Stairs and ‘90’ hallway. This will then provide attackers with map control in both hallways adjacent to Server(A) and Radar(B) which can be highly advantageous for the attacking team during their final site execution.
SAILBOATS 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. Blitz will provide value to the attacking team on this bomb site by acting as a solo-entry inside of Reception. To do this, Blitz will want to spend a good portion of the round gathering his own intel in regards to the defensive set-up inside of Renovations and Coast Guard(A) as the operator will NOT be supported by any additional attackers at the start of the round. When droning, Blitz will want to be looking specifically for the defending teams crossfires (a defensive set-up in which two defending players are holding complementary angles opposite of eachother) throughout the first floor.
Knowing if and where defender crossfires are being held will help Blitz in determining the optimal route for a solo-entry. Generally speaking, Defenders won’t maintain crossfires angles inside of Reception due to the room being a very small space. This makes a Reception solo-entry highly viable for an operator like Blitz as the player will need minimal support in order to maintain a steady amount of horizontal pressure onto the Coast Guard(A) bomb site.
FLOATING DOCK 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. Blitz will provide value to the attacking team by acting as an entry fragger inside of Trench, Showers, Lockers, and Long Hallway. To do this, Blitz will breach the objective building through the Trench Stairwell and establish the attacking teams initial basement-level map control inside of Long Hallway. Blitz will want to be cautious when doing this as it is typical for defenders to have a crossfire set-up between Showers and the bottom Main Stairs. Blitz can commonly counter this by using smoke grenades inside of the Long Hallway so as to cover the operators push into Showers. This will effectively isolate the crossfire into two separate engagements: one inside of Showers, second at the bottom of Main Stairs.
After assisting attacking teammates in establishing control over the hallways adjacent to the two bomb sites, Blitz will then want to double back to take up position near Trench. This will position the player to maintain horizontal pressure onto the Supply(B) bomb site while additional second floor attackers apply vertical Pressure onto the bomb site from Coast Guard.
CONSTRUCTION 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. Blitz will provide value to the attacking team on this bomb site by acting as an entry fragger for attackers on the second floor. To do this, Blitz will breach the objective building through either, Printer window or Renovations (NOTE: Although Renovations will be immediately useful map control for attackers on the second floor, defenders will typically spend a large amount of resources in maintaining Renovations control). That being said, Blitz can help counter the defending teams second floor hold by breaching through Printer window and then proceeding to apply horizontal pressure onto Radar-Server from SkyBridge. This will force defenders playing inside of Server and Radar to focus a large amount of attention onto SkyBridge while additional attacking teammates apply secondary pressure from Green and Red Hallway.
Teamwork will be the defining characteristic in a successful attacker roam clear on the second floor. Blitz will want to communicate intel clearly to attacking teammates inside of Red and Green hallway. This is because intel regarding defender positioning inside of Radar and Server will be directly relevant to adjacently positioned attackers.
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 'Blitz on Oregon':
"After the Attic wall has been breached, Blitz will then be the head of the attacking teams primary assault through Attic. Attackers will have the map control necessary to eliminate defenders playing inside of Kids(A) and plant the defuser. In addition to the site control, attackers will also be isolating defenders from the bomb site as the only viable flank routes left for defenders will be through the Attic doorway or Dorms(B) doorway.
NOTE: Attic will be the optimal route for Blitz to attack the bomb site from as it is almost impossible for defenders to set-up crossfires inside of due to the rooms linear design."
ATTACKING
BLITZ - OREGON
[2F] KIDS(A) - DORMS(B)
Guides Advice for countering cross-fires:
"Blitz will want to be cautious when doing this as it is typical for defenders to have a crossfire set-up between Showers and the bottom Main Stairs. Blitz can counter this by using smoke grenades inside of the Long Hallway so as to cover the operators push into Showers. This will effectively isolate the crossfire into two separate engagements: one inside of Showers, second at the bottom of Main Stairs."
ATTACKING
BLITZ - KANAL
[BSMNT] KAYAKS(A) - SUPPLY(B)
Guides Excerpt from 'Blitz on Kanal':
"Blitz will provide value to the attacking team on this bomb site by acting as a solo-entry inside of Reception. To do this, Blitz will want to spend a good portion of the round gathering his own intel in regards to the defensive set-up inside of Renovations and Coast Guard(A) as the operator will NOT be supported by any additional attackers at the start of the round. When droning, Blitz will want to be looking specifically for the defending teams crossfires (a defensive set-up in which two defending players are holding complementary angles opposite of eachother) throughout the first floor.
Knowing if and where defender crossfires are being held will help Blitz in determining the optimal route for a solo-entry. Generally speaking, Defenders won’t maintain crossfires angles inside of Reception due to the room being a very small space. This makes a Reception solo-entry highly viable for an operator like Blitz as the player will need minimal support in order to maintain a steady amount of horizontal pressure onto the Coast Guard(A) bomb site."
ATTACKING
BLITZ - KANAL
[1F] COAST GUARD(A) - LOUNGE(B)
Guides Need a new squad im gold 1 ps4 not the best but if you come help me out that would be nice.
Come join 13 year old chill. Love anime.
Guides Guide for playing fuze
GADGET DESTRUCTION
Fuze is a great op he has a cluster charge that propels grenades when planted A LOT OF PEOPLE THINK FUZE IS ONLY SUCCESSFUL IF HE GETS KILLS THIS IS UN TRUE fuzes cluster charges can be used to destroy gadgets within the sites like if there is bandit shock wire or elas grizmot mines or even valkirie cameras he is very useful not nessacarly for kills but for helping the rest of the team by desroying things
KILLS WITH FUZE
a good way to get kills with fuze is to play vertical what this means is going above the sight and deploying a cluster charge. A good strategy is to put it on one side of the room then blow it then quickly run to the other side and deploy one the reason this works is because people run away from the first one this is a easy way to get kills you can also use your drone to figure out where people are then fuze them.
FUZES LOAD OUT
fuze is equipt with an ak 12 it has a 30 round mag it does 45 damage and it has a fire rate if 850 rounds per minute it is a great gun it does not have terrible recoil either so this is a good option he also has a lmg the 6p41 this wepon has a 100 box it does 46 damage and the fire rate is 680 rounds per minute last but not least he has a ballistic shield for secondary s he has a pmm this handgun has a 8 round mag it does 61 damage and it is single fire his other secondary is The gsh-18 it has and 18 round mag it does 44 damage and it is single fire
FUZES SIGHTS
Fuze has the option for a russian style reflex holo red dot and acog I use all of these depending on the map if it is a cqb map I use the reflex if it is more of a long range map I use the acog .
That's all I have for now do you guys want more guys let me know in the comments and please like if you enjoyed 😁
Guides I play xbox trying to get at least gold
I am in bronze 4 but it's because of a stupid glitch yesterday where I didnt gain elo I only lost and I was silver 4 before the glitch
Guides Guide to playing "Rook" in "Villa"
Villa is a wide map with an underground section, first, and second floors. You can only play Bomb mode on this map. In Ranked mode, there is no objective location on the underground floor, so players will rarely use the underground floor. This map has many rooms and stairways, so it will take time to get used to the layout of the building.
Almost every Bombsite has exterior windows, so the attackers can use this to scout from outside. Defenders should not play aggressively to stop this and instead take positions to wait for the attackers’ advance. Oftentimes some attackers will choose to enter from the opposite side of the Bombsites. Deploy roamers to counter this.
Each above-ground floor has 2 Objective Locations. Although the underground floor won’t be of much concern, there is a staircase right next to the 1F Dining Room ~ Kitchen Site that is connected to the underground so keep that in mind.
▲Villa’s objective locations.
Rook’s primary objective is providing his team with Armor Packs, but the ACOG sight can be attached to his primary weapon enabling him to play a sniper role as well. You will often find your team engaging the attackers outside, so take positions with good angles in order to use your ACOG sight effectively.
The ACOG sight can only be equipped on the P90 and the MP5, so Rook will mainly be using one of these two as his primary weapon. The P90 is a high-fire rate, low damage with a 50-bullet magazine, while the MP5 has a bit higher damage and a bit lower fire rate with low recoil. Take the P90 for long bursts of fire and the MP5 for headshots.
▲Compared to the P90, the MP5 has lower recoil and fire rate with higher damage.
▲ Don’t forget to set down Armor Packs for your team at the beginning of the match.
▣ Defending 2F Aviator Room ~ 2F Games Room
Defending the Study room is of utmost importance as it is located right between the two Bombsites: the Aviator Room and the Games Room. This is because the attackers can hard breach from the Study into the Bombsites. Make the Study your team’s top priority.
On the south side of the building, there is a Veranda the attackers can stand on. Attackers often use this to reach the Study window to start their advance. Defenders should wait in the Aviator Room or Classical Hall to stop the enemy from entering the Study.
If the match is getting too long, attackers will sometimes enter from the opposite side of the Bombsite as a last resort. Camp in places that are possible routes for the attackers to take and stop them in their tracks. Other times the attackers will come from the Master Bedroom, Trophy Entrance, or Classical Hall window, so be prepared for these cases.
▲Covering the Study window from the Classical Hall.
▲You can also cover the Veranda from the Aviator Room
▲Another angle from the Master Bedroom to the Veranda.
▲Another common place for attackers to breach: the Hunting Vault wall.
▲To defend the Hunting Vault wall, placing a defender in the Classical Hall is a good option.
▣ Defending 2F Trophy Room ~ 2F Statuary Room
Similar to the Veranda - Study approach, attackers can use the Bedroom Roof to repel up to the Master Bedroom window to start their approach. If the Master Bedroom is taken, the Statuary Room wall is in danger of being breached. Breaching this wall will allow attackers to see inside both the Statuary Room and Trophy Room Bombsites.
The best approach to defense here is camping in the Master Bathroom or Statuary Room. However, there are many windows and routes the attackers can take so defenders should stay adaptive. Spread your team out in places that allow you to cover a wide range of angles.
Although Rook can use the ACOG sight, the attacking team’s Assault Rifles will usually be stronger than Rook’s weapons. Engaging the enemy head-on is therefore not recommended. Instead of attempting to stop the enemy while they’re outside, catch them while they come through the windows.
▲The attacking team can come from one of the many Master Bedroom windows.
▲Stop them from the Statuary Room or the Master Bathroom.
▲The Master Bathroom also has many windows, so be careful not to reveal yourself.
▲If you have an Impact Grenade, create a rotation route from the Trophy Room to the Astronomy Room.
▲If the enemy is attempting to repel up to the Astronomy Room window, stop them from the bottom of the stairs.
▲The window next to the Trophy Room is very close to the Bombsite, so take caution.
▣ Defending 1F Living Room ~ 1F Library
Because the Bombsites are so far apart, the defenders need to cover a wide range of ground. The Mudroom and Toilet have exterior windows that attackers can take, so be wary.
The attackers may start from the second floor to make a vertical play down to the first floor Bombsites. The Classical Hall has a hatch that leads down to the Toilet as well. Placing roamers on the second floor can help defend against this.
The pathways leading to and from each Bombsite are actually quite limited. Breach the Gallery wall that leads to the Living Room for faster rotations. If no one on your team has a shotgun, use your Impact Grenade.
▲The Toilet window that resides between both Bombsites.
▲You can also use the Classical Hall hatch for a nice angle outside the window.
▲Use the Impact Grenade in the Gallery for rotation between both Bombsites.
▲The Mudroom has an exterior window that needs to be secure.
▲There is a chance of a vertical play from the second floor Classical Hall. Place a roamer here to stop this.
▣ Defending 1F Dining Room ~ 1F Kitchen
Here, the Bombsites are much smaller than the previous layout. There are many exterior windows and doors alongside the chance of a vertical play from the second floor. The attacking team can also take the Pantry Stairs that lead right next to the Kitchen from the underground.
Because the area is a bit cramped, there aren’t many good angles for Rook to take. Your best bet is using the walls as cover to defend the windows and doors. If you are playing the Anchor role, (someone that stays on the Objectives) prioritize the Bicycle Storage or Pantry side windows.
▲A common route for attackers. After going through Laundry, they will attempt to breach the two walls that lead to the Bombsite.
▲You may open the second floor Master Bedroom hatch and block entry to the Laundry.
▲The Pantry Stairs route that leads up to the Kitchen
▲If the attackers are repelling to the Pantry window, take this angle from the underground.
▲You can stop attackers coming from the Bicycle Storage window from the Dining Room.
▲Be wary of the vertical play from the Master Bathroom to the Kitchen