Guides How to use Iana's Double?
Anyone know the best ways to use Iana's gadget? I end up always using it as a big drone.
Art by u/LineKotsi on reddit
Guides Guide for playing 'Montagne' 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.
‘Montagne’ is a three armor, 1 speed, attacker. The operator is equipped with an ‘Extendable Ballistics Shield’ which provides the player with the ability to fully extend the shield down to the operators feet so that the player is completely protected from all forms of damage (excluding Toxic Canisters thrown by Smoke and Gu Mine’s thrown by Lesion). Montagne is used very heavily in the current game meta due to the operator being a virtually indestructible drone so long as supporting teammates are watching his rear flank. The most common way to use Montagne is to aggressively contest map control while being backed by additional teammates. Montagne is considered to be most valuable due to the operator being able to win a face-to-face melee duel in any situation due to the TTM (time-to-melee) being faster than the default TTM. However, this can occasionally be countered by a three speed defender if the defender has the room and free-space to out maneuver Montagne and melee him in the side while he is still in the unshielding animation.
If you are to be in accordance with the current meta, Montagne’s loadout should be as follows:
SECONDARY: P9 Hand-gun
UTILITY: Smoke Grenades x 2
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. Montagne will provide value to the attacking team by assisting the team in establishing control on the second floor inside of Study and Top Main Stairs. After attackers have eliminated defenders positioned off-site inside of Study and Main, Montagne will reposition himself inside of the doorway connecting Study and Aviator(A). This will allow the player to block defenders attempting to catch over-exposed attackers inside of Study while also positioning the player inside of the Aviator(A) bomb site so as to have a continuous stream of intel. Monty should also always be ready to act on opportunities whenever the player may see them. For example, if you notice that defenders have no Aviator(A) presence, Montagne should communicate that to the attacking team and push deeper into Aviator(A) and Vault as this will protect attacking teammates while they attempt to plant the defuser.
One of the most defining traits of a great player is their ability to notice opportunities and then have the initiative to confidently act on them.
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. Montagne will provide value to the attacking team by assisting teammates in establishing control inside of Astronomy. After attackers have breached the second floor Master Bedroom and Bathroom, Montagne should be the head of the attacking teams push into Astronomy through the Bathroom. Attackers should be careful when establishing a foothold inside of Astronomy. This is because the flooring of Astro and Bathroom are soft which leaves attackers vulnerable to defenders using nitro-cell underneath them on the first floor. The best way to counter this will be by Attackers establishing first floor control before stepping foot on the second floor. However, this can be inefficient if the attacking team is not properly roam clearing. As Montagne, the best way to counter this play will be by positioning yourself on the actual Astronomy Stairs as the steps cannot be shot through or blown up. From this position the player will be able to block defenders attempting to return to the bomb site through Astro Stairs as well as maintain a steady stream of intel on defenders inside of Astronomy.
FOUNTAIN SPAWN LOCATION:
ATTACKING: [1F] LIBRARY(A) - LIVING ROOM(B)
Montagne will be used as a source of intel for the attacking team. The player should breach the objective building through the first floor Mud Room window and maintain attacker control inside of Mud. After Montagne establishes himself inside of the single doorway connecting Living(B) to Mud Room, additional attackers will be able to use the Mud Room Window as a viable entrance point into the objective building as defenders won’t be able to maintain a line-of-sight onto the window from Living(B). Monty should maintain this position for the better part of the round as he will be capable of communicating high-value intel on defender positions inside of the bomb site while the rest of the attacking team establishes a secondary route to the Living(B) bomb site through Red Hall.
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). Montagne should breach the objective building with the attacking team’s hard breacher inside of Laundry. Monty’s primary responsibility on this bomb site will be to maintain flank-watch for the attacking teams Thermite while they breach the reinforced wall separating Laundry and Dining(A). This is because Thermite will otherwise be highly exposed to defenders that might ‘swing’ on the doorway connecting Laundry and Dining(A). After the wall has been breached Montagne will need to reposition himself deeper into Dining(A). This is because, if the player remains inside of the Laundry doorway they will have their back exposed to the Dining(A) bomb site due to the wall being opened.
NOTE: Attackers positioned inside of Laundry should always be aware of defenders potentially throwing a Nitro-Cell over the reinforced wall while Thermite is attempting to breach. Attackers will typically know that defenders intend doing this as defenders will have made a hole above the reinforcement to throw the C4 through.
Thank you for reading and I hope this was helpful for you guys.
If you are interested in more content or want to ask me questions, you can always find me on Twitch or connect with me via discord - I always enjoy discussing Siege with fellow enthusiasts; regardless of skill level.
Discord - https://discord.com/invite/TjGAPdM
Twitch - https://www.twitch.tv/footwork6
Guides Guide to playing ‘Rook’ in ‘Coastline’
Coastline is a slightly smaller battlefield consisting of only 1F and 2F. The Courtyard is placed in the center of the building, so the whole building has a square form if seen from above. Because of this, it is possible for the offensive team to shoot the 2F corridor across the Courtyard from the building roof, which is why the defensive team's behavior is somewhat limited. Since the building itself is not that wide, the defensive team had better use the map as wide as possible to defend.
Objective Location is located two on the 1F and two on the 2F, and it does not have any particular features. However, as there are many Bombsites with narrow space, if Bombsite is placed on the 1F like other battlefields, it would be good to have a defensive member on the 2F in preparation for the offensive team's Vertical Play.
▲ Coastline's Objective Location, with its narrow building and many windows leading to the outside, the defensive team must be well-positioned.
Rook is an operator that can distribute Armor Packs that increase defense to team members, and he looks like a supporter just by looking at his own equipment. However, the reality is that he is one of the few operators who can use the ACOG sight and can play a role similar to the defensive team's sniper. Therefore, it would be good to play in such a way to hold the angle that is expected for the offensive team to come and engage at a long distance with the ACOG sight.
Rook's Primary Weapon is MP5 and P90 SMG and SG-CQB Shotgun, and among them, the SG-CQB shotgun is not much used by players because of the inability to use ACOG sight. So players usually choose between MP5 and P90, MP5 has a stable recoil, so it's good to aim for a headshot, while P90 has high Fire Rate and Capacity. Let's choose according to our own taste.
▲ MP5 and P90 both have pros and cons, so players tend to choose according to their own taste.
▲ As soon as the game starts, let's put down the Armor Pack first.
▣ In case, the site is '2F Hookah Lounge ~ 2F Billiards Room'
You can step on the Hookah Deck next to Hookah Lounge and the Balcony next to Aquarium, allowing the offensive team to check Bombsite here. Furthermore, there are also many windows that the offensive team can use for an additional check, so if the offensive team uses all of these angles, it will put a significant strain on the defensive team's behavior. Let's find out which doors and windows are open and move places so we won't be attacked.
For this reason, the defensive team needs to do Remodel works around Bombsite to create a new angle. Rook can choose Impact Grenade as a gadget, so it would be good to use it if the team doesn't have an operator to work with Remodel or if they're busy in the Preparation Phase. First, it is recommended to use it to pierce the wall between the two Bombsite and, if necessary, another one from the Hookah Lounge to the North Stairs.
▲ Let’s use the Impact Grenade to break the wall between the two Bombsite so that we can move freely.
▲ The remaining one should be thrown into this place to create an angle that can check the doors and windows at the same time at the North Stairs.
▲ But be careful here, Frag Grenades can fly through this hole on the roof.
▲ Attack from the Aquarium can be responded by covering at the Bar Table
▲ But this place is also dangerous because Frag Grenades can fly through this hole above.
▲ If the Billiards Room window is opened, the offensive team may attempt to shoot from the Ruins, so be sure to cover yourself up.
▲ The offensive team can break the Billiards Room wall and check from the roof.
▣ In case, the site is '2F Penthouse ~ 2F Theater'
In many cases, the offensive team often does rappel plays through the big window of the Penthouse, which makes it quite difficult for the defensive team to defend inside the Penthouse. To make matters worse, the hatch on the rooftop that leads to the Bathroom right next to the big window makes it even more difficult to protect the Penthouse if the offensive team drops from here.
To avoid this kind of situation, I recommend piercing a hole at the Bathroom wall. If you wait for the Bathroom drop at the Hall of Fame or VIP Lounge after piercing a hole here, the offensive team will not be easy to attempt a rooftop hatch drop. However, in this case, the offensive team may come to clear the VIP Lounge first, so cover yourself up and respond to it.
Taking advantage of the ACOG sight to engage at long distances, defending at the Theater may also be a good way. Try to hide your body perfectly and try to get an angle where you can check the offensive team's entry into the Penthouse.
▲ If the Penthouse window opens, you can hide at the bedside to respond, but it is not safe at all, so it is hard to recommend.
▲ You can rather wait for the offensive team to enter the Theater.
▲ Or do a run-out play from the Service Entrance on the 1F and catch the offensive team doing rappelling.
▲ Make a hole at the Bathroom wall to see if the offensive team attempts a hatch drop.
▲ Rook can respond to hatch drops at the theater to some extent using ACOG sight.
▲ If the offensive team rushes to the VIP Lounge, you will be able to respond by covering yourself at the back of the bookshelf.
▣ In case, the site is '1F Kitchen ~ 1F Service Entrance'
Kitchen and Service Entrance each have windows and doors that can be checked from outside the building, so you need to be careful when defending. For this reason, anchor operators should hide in an angle that will not be attacked and maintain confrontation. Instead of engaging with the offensive team outside the building, try to hold an angle that can catch the offensive team when they try to enter.
Because Bombsite is located on the 1F, offensive teams often do Vertical plays through the VIP Lounge or Penthouse on the 2F. In particular, the offensive team should place a Roamer on the 2F to prevent it, as the defensive front will collapse if the Kitchen is attacked by Vertical play.
▲ You can attack in reverse through the Kitchen window, but the AR of the offensive team is usually more powerful, so is more likely to fail.
▲ It's better to hide on this side at the Kitchen and maintain the confrontation.
▲ The angle you can check the entrance of the Service Entrance
▲ It's hard to hide here if the offensive team does Vertical play on the 2F.
▲ It is often used to throw Impact Grenade to make a hole at the Toilet wall, and check from the Toilet.
▲ The angle to catch enemies approaching the Main Lobby from the Toilet.
▣ In case, the site is '1F Blue Bar ~ 1F Sunrise Bar'
The size of the Bombsite is smaller than the Kitchen ~ Service Entrance described above, so there is not enough space to hide, and there are more windows to the outside, making it more difficult to defend. In addition, the offensive team can also do Vertical plays at the Hookah Lounge and Billiards Room on the 2F, requiring defensive members to cope with it.
Anchor operators should make sure to cover themselves perfectly, as the offensive team often attempts to shoot through the exterior windows. Both Blue Bar and Sunrise Bar are safer if you hide behind the bar table. While hiding here, Rook can catch the offensive team approaching and even attack in reverse. However, if the offensive team knows where Rook is, they may try to enter and catch him by using Stun Grenade or Frag Grenade. If your team has Jager, you may also ask them to install ADS around you.
▲ Let's make a Rotation to pass by both Bombsite.
▲ You must be careful of the check from windows and drone holes in the Blue Bar.
▲ Sunrise Bar windows allow us to catch the offensive team spawning at the Ruins.
▲ Let's set a position behind the Sunrise Bar table and block the offensive team's attempt to enter.
▲ Both Bar Tables are dangerous when attacked by Vertical play on the 2F, so it would be good to have a defensive member on the 2F.
Guides Guide for playing 'Montagne' 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.
‘Montagne’ is a three armor, 1 speed, attacker. The operator is equipped with an ‘Extendable Ballistics Shield’ which provides the player with the ability to fully extend the shield down to the operators feet so that the player is completely protected from all forms of damage (excluding Toxic Canisters thrown by Smoke and Gu Mine’s thrown by Lesion). Montagne is used very heavily in the current game meta due to the operator being a virtually indestructible drone so long as supporting teammates are watching his rear flank. The most common way to use Montagne is to aggressively contest map control while being backed by additional teammates. Montagne is considered to be most valuable due to the operator being able to win a face-to-face melee duel in any situation due to the TTM (time-to-melee) being faster than the default TTM. However, this can occasionally be countered by a three speed defender if the defender has the room and free-space to out maneuver Montagne and melee him in the side while he is still in the unshielding animation.
If you are to be in accordance with the current meta, Montagne’s loadout should be as follows:
SECONDARY: P9 Hand-gun
UTILITY: Smoke Grenades x 2
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. Montagne will be the head of the attacking teams primary assault into Initiation(B). Defenders will occasionally attempt to ‘trick’ the reinforced wall separating Initiation(B) and Control room: Montagne should be used to prevent this by establishing a presence inside of Initiation(B) before the wall has been breached. If done with the support of attacking entry fraggers, Monty will be able provide sufficient cover for the attacking teams Ash or Zofia while they challenge the defending teams Bandit. Regardless of who ends up winning the gun fight, Monty will have helped buy the attacking teams hard breacher enough time so that they can effectively detonate an exothermic charge while Bandit is preoccupied with the attackers inside of Initiation(B).
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). Montagne will act as the attacking teams flank watch after control over the eastern portion of the second floor is established. To do this, Monty should breach the building through the second floor balcony located on the outside of the Cash Room. After isolating the defenders to the western portion of the second floor, Monty should maintain positioning inside of the double doorway connecting Vending to Yellow Hallway. This will prevent defenders from being able to flank the attacking teams hard breacher while they open the wall separating Initiation and Bunk(B).
NOTE: Attackers positioned on the second floor inside of Vending should always be cautious of defenders potentially using nitro-cell underneath them on the first floor.
MAIN ENTRANCE 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. Montagne will be used similar to the way in which the operator was used on the previously mentioned Bunk-Daycare bomb site. The operator will initially assist teammates in establishing control inside of Drug Storage so that the attacking team can continue their roam clear throughout the western portion of the first floor. After attackers have isolated defenders to the eastern portion of the building, Montagne should reposition himself inside of the doorway connecting Barrels to Arcade. This will act as a virtually indestructible wall that will protect the flank of the attacking teams hard breacher while they open the reinforced wall separating Barrels and Throne(B). It is important for Montagne to reposition himself so that he is facing the breach after the wall has been opened otherwise defending players can shoot him from the Throne(B) bomb site.
TEACUPS 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). Montagne can provide a ton of value on this bomb site by acting as an indestructible drone inside of Storage(B). Attackers will carry out a standard attack by establishing second floor control and breaching the ceiling of the bomb sites. Montagne will focus on applying horizontal pressure onto Bathroom by breaching the objective building through the first floor Locker Room and establishing control over the bottom of Yellow Stairs. From this position the player will steadily work their way through the Bathroom and eliminate any defenders playing in the shower stalls. Montagne should then maintain his positioning in the doorway connecting Bathroom to Storage(B) as this will enable the player to communicate the positions of defenders playing inside of storage(B) to teammates on the second floor. This will ultimately allow attackers to clear the bomb site without having even entered; providing Montagne with a clear route to plant the defuser inside of storage(B).
Thank you for reading and I hope this was helpful for you guys.
If you are interested in more content or want to ask me questions, you can always find me on Twitch or connect with me via discord - I always enjoy discussing Siege with fellow enthusiasts; regardless of skill level.
Discord - https://discord.com/invite/TjGAPdM
Twitch - https://www.twitch.tv/footwork6
Guides Guide for playing 'Montagne' 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.
‘Montagne’ is a three armor, 1 speed, attacker. The operator is equipped with an ‘Extendable Ballistics Shield’ which provides the player with the ability to fully extend the shield down to the operators feet so that the player is completely protected from all forms of damage (excluding Toxic Canisters thrown by Smoke and Gu Mine’s thrown by Lesion). Montagne is used very heavily in the current game meta due to the operator being a virtually indestructible drone so long as supporting teammates are watching his rear flank. The most common way to use Montagne is to aggressively contest map control while being backed by additional teammates. Montagne is considered to be most valuable due to the operator being able to win a face-to-face melee duel in any situation due to the TTM (time-to-melee) being faster than the default TTM. However, this can occasionally be countered by a three speed defender if the defender has the room and free-space to out maneuver Montagne and melee him in the side while he is still in the unshielding animation.
If you are to be in accordance with the current meta, Montagne’s loadout should be as follows:
SECONDARY: P9 Hand-gun
UTILITY: Smoke Grenades x 2
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. Montagne will act as the head of the attacking teams primary assault into Hookah(A). The operator should spawn at either Poolside or Ruins. From here, Montagne should establish the attacking teams presence at the doorway of Hookah(A) which lead to the outside Hookah Balcony. Attacking teammates will establish control inside of Sunrise Bar and eliminate defenders playing underneath the bomb site. After attackers have control over Sunrise, Montagne should start applying pressure inside of Hookah(A) to the top of Cool Vibes Stairs. After doing so, Monty should communicate with additional teammates to eliminate and maintain the positions of defenders that were playing on Cool Vibe so that Montagne can safely plant the defuser inside of Hookah(A).
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. Montagne will provide value to the attacking team by assisting teammates in gaining control over V.I.P. and Hall of Fame. After the attacking team is established inside of V.I.P., Monty will spend the rest of the round as the acting flank protection for attackers. Although this role may seem boring and irrelevant, it will provide your teammates with an incredible amount of protection while the VIP wall is being breached by Thermite. This is because defenders have only one route through which they can flank - that being through the VIP doorway connecting the room to Plant Hallway.
POOLSIDE 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’. Although Montagne is traditionally used by attackers to establish control inside of Sunrise, I will be covering the operators utility in establishing control inside of Office. Office has only one route in which defenders can flank attackers through, Montagne’s responsibility will be to emphasize this advantage for the attacking team. After attackers have established control inside of Office, Montagne will maintain flank watch inside the doorway connecting ‘Red Carpet’ and ‘Security’. Although this seems irrelevant, the value from this positioning is almost impossible to overstate. This is because defenders no longer have a way to flank attackers inside of Office. As a result the attacking team has a ton of free-space to plant the defuser on the bomb site as all that is needed by attackers is to breach the reinforced wall separating Office and Blue Bar(A).
NOTE: I intentionally left out the potential for defenders flanking through the 2F Aqua hatch as I believe it is in no way ever a viable counter to an Office-take - consider it a counter-measure but never a full counter.
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). Montagne will be used very simply on this bomb site by acting with the rest of the attacking team to execute a smoke-plant. The player should spawn at Main Entrance with the rest of the attacking team. Monty will then be used by the attacking team to successfully plant the defuser inside of the Service Entrance(B) doorway. Communicate with attackers so that you have a teammate repelled, up-side-down, on the Service Entrance doorway. This will be the optimal positioning for teammates to safely cover you while you backwards-plant the defuser. Speed is going to be the winning characteristic of this strategy. Attackers should waste no time in burning ADS’s and deploying smoke grenades as quickly as possible to cover you while you plant. Typically speaking, the faster the attacking team can do this the lower the amount of defending man-power there will be on the bomb site to prevent it.
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 'Montagne' 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.
‘Montagne’ is a three armor, 1 speed, attacker. The operator is equipped with an ‘Extendable Ballistics Shield’ which provides the player with the ability to fully extend the shield down to the operators feet so that the player is completely protected from all forms of damage (excluding Toxic Canisters thrown by Smoke and Gu Mine’s thrown by Lesion). Montagne is used very heavily in the current game meta due to the operator being a virtually indestructible drone so long as supporting teammates are watching his rear flank. The most common way to use Montagne is to aggressively contest map control while being backed by additional teammates. Montagne is considered to be most valuable due to the operator being able to win a face-to-face melee duel in any situation due to the TTM (time-to-melee) being faster than the default TTM. However, this can occasionally be countered by a three speed defender if the defender has the room and free-space to out maneuver Montagne and melee him in the side while he is still in the unshielding animation.
If you are to be in accordance with the current meta, Montagne’s loadout should be as follows:
SECONDARY: P9 Hand-gun
UTILITY: Smoke Grenades x 2
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. Montagne will provide value to the attacking team by establishing a foothold inside of the Radar(B) bomb site after attackers have breached the Renovations wall. Montagne should communicate the positions of defenders inside of Radar(B) to the rest of the attacking team so that teammates can formulate a plan to remove defenders on the bomb site. After attackers have cleared defenders from inside of Radar(B), Monty will be able to backwards-plant the defuser inside of Radar(B) behind the center console of the bomb site. This will provide Monty with a safe space to plant as the console will protect the player from defenders inside of Server(A) and his shield will protect him from defenders on Sky Bridge.
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. Montagne should help attackers in gaining control inside of the 2F Printer. After attackers have established control inside of the second floor Printer and Sky Bridge, Montagne should lead the attacking teams primary assault down the Printer Stairs to the Lounge(B) reinforce wall. Montagne should then use his shield, fully extended, in the doorway connecting the first floor Printer Hallway to the Lounge hallway. This will prevent defenders from being able to flank attackers from Lounge(B) and will force defenders to flank through Radio - making the attacking teams flank watch much more viable for one player to maintain.
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. Montagne should lead the attacking teams primary assault inside of Trench. Interestingly enough, Monty won’t need to do much other than stand in the basement hallway and maintain a steady stream of intel for the attacking team. This will help the rest of your teammates have an idea of how many defenders are off site - this will be especially valuable if Montagne can position himself inside of the Supply(B) bomb site so as to maintain an accurate status of the defender positions inside of the bomb site’s. This will have a lot of unseen benefits, most notable of which being the additional time attackers will have to establish horizontal and vertical control around the bomb site.
FLOATING DOCK 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. Montagne should be the head of the attacking teams horizontal pressure inside of Kitchen. Monty should breach the objective building through the outside Construction (Red) Stairs and steadily work his way through the first floor, past the bottom of Green Stairs and into Kitchen. After establishing control inside of Kitchen, Montagne should maintain positioning in the doorway connecting Kitchen to Map(B). This will accomplish a similar goal to that of the previously mentioned Kayak-Supply Bomb site. Monty will be particularly valuable for this strategy as the operator will be able to ping the exact positions of defenders inside of Map(B) - allowing second floor teammates to breach the ceiling above the defender and either eliminate the player or force them to reposition into Security(A). Typically this is all Montagne will need to do, however, in some cases there will be a good opportunity for the player to plant the defuser inside of Map(B). Always be sure to communicate with teammates before and while planting the defuser so that they are aware that they are needed to provide cover.
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 'Montagne' 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.
‘Montagne’ is a three armor, 1 speed, attacker. The operator is equipped with an ‘Extendable Ballistics Shield’ which provides the player with the ability to fully extend the shield down to the operators feet so that the player is completely protected from all forms of damage (excluding Toxic Canisters thrown by Smoke and Gu Mine’s thrown by Lesion). Montagne is used very heavily in the current game meta due to the operator being a virtually indestructible drone so long as supporting teammates are watching his rear flank. The most common way to use Montagne is to aggressively contest map control while being backed by additional teammates. Montagne is considered to be most valuable due to the operator being able to win a face-to-face melee duel in any situation due to the TTM (time-to-melee) being faster than the default TTM. However, this can occasionally be countered by a three speed defender if the defender has the room and free-space to out maneuver Montagne and melee him in the side while he is still in the unshielding animation.
If you are to be in accordance with the current meta, Montagne’s loadout should be as follows:
SECONDARY: P9 Hand-gun
UTILITY: Smoke Grenades x 2
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. Montagne will act as the head of the attacking teams push into Armory(A) after the ‘Box Wall’ has been opened. Monty should try to position himself as deeply into Armory(A) as possible. The more established the player can be inside of the bomb site, the more of a buffer zone there will be between the on-site defenders and the attacking teammate planting the defuser inside of Box. Montagne should be quick to communicate the defending teams positions inside of Armory(A) and Archives(B). The player should be on the lookout for defenders leaving the bomb site through Archives(B) or Metal Stairs as this means defenders are attempting to flank CCTV and Break room.
VALLEY SPAWN LOCATION:
ATTACKING: [1F] BATHROOM(A) - TELLERS(B)
The primary route of attack on this bomb site will be by the attacking team breaching the reinforced wall separating Tellers(B) from the outside - located on the north eastern wall of the first floor. Attackers will also typically need control of the second floor ‘Offices’ as it is very common for defenders to defend Bathroom(A)-Tellers(B) vertically from the second floor. Montagne should help the attacking team in establishing full control of the second floor Office and Archives. The best way for attackers to do this is by mimicking the attacking strategy used on the Armory-Archives bomb site. The difference on this bomb site is that Monty will not stop inside of Armory, but will instead maintain pressure from Armory all the way into Archives and Fountain. Attacking teammates should follow your lead and act on the intel you gather on defending players positioned on the second floor. This will not only streamline the attacking teams second floor roam clear, but will also ensure a much more reliable intel-stream as Monty essentially acts as an infinite source of information so long as the player can maintain smart positioning.
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. Montagne should help soft-breaching teammates like Buck and Sledge in establishing second floor control inside of CCTV and Break Room. The player should spawn at Valley and establish a presence inside of the Break Room doorway leading to the outside. Monty should then communicate the positions of second floor defenders inside of Break and CCTV so as to provide your teammates with crucial intel that will assist them in safely eliminating the off-site defenders. After attackers have established control of the second floor CCTV and Break Room, Montagne should act as flank protection for the teammates breaching the ceiling of the bomb site. Montagne will be perfect for this role as the operator can literally block the defending team's primary flank route by standing in the Break Room doorway with his shield fully extended.
EAST VEHICLE 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. Montagne should focus attention on maintaining horizontal pressure onto Ventilation(B). The player should breach the objective building through the Front Door and spend the first 30-45 seconds of the round determining the defenders' set-up inside of Workshop(A) and Ventilation(B). The player should be careful in doing this as defenders will have an abundance of ways in which they can flank you - most notably of which being through the bottom of Metal Stairs (also known as Construction Stairs). However, if Montagne can manage to position himself in the north western corner of Ventilation(B), attackers will have a huge intel advantage over defenders. This is because Monty will be able to see both the entirety of Vent(B) as well as alongside the northern wall of Workshop(A) through the 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 Guide for playing 'Montagne' 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.
‘Montagne’ is a three armor, 1 speed, attacker. The operator is equipped with an ‘Extendable Ballistics Shield’ which provides the player with the ability to fully extend the shield down to the operators feet so that the player is completely protected from all forms of damage (excluding Toxic Canisters thrown by Smoke and Gu Mine’s thrown by Lesion). Montagne is used very heavily in the current game meta due to the operator being a virtually indestructible drone so long as supporting teammates are watching his rear flank. The most common way to use Montagne is to aggressively contest map control while being backed by additional teammates. Montagne is considered to be most valuable due to the operator being able to win a face-to-face melee duel in any situation due to the TTM (time-to-melee) being faster than the default TTM. However, this can occasionally be countered by a three speed defender if the defender has the room and free-space to out maneuver Montagne and melee him in the side while he is still in the unshielding animation.
If you are to be in accordance with the current meta, Montagne’s loadout should be as follows:
SECONDARY: P9 Hand-gun
UTILITY: Smoke Grenades x 2
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. Due to attackers needing control over the Big Garage in the basement, Montagne will be able provide value to the attacking team by protecting Buck while he uses his shotgun on the flooring of the bomb site. Monty should breach the BIg Garage with Buck and help him by securing the Big Garage. After attackers have successfully eliminated defenders inside of Big Garage, Montagne can provide further protection for Buck by watching his only flank route which is the single doorway inside of Big Garage leading to the bottom of West Main Stairs and Trench. This strategy is impossible for defenders to get around unless a defender inside of Trophy(B) drops the hatch from Trophy(B) into Big Garage though Buck will typically be positioned behind you and be able to eliminate any defender attempting to use this flank route.
CLIFFSIDE 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. Montagne will be most useful on this bomb site by breaching the objective building with the rest of the team inside of Master Bedroom. From 2F Master Bedroom, Monty should lead the primary attacker assault on the second floor up to the Library. Attackers should then use Montagne as an indestructible drone to gather intel on defender positions on the remainder of the second floor. After attackers have established control over the second floor Library, Monty can then reposition to the outside of Gaming(A) and plant the defuser inside of the doorway leading from the outside into Gaming(A).
LAKESIDE 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. Monty will be used identically to the way the operator was used on the previously mentioned Gaming-Bar. Steadily push deeper into the objective building with the support of attacking teammates behind you. Communicate the intel you gather as you are maneuvering through the second floor as this will allow your teammates to be much more effective in acting on the intel you collect. Always remember, Montagne is only a useful pick if the attackers value and utilize the operator correctly.
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). Monty can be incredibly valuable on this bomb site by assisting the attacking team in eliminating the defending teams entry denial operator on the main wall. Montagne should breach the objective building through Gaming and steadily work his way through the southern portion of the map - concluding his initial breach at the bottom of Blue Stairs. Montagne should then communicate with the attacking teams Hard Breacher while they are attempting to breach the wall. This will help the player know when to collapse his shield and attempt to shoot the defending teams Kaid or Bandit as they try to trick the wall. After attackers have opened the main wall inside of Snowmobile(B), Monty should press deeper into the bomb site so as to prevent defenders from being able to stop attackers from planting the defuser inside of Snowmobile(B).
CAMPFIRE 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 'Montagne' 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.
‘Montagne’ is a three armor, 1 speed, attacker. The operator is equipped with an ‘Extendable Ballistics Shield’ which provides the player with the ability to fully extend the shield down to the operators feet so that the player is completely protected from all forms of damage (excluding Toxic Canisters thrown by Smoke and Gu Mine’s thrown by Lesion). Montagne is used very heavily in the current game meta due to the operator being a virtually indestructible drone so long as supporting teammates are watching his rear flank. The most common way to use Montagne is to aggressively contest map control while being backed by additional teammates. Montagne is considered to be most valuable due to the operator being able to win a face-to-face melee duel in any situation due to the TTM (time-to-melee) being faster than the default TTM. However, this can occasionally be countered by a three speed defender if the defender has the room and free-space to out maneuver Montagne and melee him in the side while he is still in the unshielding animation.
If you are to be in accordance with the current meta, Montagne’s loadout should be as follows:
SECONDARY: P9 Hand-gun
UTILITY: Smoke Grenades x 2
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). Montagne will act as the head of the attacking teams assault into Cigar and Christmas on the third floor. Monty should breach the objective building through the Red Stairs hatch located on the roof. The player should steadily work their way through the third floor Cigar and into Christmas with the support of teammates behind you as to clear the western portion of the third floor of all defending players. After attackers have established full control inside of Christmas, Monty will spend the rest of the round maintaining control over the doorway connecting White Hall and Christmas. This will provide the attacking teams hard breacher with flank protection from White Stairs and Bathroom as they breach the Freezer wall.
PARK SPAWN LOCATION:
ATTACKING: [2F] FIREPLACE(A) - MINING(B) + [2F] READING(A) - FIREPLACE(B)
Due to these two bomb sites being so similar in nature, both bomb sites will be covered in one section of the guide.
Attackers will begin the round by establishing control over the third floor (similar to the way in which attackers played on the previous bomb site). After the attacking team has isolated all defensive presence to the second floor, Montagne should maintain control over the second floor landing of White Stairs. Although this won’t apply immediate pressure onto second floor defenders, Montagne will still be able to gather a ton of real-time intel on the defending team in terms of defender positioning. This will be valuable for the attacking team as a whole when considering how to execute their final site push at the end of the round.
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. Montagne will be used as flank prevention for the attacking team inside of Small Bakery. After attackers have established control over Large Bakery, Monty should then continue his push into Small Bakery and use his shield fully extended as to prevent attackers from being able to use Small Bakery as a flank route. Montagne should maintain this positioning even after the defuser has been planted as a post-plant situation is one of the most common time frames for defenders to flank.
CHRISTMAS MARKET SPAWN LOCATION:
Thank you for reading and I hope this was helpful for you guys.
If you are interested in more content or want to ask me questions, you can always find me on Twitch or connect with me via discord - I always enjoy discussing Siege with fellow enthusiasts; regardless of skill level.
Discord - https://discord.com/invite/TjGAPdM
Twitch - https://www.twitch.tv/footwork6
Guides Guide to playing ‘Jackal’ in ‘Clubhouse’
Clubhouse is a battlefield consisting of a basement, 1F, and 2F. Each floor is not that wide, but because it consists of three floors, it can be a bit annoying for the offensive team if the defensive team operates Roamer or uses the map wider. However, the offensive team also has many places that can check the Bombsite area from the outside of the building through windows, so the attack often launched by checking outside first and then attempting to penetrate inside.
The Clubhouse's Objective Location is located two on the 2F, one on the 1F and one in the basement. Among them, the Bombsite on the 1F and 2F have windows, doors, and breachable walls that can check inside the Bombsite from the outside, while no windows or walls exist in the basement. For this reason, defensive teams prefer the basement location. However, the basement has a risk of being attacked by Vertical Play or Hatch Drop on the 1F.
▲ Clubhouse's Objective Location, most Bombsite is checkable from outside the building.
Jackal is an operator who can detect and track the defensive team's footprints using his dedicated equipment, the Eyenox Tracker (Eyenox Model III). Because of this equipment, he is notorious for the offensive team's best counter Roamer. He is especially effective in catching the defensive team Roamer because the equipment can identify the owner of the footprints, when they were there, and where they are now. Perhaps, for this reason, Jackal was often banned in Ranked Game.
Jackal can use C7E Assault Rifle, PDW9 SMG, and ITA12L Shotgun as Primary Weapon, but you don't have to choose shotgun as Primary Weapon because he can use ITAR12S shotguns as Secondary Weapon. For this reason, players usually choose C7E and PDW9 according to their taste. The C7E has some recoil but has high damage, while the PDW9 has stable rebound and aiming speed, with a high capacity of 50.
▲ C7E is a weapon with 46 damage and 800 Fire Rate, and it an AR that is highly ranked among the offensive team's weapons.
▲ Jackal can do soft breaching as he can use ITA12S shotgun as a Secondary Weapon.
▣ In case, the site is '2F Gym ~ 2F Bedroom'
Both Bombsite can be checked through the window by climbing to the outside Central Sub-Roof. While some of the offensive teams keep the inside in check through the windows here, the hard-breacher team work on the breaching of the Bedroom Hallway from Balcony on the other side, and the others infiltrate the rooftop hatches or building on the other side to attack both sides.
In this case, Jackal can check the Central Sub-Roof window or penetrate the opposite building, but in terms of the efficiency of his ability, it is appropriate to act as a penetrator. After entering the Garage or CCTV Room, turn on the Eyenox Tracker and check the footprints and move on to Bombsite. If you find Roamer's footprints in progress, it would be best if you could catch them, but if you didn't, it would be helpful enough to drive them towards Bombsite.
▲ Central Sub-Roof can check the inside of Bombsite to some extent
▲ You can check the back of the Bedroom Hallway reinforced wall from the Gym window, which can also help with the breaching.
▲ However, this place is at risk of being attacked from the windows of the CCTV room, so be careful.
▲ Jackal and others should break into the building, drive out the Roamer in the CCTV room, and put pressure on Bombsite.
▲ At the Balcony, if the hard breacher breaches this wall, you can check the entire Bedroom Hallway with only your head out while rappelling.
▣ In case, the site is '2F CCTV Room ~ 2F Cash Room'
This is also where the offensive team can check the CCTV Room from the outside Central Sub-Roof and breach at the Eastern Sub-Roof from the other side, so a battle similar to the Bombsite explained above goes on. While one of the offensive team checks through the CCTV Room window, the hard-breacher team breaches through the CCTV Room wall at the Eastern Sub-Roof and takes control of the Bombsite.
In response, the defensive team will try to defend by making the Rotation at the Cash Room or Garage. For this reason, Jackal and the rest of the offensive team should infiltrate the building and confuse the defense direction of the defensive team. There are several routes, but it would be good to start the attack from the Gym, Bedroom window, or the Logistic Office hatch and approach the construction or take the Eastern Stairs on the 1F.
▲ This is also where the walls connected to Bombsite are often breached at the Eastern Sub-Roof.
▲ I recommend putting Claymore Mine at the Garage door, as the defensive team often does run-out plays aiming at the Eastern Sub-roof's breaching team.
▲ Likewise, you can check the back of the CCTV Room reinforcement wall at the Central Sub-Roof window, but be careful as you can be checked from the Construction window right next to you.
▲ It is also good to enter the building and attack from another angle while the offensive team is processing the breaching work.
▲ The Eastern Stairs, where defensive teams often defend. Let’s approach from the 1F and aim for a surprise attack.
▣ In case, the site is '1F Bar ~ 1F Stock Room'
On the 1F, the offensive team has many doors and windows that can attack around Bombsite from outside the building. There are even two hatches upstairs around Bombsite, so you can use them to try hatch drop. There are so many attack routes that make the offensive team hard to choose which route it will attack.
Although the Stock Room is a Bombsite, it has two doors connected to the outside, so there is nowhere for the defensive team to hide. For this reason, defensive teams tend to pierce the Stage wall and defend here, but even this place is exposed from the Lobby entrance on the 1F, so the more pressure the offense team puts on from various directions, the more advantage the offensive team can get.
In addition, there are other attack routes, to break through the Pool Table wall at the Strip Club or try hatch drop on the 2F. Depending on the situation, let's attack from various directions and confuse the defense direction of the defensive team hidden around Bombsite as much as possible.
▲ There is also a strategy to install the defuser by force with Montagne at the front of the Stock Room.
▲ During the installation of the defuser, it would be nice if someone could cover the opposite door of the Stock Room.
▲ You can break the wall at the Garage and keep Stock Room and Lounge in check at the same time.
▲ The members defending the Stock Room behind the Stage can open the Lobby door on the 1F and attack.
▲ If your team is using a hard-breacher, it's a good strategy to breach the wall at the Strip Club and attack from the pool table.
▲ It's not bad to open the hatches on the 2F and try hatch drop according to the situation.
▣ In case, the site is 'B Church ~ B Arsenal Room'
As explained above, there are no externally connected windows or walls in the basement like other Bombsite, so the offensive team must first infiltrate the building and then attack the Bombsite. During this process, the team can be attacked by the defensive team Roamer, so the offensive team must not proceed with the attack alone as much as possible and move while covering each other's angles with the team members. Jackal's Eyenox Tracker is useful in these circumstances.
In general, offensive teams often use routes from Construction Site to Escape Tunnel or enter the Garage and then push to the Utility Room. If you have a hard-breacher or able to do vertical play, it is recommended that you move to the Kitchen on the 1F. However, as the Kitchen hatch is located just above the Arsenal Room, and it is fatal for the defensive team, be careful between the attack because it is easy to be attacked by the defensive team Roamer.
▲ If you have spawned at the Construction Site, let's break through the Container wall and take the Escape Tunnel.
▲ You can get straight to the Arsenal Room without worrying about Roamer.
▲ When you open the hatch at the Kitchen on the 1F, you will see an angle overlooking the Arsenal Room.
▲ The Garage's basement ladder leading to the Utility Room, just next to the Arsenal Room.
▲ You can also go to the Utility Room through the stairs of Garage Storage.
▲ If the situation isn't bad, you can get down through the Central Stairs and secure the Basement Hallway angle.
Guides Rook guide thats a bit outdated
Many people underestimate the power that comes with a few bullets of protection provided by Rook's armor.
LOADOUT:
MP5: The MP5 is an extremely viable SMG for defenders, and can kill an enemy with a few well-placed shots. The amount of ammo compared to the recoil and damage with the MP5 makes it a great option for defenders overall.
P90: The P90 offers relatively accurate spraying capabilities, with high ammo and an above average firing rate. P90 is great for most to all ranges, if you are not confident in the ability to land your first few shots like you would with the MP5.
SG-CQB: Typically as Doc I (in my experience) would recommend staying away from the shotgun. However, that being said, the shotgun is still viable (although situational). The SG-CQB is your standard defense shotgun, and could get you out of sticky situations if you are holding a tight angle.
P9: Compared to the alternative, your revolver, the P9 offers lower damage, but far better accuracy and higher fire rate. If you wish to rely on your sidearm for frantic situations, this is a far better choice than the revolver.
LFP586: Your revolver is relatively accurate, deals a massive amount of damage, and has a huge recoil. This would be recommended for a situation in which you want to rely on your sidearm for a quick precise shot on a damaged enemy over range.
IMPACT GRENADE: Impact grenades are great for dealing some really fast damage on an area, and opening up holes in between sites or just for lines of sight.
BARBED WIRE: Barbed wire can slow down drones and people, 2 hits with a knife and its gone but has a big advantage especially with a frost
My Loadout:
Note that my personal preference leans away from ACOG sights, as I tend to get close to the enemy, and ACOG is very disorienting at close ranges.
MP5: ACOG , Verticle Grip, NO LASER SIGHT, and Muzzle Break
P9: Muzzle Brake
I use Impacts
TIPS:
Please for the love of god, place your armor pack down at the immediate start of the round, before you reinforce or do anything else.
Depending on your map knowledge, you may want to use your shotgun for it's breaching abilities, and shoot through a floor or something of the sort. This is especially helpful when playing vertically.
Remind your team constantly to pick up the armor if they don't up until the end of prep phase. Warn your team that if they do not pick up the armor by a certain time (I like to use 2 minute and 30 seconds remaining, otherwise known as 30 seconds into the round), you will shoot the armor pack. If there is remaining armor, the enemy team can pick it up.
NOTE: Don't necessarily always destroy the armor, because if someone is downed and gets revived, they may pick up another armor vest.
If you have less than 5 people, you may immediately shoot the armor pack once everyone on your team has retrieved armor.
No matter which Doc playstyle you are using, you should always help your team when they need it.
Rook mixes brilliantly with Doc, if you have the ability to have both operators on your team, it is advised. Doc will be far more able to heal teammates with the protection of Rook's armor plates.
As many player's don't know, simply keep in mind that your armor increases the chances of someone being put into a DBNO (downed/injured) state instead of dying.
Guides lfg playstation
looking for 3 im unranked
Guides TTVScooby-doo346
Add me Scooby-doo346
Guides Guide to playing ‘Thermite’ in ‘Outback’
Outback is a medium-sized battlefield consisting only of 1F and 2F. The Objective Location is located two each on the 1F and 2F, and there are windows connected to the outside anywhere, giving the offensive team some advantage to check around Bombsite from the outside. However, after entering the building, they need to be careful because there are many rooms here and the structure is quite complicated, making it easy to be attacked by the defensive team.
Even if you clear the defensive team roamer and approached Bombsite, many structures are difficult to enter inside, but there are many good places for the offensive team to create a new angle by using a hard-breacher. If Bombsite is located on the 1F, it is also a good idea to find a way out doing Vertical Play or Hatch Drop.
▲ Outback's Objective Location, has two locations on the 1F and two on the 2F.
Thermite is a representative operator of a hard-breacher that can breach walls reinforced by defensive teams with his dedicated equipment, Exothermic Charge. For this reason, rather than actively engaging in combat, it is important to work with team members and move safely to the main breaching point of the battlefield. In particular, when playing Outback, the offensive team will be able to gain a great advantage if Thermite makes another entry except for the entrance when entering Bombsite.
Thermite can choose 556XI Assault Rifle and M1014 Shotgun as Primary Weapon, but because he has to act a role of a hard-breacher, players usually choose 556XI, a low-risk auto weapon. The 556XI is able to equip the ACOG sight and able to perform properly under any circumstances.
▲ 556XI is a gun with a moderate Recoil and both Vertical and Angled grip have similar selection rates.
▣ In case, the site is '2F Laundry ~ 2F Games Room'
On the 2F of the building, there is a Motel Balcony where the offensive team can step up, where it is good to start the attack by checking the inside through the windows around Bombsite. As these windows are connected each to the Dorms, Showers, and Mechanical Bulls, its basic strategy is to check in here or to enter and move to Bombsite according to the situation. Besides, there is another route going up from the northern Terrace, breaking the barricades, and entering the Piano Room.
Breaching work is not necessary as the offensive team can keep most Bombsite areas in check from outside the building, but if Thermite does, it would be better to breach the reinforced wall of the Games Room at the Mechanical Bull. Games Room, in particular, entering inside without completely clearing would be easy to be attacked by a defensive team hiding inside. It would be a great help if Thermite can make a new angle here.
▲ I recommend using this window, which can check some of the Dorms and Showers at the Motel Balcony.
▲ The window you can check the Showers from the Motel Balcony, if you shoot down the marked wall, you can get an angle to the 2F Back Stairs.
▲ The window from Motel Balcony to Mechanical Bull, this side is used mainly for entry rather than check.
▲ From Mechanical Bull, you can create a new angle on the Games Room wall.
▲ After entering the Piano Room from the northern Terrace, you can also breach this wall of the Games Room.
▲ Likewise, you can also breach the Laundry wall at the Piano Room.
▲ If you've taken control of the Dorms or climbed the Back Stairs, you can breach this wall of the Laundry.
▣ In case, the site is '2F Party Room ~ 2F Office'
There are also many ways for the offensive team to check and enter through the windows outside the building. If you want to infiltrate into the Office, you can enter through both windows of the Garage Lounge on both sides, and if you want to penetrate into the Party Room, you can use the windows of the Electrical Room, Mezzanine, and Mechanical Bull. It is also a good idea to infiltrate the opposite side of Bombsite, the Dorms or Showers, and then approach through the Games Room.
However, there is nowhere more to breach than Dorms ~ Games Room. If you must, you can reach the Mechanical Room and breach the Party Room reinforced wall, but it will be hard to breach because it is a good place to be attacked in all directions. If breaching is considered difficult, let’s just try to attack in a new direction according to the team’s position or assist the allies.
▲ The window that can enter the Garage Lounge, there is a blockage in the marked area, so you can enter safely.
▲ If you enter through that window, you can check the Office right away.
▲ You can enter through the Mezzanine window opposite the Garage.
▲ The window that can enter the Electronic Room, which is just behind the Party Room. A useful route for making the defensive team’s defense direction confused.
▲ You could come all the way to the mechanical Bulls and use Exothermic Charge, but it's too dangerous as there are many angles to be attacked.
▲ If you have to use Exothermic Charge, it's better to breach the Office wall at the Garage Stairs.
▣ In case, the site is '1F Nature Room ~ 1F Bushranger Room'
There is a Bathroom that connects the Nature Room and the Bushranger Room, where there is a window that leads outside and a hatch connected to the 2F Laundry, which has a chance for the offensive team. However, there is a bit of a danger in entering the Bathroom without confirming how the defensive team is playing defense. Since Bombsite is located on the 1F, you can also do vertical play on the 2F.
There are many places where Thermite can use pyrotechnic explosives. In particular, if you enter the western Back Entrance of the building and breach the Bushranger Room wall, the offensive team will be able to gain a huge advantage. However, it is highly likely that the defensive team will also use Bandit or Kaid to prevent the breaching here. In addition, we recommend that you first use drones to check the 2F and then try to breach the 2F, as it is likely for the defensive team to make a hole on the Back Stairs on the 2F and aim for Thermite.
Besides, there is a way to enter the Restaurant and then proceed to the Reptile Hallway and breach the Nature Room wall. Otherwise, as explained above, there is a way to go up to the Laundry on the 2F and open the hatch leading to the Bathroom. Let's consider the circumstances and choose where to breach.
▲ If there is a hard-breacher, breaching the Bushranger Room wall at the Back Entrance is the fastest and most certain route.
▲ However, the defensive team may be making holes and aiming at the 2F, so clear the 2F first and try the breaching.
▲ On the 2F, there is a hatch that is connected to the Bathroom, the relay site of both Bombsite, so it's not a bad idea to use it.
▲ It is also a good idea to enter from the opposite side and breach the Nature Room wall.
▲ If you pierce the floor from the 2F Piano Room, you can do vertical play to the Nature Room.
▣ In case, the site is '1F Compressor Room ~ 1F Gear Store'
The two Bombsites are lined up side by side and are located in the middle of the building, so there are many points for hard breaching. In other words, it is safe to start an attack anywhere. It is good to enter the Motor Recession and go to Bombsite, or enter the Garage Lounge window on the 2F and proceed with the attack downwards. It's not bad to do vertical plays at the Office ~ Office Supplies on the 2F, but there's no hatch directly leading to Bombsite, so let's keep that in mind.
There are many walls that hard breacher can breach, so it would be good to enter the Restaurant, breach the Gear Store wall, or move to the Kitchen and then breach the Compressor Room wall. Of course, there could be a surprise attack by the defensive team Roamer during this process, so let's be as careful as possible while moving to the destination.
▲ You can breach the Gear Store wall at the Restaurant, but it is an open area, so you must keep an alert during the work.
▲ The kitchen is a closed area, so you can try to breach it more safely.
▲ If you spawn at the Gas Pump and enter through this window...
▲ You can enter the Convenience Store right next to the Gear Store, a route that the offensive team uses quite often.
▲ Vertical play is available at the office on the 2F, but there is no hatch directly to Bombsite.
Guides Guide for playing 'Ash' 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.
Ash is a one armor, three speed attacking operator. Her gadget is the Breaching round: a hand-held grenade launcher which shoots an explosive breaching round that is capable of destroying soft surfaces like walls, flooring, barricades, and deployable shields. Ash is also a very valuable operator for eliminating a large amount of defending utility placed inside of bottlenecks like doorways and windows. Although Ash brings valuable utility for the attacking team, the operator is classified as an entry fragger. This means that it is Ash's job to eliminate defending players positioned inside of strategic locations needed by attackers in order to move the round forward. If you are confident in your ability to win gunfights, Ash will be one of the best operators to choose from in order to support an aggressive play style.
If you are to be in accordance with the current meta, Ash’s loadout should be as follows:
PRIMARY: R4-C Assault Rifle (Attachments to player preference)
SECONDARY: M45 MEUSOC (Attachments to player preference)
UTILITY: FLASHBANG GRENADES
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. Ash will be used as a vertical soft-destructor on this bomb site. The players should breach the building through either one of the first floor Big Tower doorways. After Ash has assisted teammates in clearing the Big Tower of any defender presence, the player should then reposition to the first floor portion of Big Tower. From T1, Ash can shoot out the top portion of the soft wall separating Meeting and Big Tower. This will then provide the player with the ability to use a breaching round through the hole and on the soft portion of the Meeting Room ceiling. Doing this will destroy any entry-denial utility placed on the reinforced wall separating Attic and Big Tower. This will allow the attacking teams hard breacher to open the wall so attackers can establish control inside of Attic.
JUNKYARD SPAWN LOCATION:
ATTACKING: [1F] KITCHEN(A) - DINING(B)
The primary route of attack on this bomb site will be by the attacking team entering the building through the Small tower located on the western most part of the building. After establishing control over Small Tower, attackers will attempt to breach the reinforced wall inside of 1F Small tower which separates the first floor Small Tower and Kitchen(A) bomb site. Ash should be used on this bomb site to apply pressure onto defenders inside of Dining. The player should breach the building through either Big Tower or Garage and then establish control inside of Meeting. Maintaining Meeting Control will prevent defenders from being able to use the south eastern portion of the map as a ‘back entrance’ into the bomb site. In addition to Meeting being strategically valuable for attackers, the Kitchen hallway (located adjacent to Meeting Room) is also a commonly overlooked route of attack - especially for a solo-entry. Ash can typically apply an incredible amount of pressure onto the Kitchen(A) bomb site through the Kitchen Hallway while the rest of the attacking team is carrying out the main assault inside of Small Tower. This will force defenders to divide their attention and resources between two opposing routes of attack: Small Tower into Dining(B) and Kitchen Hallway into Kitchen(A).
CONSTRUCTION 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. Ash can provide value to the attacking team by applying opposing pressure onto the Meeting(A) bomb site from the Main Lobby and Split. The player should breach the building through either Garage or Classroom and communicate with supporting teammates while they drone to clear defenders from inside of the Main Lobby and Main Lobby Stairs. Ash will then be able to position herself inside of Split and use the twin doorways into Meeting(A) as a good resource and attention waster for defenders while your team is carrying out the primary assault inside of Big Tower. Ash should be in close communication with the teammates inside of Big Tower so as to allow herself to time her final site execution as accurately as possible with the rest of the team pushing from the north.
STREET 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. Attackers will almost invariably have their primary assault inside of Barrels-Construction. Ash will most commonly be needed on this bomb site to assist the attacking team in establishing control inside of Construction and Barrel’s. The player should spawn with the bulk of the attacking team at Construction and communicate with supporting teammates to determine how defenders are holding Barrel’s. If Mira is not being used by defenders, Ash will typically be needed to use her flashbang grenades to eliminate any anti-projectile utility placed inside of the Barrel room so that the player can then use breaching rounds to destroy defenders' hard utility like Deployable Shields, Goyo Shields, and Maestro Evil Eye’s. After attackers have established control inside of Barrel, Ash should focus attention to the bottom of Big Tower Stairs so as to apply pressure onto defenders attempting to flank support teammates while they attempt to breach the Barrel wall leading into Laundry(A).
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 'Ash' 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.
Ash is a one armor, three speed attacking operator. Her gadget is the Breaching round: a hand-held grenade launcher which shoots an explosive breaching round that is capable of destroying soft surfaces like walls, flooring, barricades, and deployable shields. Ash is also a very valuable operator for eliminating a large amount of defending utility placed inside of bottlenecks like doorways and windows. Although Ash brings valuable utility for the attacking team, the operator is classified as an entry fragger. This means that it is Ash's job to eliminate defending players positioned inside of strategic locations needed by attackers in order to move the round forward. If you are confident in your ability to win gunfights, Ash will be one of the best operators to choose from in order to support an aggressive play style.
If you are to be in accordance with the current meta, Ash’s loadout should be as follows:
PRIMARY: R4-C Assault Rifle (Attachments to player preference)
SECONDARY: M45 MEUSOC (Attachments to player preference)
UTILITY: FLASHBANG GRENADES
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. Assuming attackers have a means to eliminate the defending teams entry-denial, Ash will be used to apply pressure onto the defenders playing inside of 2F Piano. Due to the positioning of Piano, defenders commonly use this room as both a highway between the two bomb sites as well as an off site anchor position which can be used to defend Games(B) from. Ash should use flashbang grenades to burn any of Jager’s ADS placed inside of Piano so that the player will be able to use the operators Breaching Rounds to clear utility that’s commonly placed inside of the Piano doorway like Mute Jammers, Barbed Wire, and Deployable Shields. After Ash has successfully created a clear route into Piano from the outside Piano Patio, Ash can focus on eliminating the defenders inside of Piano. This will then provide the attacking team with a huge advantage in positioning as Ash will be able to maintain defender isolation inside of Laundry(A) and Bathroom while attacking teammates plant the defuser inside of Games(B).
CAMPING SPAWN LOCATION:
ATTACKING: [2F] PARTY(A) - OFFICE(B)
The primary route of attack on this bomb site will be by the attacking team essentially executing the inverse attack plan used on the previous bomb site; the only difference here being over which rooms attackers need to establish control over. To ensure protection from any possible flanks, attackers should clear all second floor rooms west of Mechanical Bull and Shark Stairs and place some type of flank protection on Shark and Yellow Stairs - this is commonly taken care of by bringing a Nomad or Gridlock. Ash should act as an entry fragger for the attacking team while attackers are establishing control inside of Games and Shark. Ash should communicate with teammates as they drone her entry starting from the Dorms window and usually concluding the roam clear after establishing attacker control inside of Piano. Occasionally, defenders will maintain some contention inside of Games as a way of wasting attacker time. In this case, Ash should use a Breaching Round to open the Games wall separating Games and Piano. This will trap the defender inside of Games while attackers work on eliminating the player. The defender inside of Games will be forced to either win their gun fights or face elimination as Ash will have already opened up a line of sight from Piano into Games so as to prevent the defender from being able to fall back into Mechanical Bull. This is a great example of an effective form of roam clear as attackers not only gain map control, but also a slight man advantage.
GAS STATION 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. Ash can provide value to the attacking team by breaching the building through Reception and applying pressure onto the Nature(A) bomb site. This will force defenders to divide their attention across three separate routes of attack: Yellow Stairs, Nature(B) doorway, and the vertical pressure from the second floor. After attackers have successfully breached the reinforced wall separating Bushranger(B) and Yellow Stairs hallway, Ash should try to find an opening to establish control inside of Nature(A) while defenders are reorganizing their defense. Ash will commonly have an opportunity to eliminate players inside of Bathroom and Closet if defenders are caught off guard inside of Nature(A).
STORAGE SPAWN LOCATION:
ATTACKING: [1F] COMPRESSOR(A) - GEAR(B)
The primary route of attack on this bomb site will be by the attacking team entering the building through the top of the 2F Garage (accessed through the west and east single windows) and through the 1F Main Entrance (accessed through the mud room double-doorways on the east of the building). After establishing the necessary control over Restaurant and Kitchen, attackers will breach the reinforced wall separating Kitchen and Compressor(A). Ash will typically be played on the first floor inside of Garage and Compressor(A) - accomplishing the same goal as on the previous bomb site with multiple attacking fronts. Ash should breach the building the same way inside of Reception and continue into the garage to isolate defenders into Gift Shop and Compressor. After attackers have successfully established full control inside of Garage, Ash can then begin to apply pressure into Compressor(A) through the connecting doorway. Attackers will breach the reinforced wall separating Kitchen and Compressor(A), after which Ash can then either press deeper into compressor and attempt to establish full control over the bomb site or maintain positioning near the Compressor(A) doorway and protect attacking teammates as the defuser is being planted.
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 Guys i need someone to play with, still little bad at the game though. I play ps4
Waiting
Guides M.U.T.E protocol review
On August 4th 2020 the rainbow 6 developers released an event named M.U.T.E protocol. The game mode is a fast pace mode with attackers having teleportation drones to rush in and eliminate enemies,defending teams have a shotgun secondary and indestructible cameras that can be used to also teleport. The game mode is a fun, fast pace and robo-futuristic fun time
Guides Guide for playing 'Ash' 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 which forces attackers to bottle neck. In addition to this, Villa is a very large map which makes roam control very difficult for the attacking team.
Ash is a one armor, three speed attacking operator. Her gadget is the Breaching round: a hand-held grenade launcher which shoots an explosive breaching round that is capable of destroying soft surfaces like walls, flooring, barricades, and deployable shields. Ash is also a very valuable operator for eliminating a large amount of defending utility placed inside of bottlenecks like doorways and windows. Although Ash brings valuable utility for the attacking team, the operator is classified as an entry fragger. This means that it is Ash's job to eliminate defending players positioned inside of strategic locations needed by attackers in order to move the round forward. If you are confident in your ability to win gunfights, Ash will be one of the best operators to choose from in order to support an aggressive play style.
If you are to be in accordance with the current meta, Ash’s loadout should be as follows:
PRIMARY: R4-C Assault Rifle (Attachments to player preference)
SECONDARY: M45 MEUSOC (Attachments to player preference)
UTILITY: FLASHBANG GRENADES
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 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) (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. Ash will be used as a vertical soft destructor for attackers at the beginning of the round and then transition into an entry-fragging role at the close of the round. Ash should breach the objective building through the first floor Art Storage room located underneath 2F Study. This will give the attacking team a beachhead to carry out a full roam clear of the first floor as well as prevent defenders from using nitro-cell underneath attackers positioned inside of Study. After eliminating the defensive presence on the first floor inside of Piano and Living Room, Ash will assist the attacking teams hard breacher by using a Breaching Round on the flooring underneath the Study-Games(B). This will eliminate the defending teams entry denial utility placed on the Study Walls. The attacking team will then be able to breach Games(B) wall and plant the defuser while Ash repositions to the Top of Red Stairs to apply pressure onto Aviator(A).
FOUNTAIN 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. Ash will assist the attacking team by acting as a vertical soft-destructor on the first floor, underneath 2F Astronomy. Ash should breach the building through the basement access soft wall inside of the tunnel located on the north western outside corner of the objective building. After Ash has successfully eliminated defenders on the first floor, the operator should use a breaching round on the ceiling of the Wine Cellar Stairs - near the AC unit. The explosion from the breaching round will destroy the table inside of Astronomy making an attacker push into Astro from Bathroom much more viable. Ash should communicate with teammates inside of Bathroom so that the operator is applying pressure up the Astronomy Stairs from the first floor in coordination with teammates applying pressure into Astronomy-proper from Bathroom. This will position both Ash and her supporting teammates into mutually supportive positions and, as a result, will allow attackers to re-frag fallen teammates much more efficiently while the Astronomy push is taking place. After attackers have established full control of Astronomy, additional attacking teammates will be able to breach the Statuary(B) wall and plant the defuser under the cover provided inside of Astro.
PARKING SPAWN LOCATION:
ATTACKING: [1F] LIBRARY(A) - LIVING ROOM(B)
The primary route of attack on this bomb site will be by the attacking team entering the building from the south and gaining control over the Main Stairs, Art Storage, and Main Hall. After establishing the necessary control over the first floor needed to move the attacking round forward, attackers will commonly attempt to plant the defuser inside of the Library(A)-Main Entrance doorway. Attackers will also want to gain control over the second floor Games and 90 (in addition to 90’s subsequent hallways) as the flooring of these rooms can be destroyed to provide attackers with vertical angles down onto the first floor bomb sites. Ash will primarily be used as an entry fragger for this bomb site. The player should go with teammates like Buck and Sledge onto the Study Balcony and breach the second floor to establish an attacker beachhead inside of Study. Ash should then communicate with the attacking team's soft-destructors while they drone the second floor Games and Aviator rooms to determine defender positions on the second floor. As an entry-fragger, one of your responsibilities will be to maintain actionable positioning. This means that the player should always be close enough to the supporting teammates droning so as to be able to take action in the event that a defender is spotted on the second floor. Otherwise, attackers will waste an incredible amount of time just droning - and only after their drones have been exhausted do they then act. The purpose of an entry-fragger is to be the manpower behind the drone. This prevents defenders from being able to safely reposition off-site after they have been spotted by a drone as they will also be engaged in a gunfight with the attacking teams entry fragger.
RUINS 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 pressure. 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). Due to this bomb site in particular being so claustrophobic, Ash will likely provide the largest amount of value to the attacking team by acting as a solo-entry. A solo-entry is when one player can apply the entire weight of a proper attacker assault without the support of the attacking team. Dining(A)-Kitchen(B) is a great bomb site to use this play due to solo-entry strats being easiest to accomplish when there are narrow routes to the bomb site. Ash should breach the building through the first floor Mud Room window and establish attacker control inside of Mud Room, the first floor portion of Astronomy stairs, and Red Hall. After isolating defenders back into Kitchen(B), Ash should communicate with teammates inside of Pantry so that you are both applying significant pressure onto the Kitchen(B) bomb site from opposing angles. This will force defenders to either take the gunfights or reposition into Dining(A), in which they will be giving up the KItchen(B) bomb site. The Mud Room solo-entry is such a powerful attacker ranked strat due to their typically being a very low amount of defender utility and manpower dedicated to maintaining control of Mud Room.
This is a play that I personally always start out with on this bomb site and will only shift my attack if I become aware of a route with even less resistance - like that of a Memorial or Pantry push.
Thank you for reading and I hope this was helpful for you guys.
If you are interested in more content or want to ask me questions, you can always find me on Twitch or connect with me via discord - I always enjoy discussing Siege with fellow enthusiasts; regardless of skill level.
Discord - https://discord.com/invite/TjGAPdM
Twitch - https://www.twitch.tv/footwork6
Guides Guide to playing ‘Mute’ in ‘Villa’
Villa is a slightly larger battlefield consisting of a basement, 1F, and 2F. If it’s bomb-mode, the Objective Location will be located two on the 2F and two on the 1F, none in the basement. For this reason, it is rare to engage at the underground except for the Dining Room ~ Kitchen Objective Location on the 1F. The rooms and stairs are arranged irregularly on each floor, so the overall structure is quite complicated.
There are many doors and windows that lead outside around Bombsite, so the offensive team often checks the area around Bombsite through these places. Usually, while some of the offensive teams confront while keeping the Bombsite area in check from the outside, the rest of the offensive team approaches from afar of Bombsite and check Roamers. On the contrary, for the defensive team, the anchor operators confront the offensive team outside the building, while the Roamer operators try to catch the back of the offensive team that broke into the building.
▲ Villa's Objective Location, although it has a basement, Bombsite is not placed in the basement but two each on the 1F and 2F.
Mute's dedicated equipment is a Signal Disruptor, which is capable of installing on the floor to neutralize offensive team electronic equipment within range. Using this, Mute can neutralize the offensive team's drones, or prevent the electronic hard-breaching equipment of the hard-breacher by installing behind the reinforced wall. There are many other effects, but especially since the defensive team has only Mute and Mozzie's ability to interfere with drone reconnaissance, it would be good to install Signal Disruptor mainly on this side.
Mute can use SMG-11 Machine Pistol as a Secondary Weapon, so in some cases, the M590A1 Shotgun is used as Primary Weapon. In this case, he can also take the role of making a rotation or firing hole inside the Bombsite. You can use M590A1 shotgun at close range and SMG-11 at medium range, but be careful that SMG-11 has high recoil and it is difficult to use at long distances.
▲ SMG-11 has a tremendous performance of Fire Rate 1270, but it has only 16 capacity and high recoil.
▲ Except for a few places, it is essential to install a Signal Disruptor around the entrance or near the drone hole, which is good for drones to pass by.
▣ In case, the site is '2F Aviator Room ~ 2F Games Room'
There is Veranda at the southern end of the building, where the offensive team can step up. It is highly likely that the offensive team will use this place to check through the doors and windows of Study, which are connected to both Bombsite. If the offensive team occupies this place, the team's hard-breacher can breach through the reinforced wall and create a new angle, so the defensive team has to defend them from entering this area. Perhaps because of this reason, this place is where Mira's Black Mirror Setup is frequently seen.
If you use the shotgun, it is recommended to make a rotation through the wall between the two Bombsites. Mute can be used as both an anchor and a Roamer with 2 Armor / 2 Speed, but he is usually an anchor because he is busy installing Signal Disruptors, reinforcing walls, and even making rotations. If you use MP5K or run out of time, you'd better ask a team member with Impact Grenade to make a rotation instead.
If Mute installs a Signal Disruptor, it may prevent the offensive team from hard breaching on the Study side, but if possible, I recommend you to leave the role to Bandit or Kaid. It would be better to install the Signal Disruptor near the gates of Aviator Room and Games Room so that the offensive team cannot use drones to check the Bombsite’s internal situation.
▲ If you're holding M590A1 shotgun, let's make a rotation through the wall that blocks the Bombsite.
▲ If possible, the Signal Disruptor should be installed around each Bombsite entrance.
▲ If you install a Signal Disruptor here in the Hunting Vault, you can simultaneously protect the reinforced wall and block the drone hole.
▲ When you defend Study, you need one person in the Aviator Room who will check this window...
▲ And another person at the Main Stairs to keep the offensive team in check coming from this door.
▲ If you chose Bulletproof Camera as your gadget, it's a good idea to install it this way.
▣ In case, the site is '2F Trophy Room ~ 2F Statuary Room'
This place also has a Bedroom Roof outside the northeast of the building where the offensive team can step up, so the offensive team often starts attack here. Starting here, the offensive team will attempt to enter the Master Bedroom and Master Bathroom. The defensive team anchor operators would be good to defend from here because if the offensive team's hard-breacher breaks the wall at the Master Bedroom, it immediately reveals the Statuary Room Bombsite.
Overall, it looks similar to Bombsite as described above, but it will be slightly harder for the defensive team as there are more routes to infiltrate for the offensive team. As such, the Signal Disruptor needs to be placed more evenly. Particularly noteworthy are the windows and stairs of the Astronomy Room, the windows of the Trophy Entrance, and the Red Stairs in the middle of the map.
▲ It is convenient to make a Rotation from the Trophy Room to the Astronomy Room.
▲ The Master Bedroom has many windows that can be checked from the Bedroom Roof.
▲ There are three reinforced walls to the Master Bedroom, so it requires two Signal
Disruptors to defend completely, which is not efficient.
▲ The Astronomy Room has an exterior window and a stair leading to the 1F, so you have to be careful.
▲ Offensive teams approach the Trophy Room frequently, so it's good to install a Signal Disruptor.
▣ In case, the site is '1F Living Room ~ 1F Library'
Both Bombsite areas are large and there are many exterior windows directly connected to the Bombsite. Since it is 1F, there is also a risk that the offensive team can do hatch drops or vertical plays from the 2F, so there are many things that the defensive team should pay attention to.
This place has plenty of room for offensive team drones even if all four of Mute's Signal Disruptors are used. Therefore, it is difficult to completely block the information inside Bombsite, so it is recommended to install them around the entrance where drones and offensive teams are likely to enter. Without Bandit and Kaid, it is also advisable to install behind the three walls of the Living Room or the two reinforced walls of the Gallery.
▲ If you have Shotgun, it would be good to make a hole to check the Toilet side exterior window.
▲ The Mudroom next to the Living Room also has an exterior window, so we need a member to catch the offensive team entering here.
▲ It is also recommended to create a rotation that leads from the Gallery to the Living Room to secure another route that connects both Bombsite.
▲ It is recommended that you install the Signal Disruptor around the door, but it will be difficult to completely block the drone.
▲ If the reinforced wall has to be strengthened, it is okay to install a Signal Disruptor on a two-sided wall at the Gallery.
▲ But the three walls in the Living Room require two Signal Disruptors, which is not efficient.
As above, the Bombsite is placed on the 1F but the Bombsite area is much smaller. However, it is the same that there are windows and doors to check the Bombsite area from the outside, and there is a risk of being attacked by hatch drop or vertical play on the 2F. To make matters worse, the Kitchen has a staircase that leads to the basement right next to the Pantry, which even has the possibility of the offensive team using it. Due to this reason, despite the small area to defend, it requires personnel distribution.
Offensive teams may enter the Laundry on the 1F and try to breach through the Dining Room reinforced wall by using hard-breachers. If there is no Bandit or Kaid, it is good to install a Signal Disruptor behind this reinforced wall, but there is also a way to defend by simply using the Signal Disruptor for drone interference and opening the hatch at the Master Bedroom on the 2F to catch the offensive team breaking into the 1F.
▲ It is not bad to install at least one Signal Disruptor at the Laundry wall as hard-breachers sometimes try to breach it.
▲ Or you can open the hatch at the Master Bedroom on the 2F and aim the offensive team entering through here.
▲ Please be aware that the offensive team may enter the Memorial Room from this Bicycle Storage window.
▲ If they come from the basement, there is a possibility of breaking walls at the Garage or penetrating underground through the Old Office and climbing up the stairs.
Guides Map guide-Coastline
So this will be my first guide to a map, it will cover what sites are viable, how to defend, how to attack, what operators are good for the map.
Viable sites:
So for coastline the sites that are viable are hookah, kitchen and double bar. The reason penthouse isn't viable is because there are no good anchor positions to play. Any anchor positions that you can play are easily counterable. The order that you should play the sites is hookah, kitchen then double bar.
How to defend:
Hookah/Billiards-To defend hookah/Billiards you will need to bring c4 and play below in sunrise bar, preferably a pulse. It'd also be a good idea to hold onto cool vibe stairs so they cannot rush site and that person can support the sunrise player. There are 2 rotates that you will definitely need to have which is one between sites and one from hookah onto cool vibes. Your last 2 players should be 1 roamer around penthouse side and and the other should either be an anchor in billiards behind the bar or someone playing in aqua. For reinforcements you will want all 4 of the billiards wall done, 2 on the vip wall to deny an angle from vip to billiards, then the last 4 can go somewhere suited to the strategy you are using.
Kitchen/Service- this is a site where vertical roaming is important so that they can not bring soft breach above so playing 2 people above is a good idea, also having a maestro here can be a really good idea because its an easy way to deny plant and the maestro player can play deep service by the breach. The 2 roamers could be a jager and a vigil. As for the last 2 operators, you can bring another anchor like a clash to hold service door and the last operator can be a soft roamer like lesion holding blue or sunrise bar. In terms of reinforcements you will want all of service breach reinforced, one reinforcement next to standard rotate, kitchen wall reinforced unless you want an angle from luggage to kitchen window then leave the walls opposite window soft and make holes above and feet holes. If you reinforced kitchen wall then the 2 spare reinforcements can either go upstairs to support that roam or with the lesion to support his roam, if you leave kitchen wall soft then you can distribute the reinforcements between both roams. As for rotates you will want the standard one between sites and lesion can put one between bars to help his roam but this is not a required one.
Double bar-This is a weird one because I barely have gone here but I know some basics to defending it. As for operator selection you will at least need someone with a shotgun so maybe a smoke or mute but you will be playing maybe one or 2 people on site but no more than that. You will need to hold kitchen and the office next to blue bar so bring suitable operators for that. If you decide to play 1 person on site then the last 2 can go upstairs and hold hookah billiards but if 2 play site then only one will hold hookah. The shotgun will be used to make both a rotate between sites and then foot holes on the blue wall to deny blue plant from outside of the site. As long as you hold the positions mentioned earlier then you should be fine. The operator selection should have more 2/3 speeds than anchors, some good operators would be mozzie, valk, lesion, jager or vigil. For reinforcements the office wall is important to reinforce, 2 or 3 of the walls between sites as long as you still have that rotate and some reinforcements to support the vertical roam.
Attacking:
Before I talk about attacking specific sites, I will say as a general rule for coastline. You do not need a hard breach on attack for any site.
Hookah/Billiards-When attacking this site you will want to clear below in case of a pulse or another C4 op, you may also want to bring smokes for a smoke plant, the person taking below can also go for cool vibe stairs to try clear it if someone is play there. Sending someone over to aqua side will put pressure on the billiards side, and if you have another spare player then send them over to vip to clear out that side, which can out pressure on the billiards players as well.
Kitchen/Service-Soft breaching is important for this site so bring a buck or sledge and go above in penthouse and vip, again smokes here would help so you can smoke plant on service door so bring either monty, gridlock or capitao. You will need to clear both top floor (soft breaching) and clearing main lobby can help you establish some good control. When you get the plant down it should be hard to lose the round.
Double bar-So attacking this site will require you to establish a lot of map control. You will need office, main lobby, hookah, kitchen and billiards. Taking office is obvious as to why, same with hookah, kitchen and billiards. The reason why you need main lobby is so that you can use those feet holes against them, if they have set them up. You can plant in either site for this one but if you do take office control then planting blue bar might be a good idea as it is easier to eliminate any anchors watching the door.
I am aware I didn't cover penthouse for eotger attacking or defending but that's because its not a viable site so I only talked about the viable ones. However the operators that excel on this map is valk because there are a lot of run outs for this map, pulse because c4 below, jackal as its a roam heavy map, monty for the smoke and turtle plant strat and maestro for some strong plant denial.
That's a basic guide to playing coastline but like I said previously I'm not the best at this game so if you wanted a really in depth guide to the maps and the game then you wont find that here. Hopefully my basic guide helps people to play better on coastline and helps you get those wins.
Guides To all ash mains
You do not have to play full aggressive or passive just play how you can get your team a win to make them happy and make sure you play smart.
Guides Guide for playing 'Ash' 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.
Ash is a one armor, three speed attacking operator. Her gadget is the Breaching round: a hand-held grenade launcher which shoots an explosive breaching round that is capable of destroying soft surfaces like walls, flooring, barricades, and deployable shields. Ash is also a very valuable operator for eliminating a large amount of defending utility placed inside of bottlenecks like doorways and windows. Although Ash brings valuable utility for the attacking team, the operator is classified as an entry fragger. This means that it is Ash's job to eliminate defending players positioned inside of strategic locations needed by attackers in order to move the round forward. If you are confident in your ability to win gunfights, Ash will be one of the best operators to choose from in order to support an aggressive play style.
If you are to be in accordance with the current meta, Ash’s loadout should be as follows:
PRIMARY: R4-C Assault Rifle (Attachments to player preference)
SECONDARY: M45 MEUSOC (Attachments to player preference)
UTILITY: FLASHBANG GRENADES
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. Ash will be used primarily as an entry fragger for the attacking team. Attacking support players like Thatcher, Kali, and Thermite should use their drones to gather intel on the positions of defenders playing inside of Cash and Control room. Ash should communicate with these teammates while applying pressure into the objective building from the 2F Cash Room Balcony. After Ash has established a beachhead for the attacking team inside of Dragon, Control, and Cash, the operator should reposition into the Cash Bathroom and apply horizontal pressure onto defenders inside of Office(A) while the primary assault is being carried out inside of the Control Room. A multi pronged attack will oftentimes yield more opportunities for attackers to act on over exposed flanks by defenders due to the multiple fronts in which defenders need to maintain manpower and resources.
TEACUPS 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). Ash should breach the first floor inside of Showers and proceed to clear the western portion of the first floor of any defending roamers. This is because defenders like Valkyrie, Pulse, and Bandit will commonly play underneath the bomb site and use nitro-cell on the flooring of attackers who have positioned themselves inside of Cafe and 2F Arcade.
MAIN ENTRANCE 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. Ash will primarily be used as a flank watch on this bomb site due to solo-entering being very difficult to accomplish inside of Throne(B). In addition to this, the operator will also need to use flashbang grenades to burn any anti-projectile utility placed by defenders. Attackers can then use frag grenades over the Barrel wall. This will destroy entry-denial utility placed on the main wall and allow the attacking teams hard breachers to breach the Throne(B)-Barrel wall. After your team has breached the site wall, Ash can then start applying pressure inside of Split as defenders will commonly use this room to prevent attackers from entering the bomb site through the breach hole.
BUMPER CAR 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). Ash will be used as an entry fragger on the second floor inside of Cafe and Arcade as it is common for defenders to dedicate a large amount of resources and manpower to the defense of the second floor. Ash’s primary goal on this bomb site is to successfully eliminate these defenders and maintain attacker pressure on the multiple flank routes through Yellow Stairs, Arcade Stairs, and Carpet Hallway. On a more general level, attackers should be highly cautious of defenders on the second floor using nitro-cell on the ceiling of the bomb site as a way of eliminating attackers inside of Arcade and Cafe. Although the only real counter to this is IQ, attackers can still mitigate the risk by not spending a reckless amount of time in the same spot while operating on the second floor.
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 'Ash' 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.
Ash is a one armor, three speed attacking operator. Her gadget is the Breaching round: a hand-held grenade launcher which shoots an explosive breaching round that is capable of destroying soft surfaces like walls, flooring, barricades, and deployable shields. Ash is also a very valuable operator for eliminating a large amount of defending utility placed inside of bottlenecks like doorways and windows. Although Ash brings valuable utility for the attacking team, the operator is classified as an entry fragger. This means that it is Ash's job to eliminate defending players positioned inside of strategic locations needed by attackers in order to move the round forward. If you are confident in your ability to win gunfights, Ash will be one of the best operators to choose from in order to support an aggressive play style.
If you are to be in accordance with the current meta, Ash’s loadout should be as follows:
PRIMARY: R4-C Assault Rifle (Attachments to player preference)
SECONDARY: M45 MEUSOC (Attachments to player preference)
UTILITY: FLASHBANG GRENADES
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. Ash should be used to establish the initial attacker presence inside of V.I.P. The player should breach the objective building through the VIP Balcony using the Hall Of Fame doorway. After Ash has eliminated the defender presence inside of V.I.P. and Master Bedroom the operator should drone the remainder of the second floor inside of the bomb site and inside of Luggage to determine the positions of defenders as well as to deduce the optimal route of attack. Generally speaking, Ash will want to look for the route of least resistance and apply pressure there. Always consider all of your options before acting as there is usually an easier way to accomplish the same job.
POOL SIDE 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. Ash’s primary responsibilities will be very similar to that of the previously mentioned Hookah-Billiards bomb sites. After the operator has successfully helped establish the bulk of the attacking team inside of VIP, the operator should reposition towards 90 and Vase hallway outside of Theater(A). This will help attacking teammates inside of Penthouse(B) while they attempt to plant the defuser. Ash’s goal here will be to apply as much pressure onto Theater(A) as possible as this will make it much more challenging for your opponents to prevent your attacking teammates from planting inside of Penthouse(B).
MAIN 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’. Ash can provide value to the attacking team by applying horizontal pressure onto the Blue(A) bomb site from Office. After Ash has successfully eliminated attackers inside of Office and Security, the operator will need to maintain control of Office and use the positioning to catch defenders trying to rotate back into Blue(A) from Sunrise(B) while additional attackers on the second floor breach the ceiling of Sunrise(B). Ash will commonly be presented with the opportunity to take control of Blue(A) after eliminating these defenders as defending teams typically have very few anchors on this bomb site.
RUINS SPAWN LOCATION:
ATTACKING: [1F] KITCHEN(A) - SERVICE ENTRANCE(B)
The primary route of attack on this bomb site will be by the attacking team planting the defuser inside of the doorway of service entrance leading to the outside exit - located on the eastern side of the building. Attackers will also commonly attempt control of the second floor VIP, Theater, and Penthouse rooms as this will allow attackers to destroy the ceiling of Kitchen(A) and Service(B). Ash can provide value to the attacking team by establishing control inside of Sunrise Bar as this will offer the attacking team great positioning to isolate roamers inside of Kitchen(A), Blue Bar, and Cool Vibe Stairs. Ash should then maintain pressure onto Kitchen(A) and communicate with teammates while they drone the bomb site and determine the viability of a solo site push. Typically speaking, if Ash can collapse on the bomb site with only two on-site defenders then the player should act. This is because the two defenders are both defending their individual site (for example, one defender inside of Kitchen and one inside of Service). The player shouldn't see this as one gunfight in which they are outnumbered but instead should see this as two separate gunfights. Apart from this being a good mental exercise for entry-fraggers, it is also typically the case for a bomb site with a low anchor count. This is because any bomb site with less than three anchors becomes increasingly difficult to defend from mutually supportive positions.
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 'Ash' 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.
Ash is a one armor, three speed attacking operator. Her gadget is the Breaching round: a hand-held grenade launcher which shoots an explosive breaching round that is capable of destroying soft surfaces like walls, flooring, barricades, and deployable shields. Ash is also a very valuable operator for eliminating a large amount of defending utility placed inside of bottlenecks like doorways and windows. Although Ash brings valuable utility for the attacking team, the operator is classified as an entry fragger. This means that it is Ash's job to eliminate defending players positioned inside of strategic locations needed by attackers in order to move the round forward. If you are confident in your ability to win gunfights, Ash will be one of the best operators to choose from in order to support an aggressive play style.
If you are to be in accordance with the current meta, Ash’s loadout should be as follows:
PRIMARY: R4-C Assault Rifle (Attachments to player preference)
SECONDARY: M45 MEUSOC (Attachments to player preference)
UTILITY: FLASHBANG GRENADES
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 made by the hard breachers. Ash’s primary responsibility on this bomb site will be to establish attacker control on the first floor inside of Ventilation, Bottom Metal, Front Door and Workshop. These rooms will be incredibly important for the attacking team for two primary reasons: 1) Ash will need to use her Breaching Round to eliminate the entry-denial utility placed on the Box Wall, 2)Defenders like Pulse will commonly be positioned on the first floor to either nitro-cell attackers from below the bomb site as well as to runout on attackers repealed on the sandwich window and Server Balcony. After first floor roamers are eliminated and the Box Wall has been breached, Ash should reposition to either the top of Metal stairs or inside of Office to help create a multi-pronged attack while your teammates plant the diffuser in Box.
VALLEY SPAWN LOCATION:
ATTACKING: [1F] BATHROOM(A) - TELLERS(B)
The primary route of attack on this bomb site will be by the attacking team breaching the reinforced wall separating Tellers(B) from the outside - located on the north eastern wall of the first floor. Attackers will also typically need control of the second floor ‘Offices’ as it is very common for defenders to defend Bathroom(A)-Tellers(B) vertically from the second floor. Ash should be used as a solo-entry on this bomb site inside of Workshop. The player should breach the objective building similar to the way in which the operator breached on the previous bomb site through the Main Entrance. Ash should then establish control inside of Workshop as it is common for defenders to not reinforce all of the walls separating Workshop and Bathroom(A). If this is the case, Ash can provide attackers with a huge advantage by breaching the Bathroom(A) wall from Workshop as defenders will only be able to regain Bathroom(A) control horizontally through Workshop and the Tellers(B) hallway.
EAST VEHICLE SPAWN LOCATION:
ATTACKING: [1F] SUPPLY(A) - CUSTOMS(B)
The primary route of attack on this bomb site will be by the attacking team breaching the south-western reinforced wall leading from the outside into Detention. Attackers will also commonly attempt to gain control over the second floor CCTV and Break Room as these positions will provide great vertical control over the two first floor bomb sites. Ash should be used as an entry fragger on the second floor inside of CCTV and Break Room. After attackers have established control on the second floor inside of CCTV and Break Room, Ash should reposition to the bottom of Metal Stairs and apply horizontal pressure onto the bomb site while additional attackers like Buck and Sledge maintain vertical pressure from CCTV. This will commonly provide Ash with a great opportunity to establish control inside of Customs(B) as defenders will be forced to leave the bomb site and reposition into Detention or Supply(A).
WEST VEHICLE 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 Desk 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. Ash will begin the round by assisting teammates in establishing control inside of Armory and Archives. After attackers have successfully eliminated the defender presence on the second floor, Ash should reposition to the first floor by the Ventilation window/ Front door. This is because defenders will commonly defend both bomb sites from within Workshop(A); providing an attacking operator like Ash with a perfect opportunity to rush the front door and establish attacker control inside of Ventilation(B).
Thank you for reading and I hope this was helpful for you guys.
If you are interested in more content or want to ask me questions, you can always find me on Twitch or connect with me via discord - I always enjoy discussing Siege with fellow enthusiasts; regardless of skill level.
Discord - https://discord.com/invite/TjGAPdM
Twitch - https://www.twitch.tv/footwork6
Guides Guide to Playing Clash on Club House
Clubhouse is probably most iconic for the heavy emphasis on hard-breaching. It is a large map with three floors and three internal staircases. Attackers have plenty of external walls to breach which they may enter the building through. One is by Bedroom Stairs, called Jacuzzi wall. Another is in CCTV. There are also two external walls in Garage. A single panel in Construction leads out to Construction spawn, where you can find another external wall opening Dirt Tunnel in the basement. A couple external walls can be found in Strip too, but they are more commonly used by defenders to peek or run out. All of these major walls are in close proximity to the bomb sites, so they are typically reinforced to give defenders more room to play with.
Clash, the menacing wall of a defender, was released during Operation Grim Sky. She is a three armor, one speed operator, but with her shield out suffers an even greater speed penalty in exchange for some serious protection. Her primary function is crowd control, delaying attackers while providing incredible intel for her team. Her potential for teamplay is amazing, but in some sense can be considered a liability as her fragging capability is quite low.
Clash’s Crowd Control Electro Shield, or CCE Shield, is very frustrating for attackers to deal with and requires significant coordination. When equipped, Clash’s front and sides are protected, and she can zap all attackers she is facing within a 12 meter distance, but she cannot melee, or use her gun. Her zaps slows attackers significantly and deal 5 damage per tick. The charge depletes completely within 5 seconds of continuous use, and after a brief delay begins to recharge at 20% per second. If the battery drains completely, you must wait until it is full before using it again. Keep your distance, and pace your battery so you are not easily rushed when it has drained. Keep in mind, when attackers are on rappel, you can deny their entry by standing in front of the window. You can also use your shield to trigger claymores; you will take some damage, but it is not lethal
CLASH’S COUNTERS & COUNTERING THEM
Thatcher’s EMPs and Twitch’s drone both temporarily disable your shield’s ability to zap. Kali’s rifle, Zofia’s concussion grenades, and enemy melee hits all stagger Clash, swinging her shield to the right, leaving her feet vulnerable. When this happens, turn left. A good tactic to deal with these scenarios is to stand behind cover that protects your legs, like deployable shields. Nomad, Capitao, and Gridlock are all serious threats, along with explosives, and flash bangs. Stay on the move and near anti-projectile gadgets.
CLASH’S LOADOUT
Clash brings the SPSMG9, a solid machine pistol equipped with a clean reflex sight and the flash hider. Generally you want to avoid taking gun fights with Clash, but in some situations it is necessary. It is also good for shooting drones and attacker gadgets. Whenever forced to whip out your gun, preferably duck into cover, or if necessary, spin left and crouch so your shield keeps you safe meanwhile.
Barbed wire is always a great secondary to bring with Clash due to its synergy with the CCE, but Impact Grenades are sometimes necessary for rotates, and can also be used to impact trick hatches or certain site walls. Practice using impact grenades perfectly so you can walk through the rotate without crouching or vaulting.
DEFENDER BOMBSITES
BOMB SITE 1 – Gym (2F) and Bedroom (2F)
Gym and Bedroom are next to Construction, and each of these three rooms contains a window facing the South Balcony. Attackers mainly push from this direction and breach Jacuzzi wall to the West, at the top of Bedroom Stairs. They may also come up the stairs themselves to flank the perimeter. It is also quite common for attackers to breach the roof hatch in Logistics Office, and drop down. Or they may clear from CCTV and Garage, to push Construction.
Wanna help Bandit trick this wall? Have Castle put a wall in this barricade. Then crouch, and sit on ping so Zofia cannot shoot in her concussion grenades to disrupt his battery placement. Don't have a castle? Then simply stand in the doorway instead so they cannot harrass Bandit from Gym window!
Clash is also great for keeping attackers from pushing in through Bedroom hallway.
Reinforce Logistics wall so you don't get shot in your back while playing in Bedroom.
When playing in Bedroom, use the mattress to cover your sides from the various windows and doorways.
Clash is very good at stalling a Construction push. Reinforce these walls and the single external panel on ping.
The press offers good cover in case you are staggered while playing in Gym.
As a last ditch effort, fall back into Bathroom and whip out your gun.
BOMB SITE 2 - CCTV Room (2F) and Cash Room (2F)
Attackers tend to primarily focus on opening CCTV wall to obtain direct access into site. They also pressure CCTV Window and may try to take the Garage to push up to the Catwalk. Controlling Catwalk throughout the round can make a serious impact, making it easier to rotate using the staircases to bypass the the main wall once it’s breached. Flanks often come through Construction, and attackers may clear below to approach site from either of the staircases.
Turn around crouched, sitting on this drone hole, using your shield to keep Zofia's concussion grenades from detonating on Bandit. This strategy was originally used by GIANTS against Fanatic. It is a great counter to a popular strat.
Clash is an excellent operator for holding Garage rafters. Make a rotate here and reinforce the panel between the rotate and the window.
If a teammate places a shield on ping you can have your feet protected even when staggered.
Clash is also great for holding Red Stairs.
Reinforce all walls in Construction, have a teammate pop hatch, place barbed wire here and in the doorway. Now hold this entire room down all by yourself.
BOMB SITE 3 - Bar (1F) and Stock Room (1F)
Bar and Stock don't really see too much play, arguably because they make up the worst site in the ranked map pool, but practicing a pocket strat to surprise your opponents could be fun. Attackers will almost certainly go for a smoke plant in Stock Room, but may otherwise push Bar, clearing through the Strip Club and Bathroom or flanking from Bedroom Stairs.
Clash can play Stage, using the Stage and tables as cover in case staggered. Reinforce the hatch on ping and this wall to keep you safe while you watch Stock.
Clash is also great for holding the flank, watching Strip Hall and Bathroom.
Swing around to cover Bedroom Stairs and Kitchen Hallway.
On the other end of the map play Red Stairs to support anyone playing in Garage or Lounge.
Lounge is a super impactful area to play and Clash is a great operator to defend it as she can withstand all the pressure. The safest position is behind the black carpet between Vending Machine and Armchair.
If you have someone else playing Lounge, you can still support them by remaining nearby.
BOMB SITE 4 - Church (B) and Arsenal Room (B)
Most of the ceiling in Arsenal is soft, whereas Church’s is entirely indestructible. Attackers will frequently clear a portion of first floor and work on opening hatches. There is also the treacherous route of Dirt Tunnel which is commonly pushed. Other than that, Attackers are left with Blue hall and Main Stairs.
Dirt is perhaps the best area for Clash to delay when defending basement.
Main Stairs and the surrounding hallways are also great positions to delay with Clash. Just be careful if attackers start breaching above.
From here you can defend Church wall so long as the hatch above remains shut.
Blue Hall also serves as an ideal position for Clash. But again, be sure the hatch is closed.
These reinforcements and rotates keep you safe while playing in here and offer escapes, or angles for your teammates to shoot approaching attackers
Guides Guide for playing 'Ash' 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.
Ash is a one armor, three speed attacking operator. Her gadget is the Breaching round: a hand-held grenade launcher which shoots an explosive breaching round that is capable of destroying soft surfaces like walls, flooring, barricades, and deployable shields. Ash is also a very valuable operator for eliminating a large amount of defending utility placed inside of bottlenecks like doorways and windows. Although Ash brings valuable utility for the attacking team, the operator is classified as an entry fragger. This means that it is Ash's job to eliminate defending players positioned inside of strategic locations needed by attackers in order to move the round forward. If you are confident in your ability to win gunfights, Ash will be one of the best operators to choose from in order to support an aggressive play style.
If you are to be in accordance with the current meta, Ash’s loadout should be as follows:
PRIMARY: R4-C Assault Rifle (Attachments to player preference)
SECONDARY: M45 MEUSOC (Attachments to player preference)
UTILITY: FLASHBANG GRENADES
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). Ash will provide value to the attacking team by acting as an entry fragger for attacking teammates inside of Cigar. Communicate with support players on your team and use your drones diligently to determine the defender positions inside of Cigar. After Ash has successfully eliminated the defensive presence inside of Cigar and Red Stairs, the player should maintain pressure near White Hallway. This will provide the attacking teams hard breacher with the needed flank watch in order to safely breach the Cigar-Freezer wall. After the Freezer wall has been breached, Ash should keep the initiative for attackers by establishing pressure inside of White Hall, near the top of White Stairs. This will oftentimes provide the entry fragger with an opportunity to completely clear the Cocktail(B) bomb site if done in tandem with the attacking teams primary route of assault inside of Freezer.
RIVER DOCK 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). After the attacking team has isolated all defensive presence to the second floor, Ash will maintain horizontal pressure near the Pillar Stairs. The Pillar room will be a highly valuable position for either team to have control over. Due to these two bomb sites being so vulnerable to vertical pressure, defenders will commonly remedy this situation by defending the bomb site from adjacent rooms like Pillar and 90 Hallway.
Ash’s primary responsibility will be to maintain control inside of Pillar while also applying horizontal pressure into either Reading or Mining while attacking teammates like Buck and Sledge are applying the vertical pressure from the third floor. Ash will want to focus horizontal pressure onto whichever one of these two rooms are being played as a bomb site.
CHRISTMAS 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. Ash will primarily be used as an entry fragger for attackers while establishing control inside of Large Bakery. The operator can use flashbang grenades to effectively eliminate defender utility inside of Large Bakery and provide teammates like Maverick and Sledge with the opportunity to use frag grenades on defenders playing behind the Bakery Counter. Ash may also be needed as a vertical soft-destructor inside of the second floor Mining Room if Sledge and Buck are not brought by attackers. If this is the case, Ash should not focus on control inside of Large Bakery and should instead eliminate defenders playing on the second floor as Mining and Train will need to be under attacker control in order for Ash to eliminate the defending teams entry-denial operator.
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 Guide for playing 'Ash' 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. Although, that may be subject to change as the developers may add the map to the pro-league map roster after observing how the map plays in a competitive setting. 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.
Ash is a one armor, three speed attacking operator. Her gadget is the Breaching round: a hand-held grenade launcher which shoots an explosive breaching round that is capable of destroying soft surfaces like walls, flooring, barricades, and deployable shields. Ash is also a very valuable operator for eliminating a large amount of defending utility placed inside of bottlenecks like doorways and windows. Although Ash brings valuable utility for the attacking team, the operator is classified as an entry fragger. This means that it is Ash's job to eliminate defending players positioned inside of strategic locations needed by attackers in order to move the round forward. If you are confident in your ability to win gunfights, Ash will be one of the best operators to choose from in order to support an aggressive play style.
If you are to be in accordance with the current meta, Ash’s loadout should be as follows:
PRIMARY: R4-C Assault Rifle (Attachments to player preference)
SECONDARY: M45 MEUSOC (Attachments to player preference)
UTILITY: FLASHBANG GRENADES
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’. This will provide the attackers with clear lines of sight directly into Radar(B) in addition to a direct route to the bomb site and opportunity to plant the defuser. Ash will primarily be used on this bomb site to establish a beachhead for attackers to carry out a more thorough site execution from. As the attacking teams Thatcher and Thermite are breaching the Renovations wall, Ash should be establishing control inside of Red Hallway and Green hallway. This will not only apply pressure onto the Server(A) and Radar(B) bomb sites but will also prevent first floor roamers from being able to use Red and Green stairs as a way of returning to the bomb site. Ash can then use this positioning to further establish control inside of Server(A) and effectively flank on-site defenders playing inside of Radar(B) and SkyBridge.
CONSTRUCTION SPAWN:
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. As attackers are maintaining the primary route of attack on this bomb site, Ash should apply additional horizontal pressure onto defenders inside of Coast Guard(A) from Reception. This will force the defending team to split their attention and resources over multiple lines of attack and effectively open themselves up to potential flank routes like that of Main Stairs and Lower Bridge.
FLOATING DOCK SPAWN:
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. 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 as they are located directly across the hall from the bomb sites and offer great adjacent positioning to the objective rooms. Ash will be used by the attacking team to establish control inside of Scuba. Ash should breach the building through the double window connecting Scuba to the outside. From this position the operator will be able to effectively prevent defenders from being able to use the Diving stairs as a rotation route back to the bomb site from the first floor. Ash will also be able to apply a great amount of horizontal pressure onto the bomb site from this position while additional attacking teammates are applying vertical pressure from the first floor inside of Coast Guard and Lounge.
SAILBOATS SPAWN:
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. Ash will be primarily valuable on this bomb site due to the operators ability to be able to establish a large amount of control inside of Kitchen by themselves. This will provide the attacking team with a huge advantage due to attackers being able to dedicate almost all of their resources to establishing control of the second floor inside of Radar and Server. After attackers have breached the ceiling of the bomb site and eliminated defenders inside of Map(B) and Security(A), they will be able to rotate to the first floor quickly and safely to link up with Ash inside of Kitchen and carry out their final push onto the Map(B) bomb site without having to worry about any defensive presence inside of Kitchen due to Ash’s entry fragging earlier in the round.
Thank you for reading and I hope this was helpful for you guys.
If you are interested in more content or want to ask me questions, you can always find me on Twitch or connect with me via discord - I always enjoy discussing Siege with fellow enthusiasts; regardless of skill level.
Discord - https://discord.com/invite/TjGAPdM
Twitch - https://www.twitch.tv/footwork6
Guides Guide to Playing Clash on Consulate
Consulate is one of those maps that really favors playing for picks and fragging out so it sees plenty of spawn peeks and run outs, especially if Valkyrie is on the board or Nomad is banned. With three large floors, three staircases, and plenty of hatches, a full roam-clear on attack can be pretty tedious.
Clash, the menacing wall of a defender, was released during Operation Grim Sky. She is a three armor, one speed operator, but with her shield out suffers an even greater speed penalty in exchange for some serious protection. Her primary function is crowd control, delaying attackers while providing incredible intel for her team. Her potential for teamplay is amazing, but in some sense can be considered a liability as her fragging capability is quite low.
Clash’s Crowd Control Electro Shield, or CCE Shield, is very frustrating for attackers to deal with and requires significant coordination. When equipped, Clash’s front and sides are protected, and she can zap all attackers she is facing within a 12 meter distance, but she cannot melee, or use her gun. Her zaps slows attackers significantly and deal 5 damage per tick. The charge depletes completely within 5 seconds of continuous use, and after a brief delay begins to recharge at 20% per second. If the battery drains completely, you must wait until it is full before using it again. Keep your distance, and pace your battery so you are not easily rushed when it has drained. Keep in mind, when attackers are on rappel, you can deny their entry by standing in front of the window. You can also use your shield to trigger claymores; you will take some damage, but it is not lethal
CLASH’S COUNTERS & COUNTERING THEM
Thatcher’s EMPs and Twitch’s drone both temporarily disable your shield’s ability to zap. Kali’s rifle, Zofia’s concussion grenades, and enemy melee hits all stagger Clash, swinging her shield to the right, leaving her feet vulnerable. When this happens, turn left. A good tactic to deal with these scenarios is to stand behind cover that protects your legs, like deployable shields. Nomad, Capitao, and Gridlock are all serious threats, along with explosives, and flash bangs. Stay on the move and near anti-projectile gadgets.
CLASH’S LOADOUT
Clash brings the SPSMG9, a solid machine pistol equipped with a clean reflex sight and the flash hider. Generally you want to avoid taking gun fights with Clash, but in some situations it is necessary. It is also good for shooting drones and attacker gadgets. Whenever forced to whip out your gun, preferably duck into cover, or if necessary, spin left and crouch so your shield keeps you safe meanwhile.
Barbed wire is always a great secondary to bring with Clash due to its synergy with the CCE, but Impact Grenades are sometimes necessary for rotates, and can also be used to impact trick hatches or certain site walls. Practice using impact grenades perfectly so you can walk through the rotate without crouching or vaulting.
DEFENDER BOMBSITES
BOMB SITE 1 – Consul Office (2F) & Meeting Room (2F)
This site on the top floor tends to be the preferred site for most teams. The most difficult part of defending the site is when attackers establish multiple rappels on the many windows surrounding site, cutting off site rotations. The glass on the windows can be shot out to better hear rappels and respond early. Waiting Room, the connector, is the strongest window for attackers to rappel on, but they also rappel on the site windows and other nearby windows. Attackers pushing into the building may push primarily from Administration Office or Yellow Stairs, but may also flank either Visa or Spiral Stairs.
Administration is popular for attackers to focus. Clash can stall this out and protect Visa Stairs. Reinforce the single wall on Printer by Vending Machine too.
Long desk can be partially reinforced and partially opened up for defenders to rotate around and help you while you hold off this long hallway.
Clash can safely get intel on windows. These reinforcements make Connector more playable.
From Consul Desk Clash can support defenders playing Yellow Stairs and stall out attackers pushing up Long Desk hallway.
These reinforcements and this rotate are great for playing Yellow Stairs. Just be careful of a Capitao playing Skylight.
BOMB SITE 2 – Lobby (1F) & Press Room (1F)
Lobby & Press Room are best defended with aggressive peeking to waste time and eventually plant denial. Attackers mostly just need to make sure roamers aren’t watching from above before attempting a smoke plant in Lobby, but if Press Room is caught unattended, they may instead swing in there to plant, or rush from Yellow Stairs.
Reinforce the hatch below Circle Desk in Lobby so you can peek front door while protecting your feet.
Do the same with Lobby Closet, and stack some barbed wire on Lobby doorway.
Place a shield on ping to protect your feet in case you are staggered as well. Now you have plenty of positions available to rotate between!
Reinforce this panel so attackers cannot wallbang defenders from Yellow Stairs. Clash can play here to stall out attackers flanking around Spiral Stairs.
Reinforce this panel and barricade next to it so defenders can move around Statue more safely. Some barbed wire here is good for sound cues and this hatch should be shotgunned open.
BOMB SITE 3 – Archives (B) & Tellers (1F)
This split site rarely sees play, so if you have a full squad build a pocket strat for it and you can probably grab some easy rounds. It requires a coordinated team that can spread out between floors effectively, which can be difficult to achieve. You will need to maintain control over Visa stairs, and Admin hatch plus the hallway hatch by Tellers. Attackers like to push into Lobby and Consul, looking to flank Tellers. They also may push Archives from Garage and Cafe through Lockers and Red hallway.
This site can be held by extending into Garage. Reinforce the entire main wall and this hatch on ping.
Back into Security Hall as needed to continue to delay.
You can continue backing up into Archives to stall out attackers as they push Lockers hall. By now you should have wasted plenty of time.
Reinforce this hatch and the wall in Blue. In case attackers push through Cafe, stand on Blue reinforcement to slow attackers in Red. Stand here to slow attackers in Blue.
You can also use Clash to protect Spiral Stairs, especially if you do not extend fully into Garage.
If you get early intel that attackers are focusing on pushing Tellers instead, rotate to here to slow them as they push near Spiral. These reinforcements and this barricade are essential, and the hatch on ping should be opened to use to rotate.
BOMB SITE 4 – Cafeteria (B) & Garage (B) This site has been popular in the past, but may become less so with the addition of Ace. Reinforce Garage wall, Lobby and Bathroom hatches , and Visa hatches as well. Someone should play Pipes to keep an eye on Yellow Stairs and Locker Hallway. Someone should play in Café to deny flanks coming through Red Hall. And a roamer should be ready to pounce on attackers should they play vertically in Piano.
Clash can help hold Yellow Stairs to protect Bandit or Kaid while they trick the wall.
Black Car can be used to protect your feet as you gain intel even after Garage wall is opened.
Dance on over to Pipes to delay attackers pushing Security hall. This becomes more risky if hatch on ping is opened up.
Setup Cafe to enable Clash to play on ping while protecting the flank.
From here you can safely stall out attackers flanking through Red hall.
Guides Guide for playing 'Ash' 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.
Ash is a one armor, three speed attacking operator. Her gadget is the Breaching round: a hand-held grenade launcher which shoots an explosive breaching round that is capable of destroying soft surfaces like walls, flooring, barricades, and deployable shields. Ash is also a very valuable operator for eliminating a large amount of defending utility placed inside of bottlenecks like doorways and windows. Although Ash brings valuable utility for the attacking team, the operator is classified as an entry fragger. This means that it is Ash's job to eliminate defending players positioned inside of strategic locations needed by attackers in order to move the round forward. If you are confident in your ability to win gunfights, Ash will be one of the best operators to choose from in order to support an aggressive play style.
If you are to be in accordance with the current meta, Ash’s loadout should be as follows:
PRIMARY: R4-C Assault Rifle (Attachments to player preference)
SECONDARY: M45 MEUSOC (Attachments to player preference)
UTILITY: FLASHBANG GRENADES
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. Ash will most commonly be used on this bomb site to establish an in-building presence for the attacking team. Ash should breach the objective building from either Garage or first floor Yellow Stairs doorway. This will allow the player to apply pressure onto defenders positioned at the top of Yellow Stairs. Ash should use her flashbang grenades to help eliminate any ADS placed by Jager at the top of Yellow Stairs. After attackers have eliminated the defending team's anti-projectile utility on Yellow Stairs, Ash should communicate with teammates like Maverick or Sledge so that they can use their frag grenades to eliminate players at the top of Yellow. After defenders have either fallen back to the bomb site or have been eliminated, Ash should then establish control over the top of Yellow Stairs and use this positioning to prevent defenders from entering the Office(B) bomb site while teammates plant the defuser.
RIOT BARRICADE SPAWN LOCATION:
ATTACKING: [1F] PRESS(A) - LOBBY(B)
The primary route of attack on this bomb site will be by the attacking team attempting to plant the defuser inside of the outside double door leading into Lobby(B) from the south of the bomb site. This is the most common strategy due to the safe and direct route to the bomb site the attacking team is given in addition to the attackers not needing too much map control in order to successfully plant the defuser. That being said, some map control is still required by attackers before planting. It is very common for defenders to have a presence inside of the second floor Meeting Room as any defenders with the ability to open the flooring of 2F Meeting can provide additional defenders on the second floor with a clear line of sight to the default plant spot inside of Lobby(B) without over exposing themselves to the outside. Ash will assist the attacking team by acting as an entry fragger while gaining control over the second floor. Attackers should breach the objective building through the Yellow Stairs window and Office windows and use these rooms as a beachhead to carry out a more thorough second floor roam clear. Ash should communicate with support teammates like Glaz and Thatcher while they drone the second floor Meeting Room and Conector Room for defender positions. Ash will be most effective as an entry fragger when the operator is supported by teammates droning the path ahead of them. This is because the more intel a player has on their opponent, the more accurately and intelligently they can deal with the situation.
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 then proceed to gain control of Visa Office. However, before gaining control over Visa Office, the attacker must first deduce whether or not the defenders are playing on the second floor inside of 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. Ash will typically be needed by the attacking team to act as an entry fragger for clearing the second floor of the objective building. Ash should breach the building through the Office windows and diligently clear the entirety of the second floor of any defensive presence. It is common for attacking teams to position additional players on the windows of Administrator as this will generate an incredible amount of pressure onto defenders playing on the second floor. This will also provide Ash with the support that is typically required in order to safely and successfully isolate roamers to the first floor. Always remember that your team can maintain a man advantage at all times so long as attackers play calmly and intelligently when dealing with issues.
SIDE ENTRANCE 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 and provide attackers with the potential for a huge amount of vertical pressure. Ash should be used as an entry fragger for establishing control over the Press Room, AntiChamber, and Main Lobby located on the first floor. Similar to how the operator was supported on the previous bomb sites, Ash will be most effective when supported by teammates gathering intel as the operator is applying pressure. Ash should breach the objective building through the Main Lobby double door and diligently work their way through AntiChamber and the Press Room. After defenders have been isolated to the basement, Ash can then use her gadget to breach the flooring inside the Press Room near the Piano. This will expose on-site defenders like Bandit who are attempting to ‘trick’ the garage wall and destroy the attacking teams hard breaching capabilities. Ash can easily prevent this by maintaining vertical pressure through her breach hole made in the flooring until your team's hard breacher successfully opens the garage wall and plants the defuser.
GAS STATION 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 'Ash' 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.
Ash is a one armor, three speed attacking operator. Her gadget is the Breaching round: a hand-held grenade launcher which shoots an explosive breaching round that is capable of destroying soft surfaces like walls, flooring, barricades, and deployable shields. Ash is also a very valuable operator for eliminating a large amount of defending utility placed inside of bottlenecks like doorways and windows. Although Ash brings valuable utility for the attacking team, the operator is classified as an entry fragger. This means that it is Ash's job to eliminate defending players positioned inside of strategic locations needed by attackers in order to move the round forward. If you are confident in your ability to win gunfights, Ash will be one of the best operators to choose from in order to support an aggressive play style.
If you are to be in accordance with the current meta, Ash’s loadout should be as follows:
PRIMARY: R4-C Assault Rifle (Attachments to player preference)
SECONDARY: M45 MEUSOC (Attachments to player preference)
UTILITY: FLASHBANG GRENADES
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. This will provide attackers with a direct route to the bomb site to plant the defuser. Ash should be used by the attacking team as an entry fragger. After attackers have breached the objective building and established a presence on the second floor portion of the Square Stairs, Ash should use her utility to eliminate any defensive presence inside of the Janitor Closet. Ash can use her flash bang grenades to eliminate Jager ADS which are commonly used by defenders to prevent attackers from being able to destroy the deployable shield typically placed inside of Janitor. After Ash uses her Breaching round to destroy the deployable shield, the operator will be able to effectively eliminate defenders inside of the Janitor Closet and force attackers to focus attention on the rotation hole made between the CEO(A) bomb site and Janitor closet. This strategy will prove to be most effective when in combination with Thermite and Thatcher breaching the reinforced wall separating Square Stairs and CEO(A).
PARKING 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 a vertical advantage onto the first floor bomb sites. Ash will be used by the attacking team to establish second floor control at the beginning of the round. Ash should communicate with support teammates while they drone the second floor for defender positions inside of Stock Trading and Janitor Closet as these rooms will most likely be defended by enemy players. After attackers have isolated defenders to the first floor, Ash should then reposition to the first floor portion of Main Stairs and apply horizontal pressure onto the Open(A) bomb site from Metal. This will be the optimal way to clear the bomb site as it will force defenders to reposition from Open(A) into Staff(B) due to the multiple lines of pressure being applied from both the first and second floor.
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). Ash should be used as an entry fragger in establishing control over the first floor portion of Square Stairs and inside of Kitchen. This will position the player to effectively apply horizontal pressure onto the Archives(B) bomb site from the first floor. In addition to this, Ash will also be able to prevent defenders from being able to rotate back onto the bomb site from the second floor Square Stairs and Blue Stairs leading up from the basement.
ALLY 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. Ash will play an incredibly important role on this bomb site inside of Server and Blue Stairs. Due to attackers commonly wanting to breach the Server wall, Ash will need to assist teammates in this strategy by eliminating the defensive presence inside of Blue Stairs and Server. Ash should use flashbang grenades to eliminate anti-projective utility placed by defenders at the top of Blue Stairs. Jager ADS and Wamai Disc’s are commonly accompanied by a deployable shield placed inside of Blue Stairs with an operator like Mute or Smoke positioned behind it as this makes it incredibly difficult for attackers to challenge the gun fight in a close range environment. Ash will counter this by eliminating the deployable shield using the operators breaching round and then prefire the position of the defender playing on Blue Stairs. This will then provide attackers with the ability to close in on additional defenders playing inside of Server and breach the reinforced wall separating Server and CCTV(A).
Thank you for reading and I hope this was helpful for you guys.
If you are interested in more content or want to ask me questions, you can always find me on Twitch or connect with me via discord - I always enjoy discussing Siege with fellow enthusiasts; regardless of skill level.
Discord - https://discord.com/invite/TjGAPdM
Twitch - https://www.twitch.tv/footwork6
Guides Guide to Playing Clash on Oregon
Oregon is on the larger side, but has some very direct avenues to site with quite tight choke points. Its three floors are a bit spread out and feature many destructible floors and ceilings. Three major staircases connect the map together, creating plenty of flank routes. The lobby in the East contains a set of stairs, as does the Security Corridor in the South, and the Big Tower in the North.
Clash, the menacing wall of a defender, was released during Operation Grim Sky. She is a three armor, one speed operator, but with her shield out suffers an even greater speed penalty in exchange for some serious protection. Her primary function is crowd control, delaying attackers while providing incredible intel for her team. Her potential for teamplay is amazing, but in some sense can be considered a liability as her fragging capability is quite low.
Clash’s Crowd Control Electro Shield, or CCE Shield, is very frustrating for attackers to deal with and requires significant coordination. When equipped, Clash’s front and sides are protected, and she can zap all attackers she is facing within a 12 meter distance, but she cannot melee, or use her gun. Her zaps slows attackers significantly and deal 5 damage per tick. The charge depletes completely within 5 seconds of continuous use, and after a brief delay begins to recharge at 20% per second. If the battery drains completely, you must wait until it is full before using it again. Keep your distance, and pace your battery so you are not easily rushed when it has drained. Keep in mind, when attackers are on rappel, you can deny their entry by standing in front of the window. You can also use your shield to trigger claymores; you will take some damage, but it is not lethal
CLASH’S COUNTERS & COUNTERING THEM
Thatcher’s EMPs and Twitch’s drone both temporarily disable your shield’s ability to zap. Kali’s rifle, Zofia’s concussion grenades, and enemy melee hits all stagger Clash, swinging her shield to the right, leaving her feet vulnerable. When this happens, turn left. A good tactic to deal with these scenarios is to stand behind cover that protects your legs, like deployable shields. Nomad, Capitao, and Gridlock are all serious threats, along with explosives, and flash bangs. Stay on the move and near anti-projectile gadgets.
CLASH’S LOADOUT
Clash brings the SPSMG9, a solid machine pistol equipped with a clean reflex sight and the flash hider. Generally you want to avoid taking gun fights with Clash, but in some situations it is necessary. It is also good for shooting drones and attacker gadgets. Whenever forced to whip out your gun, preferably duck into cover, or if necessary, spin left and crouch so your shield keeps you safe meanwhile.
Barbed wire is always a great secondary to bring with Clash due to its synergy with the CCE, but Impact Grenades are sometimes necessary for rotates, and can also be used to impact trick hatches or certain site walls. Practice using impact grenades perfectly so you can walk through the rotate without crouching or vaulting.
DEFENDER BOMBSITES
BOMB SITE 1 – Kids' Dorms (2F) & Dorms Main Hall (2F)
Attackers will have two major pushes available to them. One involves pushing from Master Bedroom and Armory to breach Games Room wall. The other involves taking control of Big Tower and breaching Attic to push. Often you will see an attempt to breach both of these. But be on the lookout for attackers pressuring windows surrounding site or flanking either of the nearby staircases.
An ADS on ping can help you delay an Attic push. This half wall protects your feet if you get staggered.
Open a rotate here, and reinforce the adjacent wall, as well as Games wall on ping.
Clash can ward off attackers flanking White Stairs.
Reinforce Trophy wall. Play over here to delay the Master Bedroom push if attackers focus this side.
BOMB SITE 2 – Kitchen (1F) and Dining Hall (1F)
Kitchen and Dining is a tricky site to hold. Attackers tend to push Small Tower and breach Dining wall. Otherwise they may push through Meeting Room to breach Kitchen wall. Be on the lookout for flanks coming through the surrounding hallways and Security Room. Kitchen is vulnerable to soft destruction breachers above, but the ceiling in Dining is largely indestructible. Extend into Showers to control the perimeter and delay the Small Tower push. *This site can be played by extending into Meeting Hall using some of the strategies covered in the next site.*
Clash is great for holding Kitchen Hallway.
Reinforce this Kitchen wall and open up a rotate to Security here.
Position aggressively in the hallway to control site perimeter.
The Showers Hallway is important to control as well.
Reinforce the main wall in Dining and open a rotate to Showers here.
If attackers ignore the perimeter and focus on vertical play, you can still be useful by impact tricking the hatch.
BOMB SITE 3 – Meeting Hall (1F) and Kitchen (1F)
Attackers like to focus on taking control of Big Tower to breach Attic and Meeting Hall, enabling a plant on the Stage. If they do focus Kitchen, they may push from Small Tower and above, and flank through Security, breaching Kitchen wall and hatch. Due to the overlap with the above site, much of the same information applies here as well. *This site could be played by extending into Dining using some of the strategies covered in the previous site*
Attackers will have a rough time flanking Meeting with Clash playing Split.
Fall back to here while your teammate sets up a crossfire on the other side of Split.
Set up a rotate here and use these reinforcements to keep attackers from splitting site in half.
Clash is also good at gathering intel on attackers while they try to take control of Stage. Reinforce hatch if nobody is playing Attic or open it if a defender is holding from above.
Clash can also be used to hold off Kitchen flanks, protecting Security and Kitchen Hall.
BOMB SITE 4 – Laundry Room (B) and Supply Room (B)
The basement has seen a major overhaul since the map rework. Attackers frequently push Blue Bunker to breach, and head into Meeting to open the hatch. This push can be defended by playing the Pillar in Boiler Room, and playing the Elbow connecting Supply to Bunker. They also like to push Small Tower to breach Freezer wall. Watch for attackers flanking Laundry via Lobby Stairs.
Clash is excellent at holding off the blue push while a teammate plays the Elbow on ping.
Freezer also has a long corridor which is great for Clash to delay.
Pipes Hallway is a good place to fall back to and still hold the perimeter with Clash.
Reinforce Laundry hatch to funnel attackers through Lobby Stairs and you can really slow down their push.
Make sure there are some rotates in site here and leading to Elbow.
Guides Drop console tips for the community ⬇️
Leave tips and tricks to help new or even good players learn something new🕹🎮
Guides Tips-Improving aim
So I got a couple of requests for tips on improving aim and because it's something a lot of people can benefit from I'm doing it. So I've got only a couple of tips for this but like I said before I'm no where near perfect at this game.
So the first tip is before going into any ranked games warm up in t-hunt, this is something a lot of people better than me also recommend but just go into a t-hunt and spend 5 or 10 minutes and just practice hitting those headshots and also maybe even practice recoil control with certain guns. It's a simple thing but it can definitely help you improve.
The second tip is to find a good sensitivity for you, I know people like to just copy what the pros and youtubers use but that's not always the best idea because you may not be comfortable with that sens so go into a t hunt and just play until you have a comfortable sens.
This last tip is a bit weird but make sure you are using the right sight for the style of play you're doing. If you're gonna hold longer angles then you may want to use an acog over holo or reflex, if you wanna push up close and get in their face then a holo or reflex might be better for you.
Hopefully these 3 tips actually help at least someone, if you got anything you want covered just let me know.
Guides im bored
anyone tryna play a quick game maybe cuz I’m bored bored bro
Guides Tips-operator roles
So I had this requested to me and basically this is gonna cover what operators are considered hard support and fragging so people can figure out what role they play. We'll start with the support operators:
A support operator generally includes someone who will anchor down on site and pretty much just lock down the sites and deny plant if it comes to it. Support operators also include hard breaches and Intel operators.
This includes operators like smoke, echo, maestro, clash, mute, mira, kaid, pulse and valk can be used as a support, thermite, thatcher, montagne, ace, kali and hibana.
Fraggers:
There's 2 different kinds of fraggers which are entry fraggers and just fraggers but they both have the job of killing people. Fragging ops usually tend to be 3 or 2 speeds but some people do use 1 speeds as fraggers. Operators that are usually used for fragging include vigil, jager, Ash, zofia, bandit, doc, amaru, iq, ying and cav.
Hopefully this helps some people figure out what role they play on a team, it is something I see people struggle with understanding in some games.
Guides Echo
I dont know how people use Echo. His gun does a small amount of damage and his sidearm is good but,i dont want to depend on a pistol or smg the whole round. Can someone tell me how to use him pls. And pls dont take offense if he is you main its just a question.
Guides Creating a Perm Squad
Any Plat+/Ex Diamonds/Champions with 1.0+ kd and 4.5+ kills a match. add me on psn: AgentArrow7
Im looking to get together a squad with good comms, good frags and overall good plays.
DM me or Add me whichever works.
Guides Posting tips?
So I'm definitely not the greatest at the game but would people want me to post tips? So people leave a comment of what they want covered and I'll make a post about it? Dunno, I just want something else to post besides memes
Guides Guide to playing ‘Blackbeard’ in ‘Border’
Border is a narrow battlefield consisting of only 1F and 2F. The size of the battlefield is quite small, and there are windows, doors, and walls that are connected to the outside, so it is also a place where the two teams battle around these places. Objective Location has a unique structure with one on the 2F and three on the 1F, and most of the 2F floor is made of a breakable material, so for the offensive team, it would be good to infiltrate the 2F and try vertical play.
Because the size of the battlefield is quite small, the defensive team often uses the entire map to defend, and often do run-out plays from the window on the 1F or through the Balcony on the 2F. For this reason, the offensive team needs to be especially careful when checking the inside of the building from the outside. It would also be good for the offensive team to prepare Claymore Mine and set it up at the main run-out play points.
▲ In Border, three Objective Locations are located only on the 1F.
Blackbeard is an operator specialized for 1:1 engagement as he can install Rifle Shield on the front of his Primary Weapon. Rifle Shield can defend 50 damage, preventing headshots during a battle, which can be a significant advantage in Rainbow Six: Siege, where TTK is short in combat. In particular, he is especially powerful when the body part is covered and only the Rifle Shield part is put out, so it is usually used as a way to engage while rappelling on the exterior walls.
However, Blackbeard's primary Weapon performance is relatively low due to the strength of Rifle Shield. The Blackbeard's auto weapon, MK17 CQB Assault Rifle has a fairly high Damage of 49, but the Fire Rate is extremely low at 585 and has only 20 Capacities. Furthermore, the disadvantage of mounting the Rifle Shield is that it is very disadvantageous when faced suddenly with a defensive team because it has a penalty that significantly lowers mobility instead of decreasing the vertical recoil of the gun.
Border has a rather feeling out of place for Blackbeard, who has to engage at a distance because the building is small. If we have to engage, it would be better to check the inside through windows outside the building and enter the building if the risks are removed. It is also recommended to engage using the High-Damage Secondary Weapon D-50 if close-range engagement is expected.
▲ The D-50 has a very high Damage of 71, so it is better to use Secondary Weapon at close range.
▣ In case, the site is '1F Customs Inspections ~ 1F Supply Room'
There is an external wall at the outer Parking Lot Alley leading to the Detention, so if there is a hard-breacher, you should start by breaching this reinforced wall. The Detention is connected to the Supply Room and Custom's Inspections which is the Bombsite, so if you break through this wall, the offensive team will get a big advantage. In addition, there are two hatches that lead to Custom's Inspections in the Security Room on the 2F, so it is also possible to do vertical plays through the floor.
However, since Blackbeard’s ability is not related to hard breaching, and vertical play is limited only when Breach Charge is prepared, there is a feeling that he doesn't suit either side. Rather, it would be more appropriate to keep on eye on the run-out play by the defensive team while the hard-breacher is processing the breaching work, or to check the inside of the Bombsite through windows.
▲ If you breach the Detention wall, the Supply Room and the Custom Inspections will be close and the offensive team will have a huge advantage.
▲ Let's keep an eye on the defensive team doing run-out play while the hard-breacher is still in the breaching process.
▲ Entering from the Passport Check and breaking this wall is also a good idea.
▲ It's good to check the Supply Room directly from this window, but you can be attacked from the Exit Hallway on the left side.
▲ It would be better to penetrate the security room on the 2F, open the hatch and do vertical play through the floor.
▣ In case, the site is '1F Ventilation Room ~ 1F Workshop'
There is no place like the Detention External Reinforcement Wall described above, but one of the Bombsite, the Ventilation Room is completely exposed, so it would be good to attack mainly around here. Since there is no room for the defensive team to hide inside, it is also possible for the offensive team to enter here and install the defuser. However, the defensive team is likely to make a hole from Server Room to the Ventilation Room to defend the area, or to watch through the floor at the Armory Lockers on the 2F.
It is also a good idea to infiltrate the 2F first, as there are two hatches on the 2F each at the Armory Lockers and Archives that leads to the Bombsite area. As I said earlier, the defensive team will pierce the 2F floor, guard the Ventilation Room, and the 2F hatch, so if the rest of the offensive teams clear the 2F first, they will be able to proceed with the attack easily.
▲ As you can see, it will be easy to install defuser in the Ventilation Room because there is only a little place for the defensive team to hide.
▲ But this place is in danger of run-out plays from the 2F window of the Archives...
▲ If there is a defensive team at the Armory Lockers on the 2F, it will be difficult to take over.
▲ There are two hatches on the 2F, the Armory Lockers, and Archives, leading to Bombsite, so it would be good to occupy the 2F first.
▣ In case, the site is '1F Bathroom ~ 1F Tellers'
There is a wall that leads directly to the Tellers Bombsite here, so it would be good to first use a hard-breacher to breach here first. The wall has a window right next to it, which allows you to remove Shock Wire or Electroclaw installed behind the wall, and can also keep the defensive team in check for a Bandit Trick attempt. Therefore, it would be better to say that breaching this reinforced wall is almost inevitable.
The problem is after breaching the Tellers reinforced wall, the defensive team is likely to have other defending plans, assuming that the reinforcement wall will be breached. For example, there may be defenders around the Workshop or Bathroom, or they may be looking down the Tellers at the Office after opening the hatch on the 2F. For this reason, it would be better to first identify the situation around Bombsite with a drone and then try to enter.
Blackbeard is not suitable for close-range engagements, so it would be better to check inside through wall holes or windows breached by the hard-breacher. However, there are times when the defensive team does a run-out play at the Archives or Offices on the 2F, so let's be wary of these points and proceed with the checks.
▲ The Tellers has a window next to the outer reinforced wall, making it easy to check the defense gadgets or operators behind the wall.
▲ Because of this, it is almost inevitable for this wall to be breached.
▲ However, there is a high possibility that the defensive team is opening the hatch and waiting in the Office on the 2F, so we have to clear this place first.
▲ One of the offensive team can keep the Tellers in check from the South Balcony window on the 2F.
▣ In case, the site is '2F Armory Lockers ~ 2F Archives'
Since Objective Location has been placed on the top floor, the 2F, of course, it is impossible to do a vertical play. If the offensive team has a hard-breacher, they can breach the Armory Lockers wall at the West Balcony and attack the Armory Lockers, but in this case, the offensive team must first secure the Security Room, as the defensive team Roamer may lurk in the Security Room and do a surprise attack. Starting from here, the main strategy of the offensive team is to narrow down the area around Bombsite, divided into several routes.
As it is on the 2F, this place is one of the few places where Blackbeard becomes powerful with rappel plays. It is also possible to check through the North Window of the Armory Lockers or hang on to the North Balcony to aim for the Archives. Even if Blackbeard doesn’t do a rappel play, it will be nice if he takes charge of the angle, when the hard-breacher breaches the Armory Lockers wall or makes an angle through the Main Hallway wall at the Security Room. However, let's not forget to watch out for the defensive team's run-out play, regardless of which side you are checking.
▲ It would be nice if the hard-breacher breaches the Armor Lockers wall at the West Balcony, but you have to clear the Security Room first.
▲ Clearing the Security Room and successfully breaching the wall would be a great advantage.
▲ Make a Main Hallway angle through this wall at the Break Room.
▲ Or make a small hole here to secure the east Main Hallway angle.
▲ At the North Balcony, it is possible to check the Archives with a rappel play or to make an angle through the wall with the shooting.
▲ If you occupy the Offices and the hard-breacher makes an angle on this side, Blackbeard can keep his head out and keep the defensive team in check.
▲ The North Window of the Armory Lockers is also a good point for Blackbeard.
Guides Always happens
When your on for an ace and the last guy falls
Guides New player, lvl 63, bronze IV, need a coach or someone to give some tips, really bad at the game. 13
Hello! I am a 13 year old playing R6 and well yeah uh im trying to get good buuuuut its not working out. Maybe someone could help me with some tips or some coaching? I really love siege and my friends just blocked me because i couldnt win in a 2v2. Now I have noone to play with always playing alone casual and 60% of the time just losing and my teammates getting mad at each other or just like the randoma they are they would just spawnpeek and die or they would just TK for no reason. Im really sensitive when it comes to someone screaming at me or calling me bad stuff I just get too sensitive and then sad. And we can for sure play casual or ranked after for sure! But like I said I need some good tips or strategies from someone experienced, dont have alot of operators well atleast all the 1k operators, the year 2 operators: blackbeard, hibana, capitao, buck, jackal, zofia, frost, valkyrie, caveira, echo, mira, alibi. I main Zofia but for defenders I either do valkyrie or alibi. Ill be waiting till then, bye! :D
Guides Zofia vs ash
Ok so hear me out zofia is better than ash and here's why
1. Although ash is a 3 speed, zofia is a 2 speed but she makes up for that in being a 2 armor.
2. Zofia has breaches and concussions so her ability is much better than ash,s breacher
3. Zofia has acog enough said
4. Zofia has the withstand ability which can be helpful in some situations
5. Zofia has less of a affect from grizmots concussions etc.
6. Zofias elite is way better than ash,s elite although that's just cosmetics
There are a couple more reasons but I think I said enough if you want to try to change my mind try.
Though this is coming from a zofia main so I might be a little bias
Guides Rainbow six siege video on Montagne and rook
https://www.youtube.com/watch?v=AgZIBI-HkB8
Guides How I Play Ash
I dont know if its just me but i dont like rushing with Ash. I like using her more calmly because i can get more kills.I dont know,there will be a poll please vote. Also use your honest opion theres no right or wrong.
Guides I need help getting back to the way i used to play
i used to always carry my team and my weight. i have a 1.3 overall k/d in ranked and a 1.5 k/d in the newest season. i stopped playing the game on my main account during blood orchard. My smurf account was plat II in wind bastion. Every time i loss into a ranked match my teammates are so bad and i got put down all the way to copper and i can’t get out. j carry my team with like 17 kills and we still lose. I need a squad who can help me get out of copper.
Guides How to play Fuze 101
Hi! My name is Exotic (Aaron) and I wanna tell you how to play the most amazing operator in the game 🤤
Weapons: AK-12 is always superior if you wanna use a specified gun :) And his shield is a no no and the LMG is also good.
𝐖𝐡𝐚𝐭 𝐦𝐨𝐝𝐞 𝐬𝐡𝐨𝐮𝐥𝐝 𝐈 𝐩𝐥𝐚𝐲 𝐟𝐮𝐳𝐞 𝐨𝐧?
Hostage
Hostage
Hostage
Hostage
Hostage
Hostage
Reason why: he is chunky boy and he has cluster charges that deal a lot of damage if you are near them so why not go ahead and get 6 kills while you are at it :)
Fuze is an amazing operator though in all seriousness. His gadget could make an enemy run the other way and be distracted and boom. Ez kill
Always, ALWAYS! Use Fuze to distract enemies :)
𝐇𝐨𝐰 𝐜𝐚𝐧 𝐈 𝐝𝐨 𝐭𝐡𝐚𝐭?
Ask your team (don’t be scared) for comms on where the enemy is located or sitting.
Find a nearby window if they are on the second floor and place down the charge
If they are on first floor, I recommend going second floor and placing it above objective.
Well, that’s my short guide on how to use Fuze haha thanks for being here and also love you :)
Guides Guide to playing 'Castle' in 'Kanal'
Kanal is a slightly larger battlefield connected with two two-story buildings. Unusually, the western building consists of a basement and 1F, while the eastern building consists of 1F and 2F, and two bridges connect these two buildings. The outer walls of the two buildings are painted red and blue, respectively, so the western building is called red and the eastern building is called blue.
The Objective Location is located each on the 1F and 2F at the Red Building, each on the 1F and basement at the Blue Building. Because each Bombsite is placed in a completely different location, there is a completely different style of battles for each Objective Location. Usually, the offensive team tries to enter while checking through windows or doors outside the building, while the defensive team must confront the offensive team and induce Roamer to catch the offensive team that entered the building.
▲ Kanal's Objective Location, Left Building is called Blue, Right Building is called Red
Castle is an operator that can install Armor Panels that are not pierced with bullets in places where barricades such as doors and windows can be installed. The Armor Panel serves to delay the offensive team and consume the explosives because it is completely destroyed only when explosive burst or 12 close attacks are made. If the Armor Panel is installed in the proper position, it will be able to block the angle that the defensive team inside the building can operate safely and prevent the offensive team from entering.
Because Castle can use a Super Shorty shotgun as a Secondary Weapon, he sometimes takes charge of the Remodel work to make holes in the area around Bombsite or make rotations during the Preferment Phase. If Castle is busy, it's better to get help from other team members because it's only a three-shot shotgun and Castle can't use Impact Grenade since the Steel Wave season.
▲ Castle's UMP45 has a low Fire Rate of 600 but has very low recoil, so you should aim for the headshot as much as possible in combat.
▣ In case, the site is '2F Server Room ~ 2F Radar Room'
2F is the top floor of the Red building, there is no risk of vertical attacks but a Balcony outside the 2F where the offensive team can stand on. The offensive team will climb up from this Balcony and try to check the inside through windows or doors, or breach the reinforcement wall of the Renovations, which is connected with the Radar Room. As this reinforced wall is particularly important, the defensive team uses Bandit, Kaid, and Mute.
There are windows in the Balcony that lead to Control Room Hallway or Server Room Corridor, through which the offensive team often checks the inside of Bombsite, so it would be good to block the angle with the Armor Panel. However, let's assume that the offensive team would destroy the Armor Panels anyway even we install those at the windows.
In some cases, the offensive team attacks through the red building window from the roof of the blue building, or enter the Printer Room on the 2F of the blue building and take a bridge to attack. If there is Castle, he can block the angle that can be attacked with Armor Panels, or block the printer room window and wait for the Armor Panel to burst.
▲ The offensive team often attacks through this window from the Blue building, so it would be good to block them with Armor Panels.
▲ One of the most frequently used angles of the offensive team, it is good to block it with Armor Panel, but we need to assume that it will soon be breached.
▲ Remember, there's another window the same as above on the Server Room side.
▲ The printer room on the 2F across the bridge, the offensive team often tries to enter through this place.
▲ It would be good to deploy the Proximity Alarm to detect the offensive team entering through the Bridge.
▣ In case, the site is '1F Security Room ~ 1F Map Room'
It’s right below the Radar Room ~ Control Room Bombsite described above, so vertical plays are done quite a lot here. This Bombsite is particularly vulnerable to attacks from the top, as there are even three hatches on the 2F. Thus, it would be better to employ more than one Roamer and place them upstairs.
There aren't many places for Clash to install Armor Panels on the 1F. Blocking the entrance to each Bombsite is not a good choice because it can interfere with the allies' course, and the windows don’t have such a good angle that the offensive team rarely uses it. Therefore, it may be better to install the Armor Panels on the 2F. Install the Armor Panels similar to those above, and identify the offensive team location by the breaching noise.
▲ Let's break the wall of the Security Room at the Projector Room and let the team pass by.
▲ It is recommended to pierce the wall of the Kitchen side at the Map Room and use the map widely.
▲ Frequently used entrance when the offensive team comes straight to the 1F
▲ Since there are three hatches connected to Bombsite on the 2F, it must be strengthened and protected.
▲ It would not be a bad idea to put Armor Panels to block multiple doors and windows leading to the 2F.
▣ In case, the site is '1F Coast Guard Meeting Room ~ 1F Lounge'
Bombsite is located on the 1F of the Blue Building, which is practically the top floor of the Blue Building as the 2F is the Coast Guard Roof. Because of this, usually, the offensive team will try to enter the 1F Recession and move toward the Archives or the Radio Room Hallway, or check and enter through the windows on the outer wall of the building.
Also on the 2F, there is a Printer Room connected to the Upper Bridge where vertical plays can be played to the Lounge on the 1F after breaking the floor, and the offensive team can penetrate the 1F by taking down the Blue Stairs right next to the Printer Room. As this place is where the offensive team launches attack easily, about one of the defensive teams needs to keep an eye on here. It is also a good choice for Castle to install Armor Panels in the Printer Room window.
▲ Radio Room exterior windows are often used by the offensive team, so it would be helpful to block them with Armor Panels.
▲ The lounge has two windows that lead to the outside, so it is vulnerable to rappel plays.
▲ If the offensive team does rappel plays, you can capture them at the opposite building Projector Room window.
▲ Vertical plays can be done even at the 2F Printer Room, so it would be very dangerous if attacked from multiple angles.
▲ Same as blocking the 2F of the Red building, install Armor Panels on the windows to block it.
▲ Hide under the Yellow Stairs and when the offensive team is detected by the Proximity Alarm on the Lounge wall, let's launch a surprise attack.
▲ Block the 2F White Stairs door with Armor Panels and shoot the approaching offensive team's foot.
▣ In case, the site is 'B1 Kayaks ~ B1 Supply Room'
It is the bottom floor of the Blue building, a closed place with no windows, doors, or walls that lead to the outside in the Bombsite. However, this place is also vulnerable to vertical plays because Bombsite is located just below the Coast Guard Meeting Room described above and there is a hatch that leads to the underground. In addition, the attacking team's hard-breacher often tries to breach the walls of the Pipes just next to the Supply Room.
If you are defending on the 1F, it is good for Castle to install Armor Panels in windows or doors that can enter the 1F from the outside. In particular, the effective area is the window leading from the Diving Alcove to the Diving Room or Locker Room, where if the Armor Panel is installed and exploded due to the offensive team's explosives, the noise will allow you to get the location of the offensive team.
▲ The hard-breacher will come to breach through the reinforced wall leading to the underground Pipes. There should be members to stop this in the Bathroom.
▲ Install the Armor Panel at the Locker Room window on the Diving Alcove side...
▲ And it is perfect to install another one at the Diving Room window on the Diving Alcove side.
▲ Be careful as the offensive team can try vertical play or hatch drop on the 1F.
▲ Because of this, it is not a bad choice to install Armor Panels on the 1F and block them.
*Thanks for the follows! (ups and comments too)
Guides Guide to Playing Clash on Kanal
Kanal is made up of two towers joined by two bridges and contains three internal staircases, plus two secret ladders in the West basement. This all adds up to plenty of ways to navigate the map. Kanal also features plenty of windows for attackers and defenders to fight through. The Eastern tower consists primarily of first and second floor, and a smidgeon of basement. The Western tower is made up mostly of first floor and basement with very small bits of second floor leading to the roof.
Clash, the menacing wall of a defender, was released during Operation Grim Sky. She is a three armor, one speed operator, but with her shield out suffers an even greater speed penalty in exchange for some serious protection. Her primary function is crowd control, delaying attackers while providing incredible intel for her team. Her potential for teamplay is amazing, but in some sense can be considered a liability as her fragging capability is quite low.
Clash’s Crowd Control Electro Shield, or CCE Shield, is very frustrating for attackers to deal with and requires significant coordination. When equipped, Clash’s front and sides are protected, and she can zap all attackers she is facing within a 12 meter distance, but she cannot melee, or use her gun. Her zaps slows attackers significantly and deal 5 damage per tick. The charge depletes completely within 5 seconds of continuous use, and after a brief delay begins to recharge at 20% per second. If the battery drains completely, you must wait until it is full before using it again. Keep your distance, and pace your battery so you are not easily rushed when it has drained. Keep in mind, when attackers are on rappel, you can deny their entry by standing in front of the window. You can also use your shield to trigger claymores; you will take some damage, but it is not lethal
CLASH’S COUNTERS & COUNTERING THEM
Thatcher’s EMPs and Twitch’s drone both temporarily disable your shield’s ability to zap. Kali’s rifle, Zofia’s concussion grenades, and enemy melee hits all stagger Clash, swinging her shield to the right, leaving her feet vulnerable. When this happens, turn left. A good tactic to deal with these scenarios is to stand behind cover that protects your legs, like deployable shields. Nomad, Capitao, and Gridlock are all serious threats, along with explosives, and flash bangs. Stay on the move and near anti-projectile gadgets.
CLASH’S LOADOUT
Clash brings the SPSMG9, a solid machine pistol equipped with a clean reflex sight and the flash hider. Generally you want to avoid taking gun fights with Clash, but in some situations it is necessary. It is also good for shooting drones and attacker gadgets. Whenever forced to whip out your gun, preferably duck into cover, or if necessary, spin left and crouch so your shield keeps you safe meanwhile.
Barbed wire is always a great secondary to bring with Clash due to its synergy with the CCE, but Impact Grenades are sometimes necessary for rotates, and can also be used to impact trick hatches or certain site walls. Practice using impact grenades perfectly so you can walk through the rotate without crouching or vaulting.
DEFENDER BOMBSITES
BOMB SITE 1 – Server Room [2F] and Radar Room [2F]
Typically the preferred site, Server and Radar contain an external wall in Renovations. In addition to this whole cubby, reinforce the corner walls of the L-shaped hallway surrounding site. Attackers will breach any of these walls, but they tend to focus on the Cubby. They also may push through Upper Bridge or up the Red and Green Stairs. They also pressure the hallway windows from the balcony outside and the window in Control Room from the opposite roof.
Clash can waltz out Fire Escape to nab some quick intel on the attacking roster.
After a quick spawn peek hold Green Stairs a& hallway.
Alternatively, hold Bridge, where you can continuously peek windows for intel.
Printer Window is a good place to start when holding this side.
Sky Bridge South Window offers some pretty sweet views too, but don't get peeked from attackers on Sky Bridge North Window.
BOMB SITE 2 - Security Room [1F] and Map Room [1F]
This site can be pretty rough and requires either extending vertically into Server and Radar or horizontally into Kitchen and Model Room. Attackers typically take vertical control since the whole ceiling is destructible and there are three hatches to drop. They also may push into Kitchen from Museum or push Security from West Tower through Lower Bridge.
Stall out the Low Bridge push while holding Model Room.
Swing on over to pester attackers galumphing around in Museum.
Dip back into Maps as you recharge your battery. You can also just impact trick hatches if attackers get so frustrated with your antics they back off.
Impact trick Control Hatch through shotgun holes made here.
Impact Security Hatch through shotgun holes made here and on ping.
BOMB SITE 3 - Coast Guard Meeting Room [1F] and Lounge [1F]
This site is a decent third choice if your squad is more comfortable with holding the West tower, but it is quite tough to hold. All but a small portion of Lounge bears destructible flooring, so defending from below with C4s works in theory, as you can toss them up through the Lockers hatch. Extend the site into Radio for more wiggle room, making Lounge wall tougher to breach. If your team runs a pocket strat here, I recommend an Ace ban.
Protect Lounge wall, offering intel to a teammate nearby in Radio.
Stack some barbed wire on Yellow Stairs to alert you to flanking attackers.
Your teammate will play behind Radio desk on ping. These reinforcements are essential, but rather than impact holes, preferably use a shotgun to make these lines of sight.
You can also serve as an anchor on White Stairs, making it a pivotal position for your defense, particularly if you have roamers downstairs.
If attackers try flanking through Lower Bridge, simply smash your CCE button and shout at them. It works wonders!
BOMB SITE 4 - Kayaks [B1] and Supply Room [B1]
This is my favorite site on Kanal. It makes for some really interesting gameplay, and uniquely features a second basement, accessible via two ladders - one in Showers and one in Diving. Attackers most commonly push above, as well as through Supply Room Corridor. They may also pressure Lockers and Diving windows to threaten a hallway flank. When attackers begin to execute, watch for pushes coming down either staircase.
Attackers will try to push into Trench to breach the wall. Don't let them.
Dance on over to Supply Room to impact trick the hatch through shotgun holes made here and on ping.
Attackers may instead focus on Diving to breach this wall. Fend them off with the support of a teammate playing on ping.
Push right up to Diving Window for info on this area. This can be particularly spicy if you have a roamer playing on ping peeking off your callouts.
Guides Guide to Playing Clash on Bank
Bank is one of the original maps of Siege and has been thoroughly explored by the community, but of course there are still new tricks waiting to be uncovered. With three staircases and three spacious floors, Bank offers many options for roam play since it's so spread out and time-consuming to roam-clear. Anchoring is acceptable for sites though, especially if they have somewhere safe to sit on cameras, so you can drone for your roamers. The many windows in Lobby make it a very risky area to rotate through, but with proper game sense you can navigate your way through it to surprise opponents or pull off some late flanks.
Clash, the menacing wall of a defender, was released during Operation Grim Sky. She is a three armor, one speed operator, but with her shield out suffers an even greater speed penalty in exchange for some serious protection. Her primary function is crowd control, delaying attackers while providing incredible intel for her team. Her potential for teamplay is amazing, but in some sense can be considered a liability as her fragging capability is quite low.
Clash’s Crowd Control Electro Shield, or CCE Shield, is very frustrating for attackers to deal with and requires significant coordination. When equipped, Clash’s front and sides are protected, and she can zap all attackers she is facing within a 12 meter distance, but she cannot melee, or use her gun. Her zaps slows attackers significantly and deal 5 damage per tick. The charge depletes completely within 5 seconds of continuous use, and after a brief delay begins to recharge at 20% per second. If the battery drains completely, you must wait until it is full before using it again. Keep your distance, and pace your battery so you are not easily rushed when it has drained. Keep in mind, when attackers are on rappel, you can deny their entry by standing in front of the window. You can also use your shield to trigger claymores; you will take some damage, but it is not lethal
CLASH’S COUNTERS & COUNTERING THEM
Thatcher’s EMPs and Twitch’s drone both temporarily disable your shield’s ability to zap. Kali’s rifle, Zofia’s concussion grenades, and enemy melee hits all stagger Clash, swinging her shield to the right, leaving her feet vulnerable. When this happens, turn left. A good tactic to deal with these scenarios is to stand behind cover that protects your legs, like deployable shields. Nomad, Capitao, and Gridlock are all serious threats, along with explosives, and flash bangs. Stay on the move and near anti-projectile gadgets.
CLASH’S LOADOUT
Clash brings the SPSMG9, a solid machine pistol equipped with a clean reflex sight and the flash hider. Generally you want to avoid taking gun fights with Clash, but in some situations it is necessary, particularly when you need to trade kills or establish cross-fires. It is also good for shooting drones and attacker gadgets. Whenever forced to whip out your gun, preferably duck into cover, or if necessary, spin left and crouch so your shield keeps you safe meanwhile.
Barbed wire is always a great secondary to bring with Clash due to its synergy with the CCE, but Impact Grenades are sometimes necessary for rotates, and can also be used to impact trick hatches or certain site walls. Practice using impact grenades perfectly so you can walk through the rotate without crouching or vaulting.
DEFENDER BOMBSITES
BOMB SITE 1 – Executive Lounge (2F) & CEO Office (2F)
This site is extremely exposed to windows on the West and North side, particularly the Lobby windows. It also has a few breachable walls on the East side of CEO which should certainly be reinforced. Janitor Closet should be opened up and played to choke out attackers pushing in. Watch for flanks through Lobby, and beware attackers pushing Stock Trading Office and Main Stairs to the South.
Square Skylight is the most common push. You can stall this out and get some intel, but back off if attackers enter Stock.
Retreat into Janitor when attackers enter Stock. Set it up with these reinforcements and rotates.
Clash is a great operator for Lobby Overwatch. Some teams prefer instead to push this way. Keep them from making it up Spiral Stairs.
The long hallways surrounding site are great for Clash to stall out attackers. You can play them to support a defender playing in Elevator.
BOMB SITE 2 – Staff Room (1F) & Open Area (1F)
This is definitely the least popular site, mostly because it is so spread out. All of Staff Room's ceiling is indestructible leaving anchors relatively safe. Attackers will almost certainly pressure site from Alley outside, and push into Square Skylight to the Northeast to open Staff Room wall. Expect attackers to enter above as well and destroy the ceiling of Open Area from Stock Room, perhaps opening site hatches. Having a pocket strat for this site can grant the occasional win by catching your opponents by surprise.
Don't be afraid to peek Printer window for early intel on attacker spawns.
Delay attackers pushing Office Hallway. Clash is a great operator for watching this flank and can quickly rotate to impact trick hatches.
Get info on attackers trying to breach North Staff wall. A shield on ping gives your feet cover so you aren't easily countered.
Hatches need to be reinforced so attackers can't completely ignore you and enter site vertically. If they try to ignore you and go for hatches, you can impact trick them!
Stock hatch can be impact tricked through shotgun holes by the printer and the table.
Janitor Hatch can be tricked from Administration Office through holes created here and on ping.
BOMB SITE 3 – Tellers' Office (1F) & Archives (1F)
Tellers and Archives have entirely destructible ceilings. Due to this, roaming top floor to slow the push is necessary to protect anchors. Attackers will likely pressure site from Lobby, possibly rappelling on windows. They also may push into Open Area to open the Archives wall connecting to Admin Office. Skylight Stairwell is easily accessible from outside too, so beware of flank watches posting on the skylight, Servers stairs, or Electrical Room.
Clash can be used for overwatch on Square Skylight. Head up the stairs if it's safe to get info on attackers up top floor.
Use the window sill for cover if there's a Kali or Zofia.
You can also get plenty of info on Lobby and stall out the push, using Tellers' desk to help keep your feet safe.
The desk and filing Cabinet in Tellers' Office also offers good cover for your feet when you back off into site.
BOMB SITE 4 – Lockers (B) & CCTV Room (B)
This site has seen the most play, and its meta has grown quite stale. Attackers almost always push through Servers and breach the CCTV wall to plant. You should also keep an eye out for attackers pushing up Garage or through the nearby stairs, named Main Stairs. It is also very common for attackers to take Open Area and breach the hatches there. There are two other main hatches; one in Lobby and one in the Elevator by Main Stairs. Servers hatch can be played reinforced to delay the Servers push, or opened and played against attackers once they push in below it.
Reinforce Server hatch and stall out the Dirt push. use the desk on ping to keep your feet safe.
You can also play Server Stairs to get info on Square Skylight and slow attackers pushing down the steps.
Clash is also a great operator for Garage overwatch. Use black car as cover for your feet.
You can also deny attackers pushing down Garage Stairs.