Guide to playing ‘Thermite’ at ‘Oregon’

Oregon is a medium-sized battlefield with a basement, first and second floors. This map is where some of the Objective Locations were out of balance, had been reworked and adjusted through the last Operation Voice Edge season. The Objective Location is located in a total of four areas, one on the 2F, two on the 1F, and one on the underground. Unusually, the 1F Objective Location has both the form of Bombsite generated in the Kitchen. However, the defense team does not prefer the 1F because there is a risk of being attacked by vertical plays on the 2F, so the basement or the 2F is often chosen.
 
Instead of the disappearance of the Big Tower's double-layer Objective Location, which was so hard to stop for the defense team, there was a change in the addition of new offensive routes for the offensive team to choose from. This has led to more engagements in various places.
 
 
▲ Reworked Oregon’s Objective Location, two Objective Location both includes the Kitchen.
 
 
Thermite is an operator in the role of a hard breacher that can breach reinforced walls with its dedicated equipment, Exothermic Charge. The offensive team currently has four hard breacher roles, including Thermite, Hibana, Maverick, and Ace, who joined in Operation Steel Wave season, of which Thermite is the representative operator of a hard breacher that has been selected since the beginning of the game’s launch.
 
When working on breaching, Thermite directly approaches the target reinforcement wall, attaches an Exothermic Charge, and makes it explode. Naturally, during this process, it is necessary for the team members to cover as much as possible because Thermite becomes defenseless while attaching, but if they succeed in the explosion, he can make the biggest hole than any other hard breachers of the offensive team. In addition, it is possible to put on an Exothermic Charge and retrieve it immediately, enabling the team to cope with the Bandit trick to some extent.
 
Thermite can select 556XI Assault Rifle and M1014 Shotgun as a primary weapon. Both guns have good performances, and Oregon has many short-range engagements, so it is worth adopting the M1014 shotgun. However, considering that Thermite's top goal is to move around Bombsite and breach the reinforced wall, shotguns are a bit risky. If you must move to the intended location safely, I recommend choosing 556XI.
 
 
▲ Thermite only has two choices for his primary weapon, so players mostly select the safe auto-rifle, 556XI.
 
▲ If you select 556XI, you can respond to spawn kills and long-range engagements with the ACOG sight attached.
 
 
▣ In case the site is located at '2F Kids' Dorms ~ 2F Dorms Main Hall'
 
When the Objective Location is generated on the 2F, the offensive team usually goes up the Dining Hall Roof on the 2F and then breaks the Dorm Main Hall window to check the inside or break into the Attic or the Master Bedroom. At this time, the Attic and the Master Bedroom Walk have reinforced walls that are good if hard breachers breach, so Thermite should try to breach there.
 
When breaking into the Attic, I recommended you to spawn at the Construction Site and then enter the Big Tower. Of course, it is basic to carefully check whether there isn’t a roamer hiding at the Big Tower using the drone before entering. After that, let's breach through the reinforced wall at the Attic and check the Bombsite. However, in this case, the roamer can climb the Big Tower stairs and aim for the back, so must always be careful.
 
If you plan to penetrate into the Master Bedroom, it will be convenient to spawn at the Street side. Since this place is also very close to the Bombsite, drone reconnaissance is essential as the defensive team can easily detect the sound of breaking windows. It would be nice if the other team members guard against the Master Bedroom while Thermite goes into the Walk In and works on the breaching process.
 
 
▲ While the other team members are checking the inside after breaking the Dorm Main Hall window on the Dining Hall Roof…
 
▲ Thermite mostly breaks and enters the wall of the Attic at the Big Tower.
 
▲ Or put pressures after breaching the reinforced wall and making a new angle at the Master Bedroom Walk In.
 
▲ Checking the inside while doing rappel from the window of the Kids’ Dorm.
 
 
▣ In case the site is '1F Kitchen ~ 1F Dining Hall'
 
Since Bombsite has generated on the 1F, the offensive team gains more options to do vertical plays or hatch drops on the 2F. It doesn’t matter attacking the Dining Hall at the Small Tower or the Kitchen at the Meeting Hall, or break the hatch at Kids' Dorms on the second floor, Thermite can do its job on any side.
 
To attack Dining Hall, it is necessary to occupy the Small Tower first. However, sometimes the defense team roamer may be lurking in the office on the 2F of the Small Tower, but if Thermite dies after entering without clearing the roamer first, there could be a major setback in the offensive team's attack. Be sure to clear the 2F of the Small Tower with your team members and try the breaching process.
 
If you have entered the Meeting Hall, you'll be able to make a new angle by piercing the wall connected to the Kitchen. If you and your team put pressure here, in the Kitchen Corridor and the Security Corridor from various angles, the defense team will lose the place to hide at the Kitchen.
 
 
▲ The window we can use to check the inside of the Small Tower, but the offensive team can come to check at the Office or the Dining room entrance in reverse on the 2F.
 
▲ If a roamer is hiding, it will be easy to enter the Dining Room after clearing the 2F first with team members.
 
▲ If you attach an Exothermic Charge here and fire it up...
 
▲ You will be able to make an angle like this that can check the inside of the Dining Room. However, be careful as the defensive team can stop this by the Impact Grenade or shooting.
 
▲ Otherwise, breach a wall of the Kitchen at the Meeting Hall on 1F...
 
▲ Or break the hatch at the Kids’ Room on 2F and can aim for the hatch drop.
 
 
▣ In case the site is '1F Meeting Hall ~ 1F Kitchen'
 
Instead of using Kitchen as the Bombsite as above, the other Bombsite is placed on the opposite side of the Meeting Hall. For the defensive team, the Meeting Hall side should be reinforced, which will cause the Dining Room side to become vulnerable to defense the Kitchen area. For this reason, it does not appear often, as it’s an Objective Location that the defense team does not prefer. For the offensive team, they would gain a huge advantage if they aim at the weak spot.
 
If an attack is carried out in the Kitchen direction through the Small Tower, proceed similarly to the one described above. Clear the Small Tower, break through the Dining Room, and approach the Kitchen. Otherwise, it will be better to aim for the hatch that leads from the Kids' Dorms on the 2F to the Kitchen.
 
If you are going to attack through the Meeting Hall, I recommend you to enter the Big Tower and then break the wall leading to Meeting Hall, or pierce the hatch of the Attic after breaking the wall leading to the Attic on the 2F. In particular, the hatches on the 2F can overlook the Bombsite, keeping the defensive team from hiding in the Meeting Hall.
 
 
▲ Let’s check the enemies by breaching the wall from the Big Tower and making a new angle.
 
▲ If you pierce the hatch at the 2F Attic, you can get an angle that can check almost all sides of the Meeting Hall.
 
▲ You can take control of the Meeting Room after removing the defensive team at the Lobby side hiding at the 1F Split.
 
▲ It would be a good choice aiming at the Dining Hall side if the Meeting Hall is crowded.
 
 
▣ In case the site is 'B Laundry Room ~ B Supply Room'
 
The basement has no windows or doors from Bombsite to the outside, and the attack route has been set to some extent, making it the most favored position by the defensive team before the rework. However, as the way to the Freezer from the 1F to the basement has been added after the rework, the offensive team also has a chance to win.
 
If spawned at the Construction Site, I recommend you to enter the Bunker side and breach the Blue Bunker side reinforcement wall. If successful, you'll get the chance to put pressure on the Bombsite just around the corner. Because the offense team often tries fast breaching at this place after the rework, so the defense team also installs many gadgets here, so be careful.
 
It would be good to attack the newly added route to the Freezer. Spawn at the Junkyard, then brake into the Small Tower and go down the stairs in front of the Security. Likewise, if you succeed breaching here, you will be able to get an angle that can watch every side of the Laundry Room.
 
 
▲ There are many walls that Thermite can breach if you enter through the Bunker. Be aware of the defensive team hiding at the right side of the passageway,
 
▲ B Bombsite is right at the front if you breach the inner wall of the Blue Bunker, it’s the best place to breach as the Black Mirror is often installed by Mira.
 
▲ You can also get some useful angles when breaching this wall at the Blue Bunker.
 
▲ However, be careful when the hatch on the upper side is open.
 
▲ It is good to take the Laundry Stairs, but there’s often a Black Mirror installed by Mira at the circled point.
 
▲ If you enter through the Freezer side and breach the wall, you can get the angle that can see the whole A Bombsite.
 
* Every single ups and comment gives me energy to make more of these.

Guide to playing ‘Thermite’ at ‘Oregon’ +22
Guide to playing ‘Thermite’ at ‘Oregon’
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Guide to playing ‘Thatcher’ in Bank

Bank is a building consisting of the basement, 1F and 2F, a slightly large battlefield adding those three floors. The objective location is generated one on 2F, two on 1F, and the last one in the basement. Vertical plays can be seen restrictively from 2F to 1F, but not from 1F to the underground since the floor on 1F is made of unbreakable material. Due to the following reasons, the defenders most likely prefer the basement to be the objective location.
 
There is a lobby area on 1F that makes it larger than the other two floors. Due to this area, there are many places where the defender roamers can hide. The offensive team must use their drones to make a thorough reconnaissance and attempt the entry. On the other hand, 2F and the basement are a little narrow; the route of the offensive team is constant.
 
 
▲ Bank’s Objective Location, many different ways of offensive can be seen since the characteristics on each floor are all different.
 
 
Thatcher is an operator who can use EMP Grenades that can destroy or deactivate all of the defender’s electronic devices. He often acts together with the team’s hard breacher in order to safely destroy the Shockwire or Electroclaw installed by Bandit and Kaid on the opposite side of the reinforced wall. In addition, throwing the EMP grenades where it’s likely to be equipped with a lot of electronic devices or deactivating camera devices such as Echo’s Yokai drone or Maestro’s Evil eye can be used for purposes.
 
Thatcher can select among three kinds of weapons, AR33, L85A2 Assault Rifle, and M590A1 Shotgun, for his main weapon. Having a long shooting range and ACOG sight can be attached; most players prefer choosing one of these two weapons. Comparing those two, AR33 can attach angled grip and has a high fire rate value, L85A2 has low recoil and a thirty-shot bullet capacity. Players can choose by their own tastes between these two.
 
 
▲ Sometimes players go on rush plays with non-scaling sight equipped AR33 that can attach angled grip.
 
 
▣ In case, the site is located at ‘2F Executive Lounge ~ 2F CEO Office’
 
If the bombsite is generated on 2F, Thatcher and team are hard breachers mostly be better to enter to Skylight Stairwell on 2F and breach the reinforced wall that is connected to the CEO Office. By breaching that wall, the offenders can have a great advantage securing an angle to check the bomb site at the Skylight Stairwell. However, the defenders will also use Bandit trick or Impact grenade trick trying to stop the wall from breaking.
 
If some of the offensive team members enter the Stock Trading Room, it is easy to take control of the Hallway with the members from Skylight Stairwell. Furthermore, they can attack from many other ways by checking the bombsite while doing rappel play at the exterior window of the CEO Office or doing long-range sniping in the direction to the Lobby. Depending on the situation of the battlefield, we must take places where we can attack from various angles and put pressure on the bombsite.
 
 
▲ The most important point while attacking 2F, ‘Skylight Stairwell reinforced wall breaching’. The defenders will also be very resistant.
 
▲ If the breaching is blocked by Bandit trick or Impact Grenade trick, you can be able to get rid of it yourself through the CEO Office window.
 
▲ It will be better if you have members from Terrace to break the Stock Trading Room window and occupy it.
 
▲ If you have taken control of the Skylight Stairwell and Stock Trading Room, you can naturally be able to secure the angle to the Hallway.
 
▲ If you successfully secured the Hallway, you can go into the Janitor Closet and make a new angle through the CEO Office.
 
 
▣ If the site is ‘1F Staff Room ~ 1F Open Area’
 
This place is the widest bombsite area among all the Objective Location of Bank. There are two big-size entrances and an exterior window connected to the Printer Room where offenders can attack through. If the team uses a hard breacher, it will better to breach reinforced walls on 1F Archives through the Admin Office which is located right next to the Open Area or breach the three hatches located on 2F. However, if there are no Electroclaw attached by Kaid, Thatcher doesn’t really have to go together when breaching the hatches on 2F.
 
Thatcher is good to play a role getting along with the team’s hard breacher and supporting them by destroying Shock Wire and Electroclaw on the back of the reinforced wall like other places. Mentioned above, 1F has a large scale comparing with the others and many places that roamers can hide. Therefore, attackers must always be careful of an ambush while heading towards the target point. Attackers must move covering each other’s angles. If you are nervous, you can install some Claymore Mines on your way.
 
 
▲ There is an exterior window right beside the Open Area connected to the Printer room, it is a good way to begin.
 
▲ The Staff Room entrance is where many gadgets are being installed by the defensive team, you can have beneficial effect when using one of the EMP Grenades.
 
▲ Let’s help to breach the reinforced wall at the Archives connected to the Admin Office.
 
▲ There are three hatches connected to the bombsite on 2F, attackers can have a huge advantage if they destroy them all.
 
▲ It is able to do a restrictive vertical play if you attach the Breach Charge on the Stock Trading Room floor.
 
 
▣ If the site is ‘1F Tellers’ Office ~ 1F Archives’
 
Different from the other 1F bombsite, the area is small and there are no hatches connected to the 2F. However, the reinforced walls that hard breacher can breach are still remaining. I recommend acting together with them and help them with the breaching. Like we did the breaching at the Archives when the bombsite was located on the Open Area, this time we must do the breaching at the Open Area to make a hole towards the Archives.
 
Otherwise, there are ways to open a new angle by breaching the reinforced wall at the Office Hallway through Tellers’ Office or doing vertical plays at the 2F such as the Conference Room, Executive Lounge, and CEO Office. If Thatcher brings breach charges, he can attach it on the 2F floor to do vertical plays. No matter where you start your attack 1F, you must always beware of roamers and mustn’t forget to remove the defensive team’s trap or other dangerous sources by throwing EMP Grenade.
 
 
▲ 2F Skylight Stairwell is a good place to attack but it is also a risky place that can be attacked from many other angles.
 
▲ Contrary to the past, you can penetrate into the Open Area and breach the reinforced wall. But always beware of the 2F hatch!
 
▲ It is efficient to breach the reinforced wall at the Office Hallway.
 
▲ If you attach a Breach Charge around the CEO Office’s desk on 2F and blow up, you can secure the angle of the Archives entrance.
 
▲ On the contrary, if you blow up the floor of the Conference Room, you can secure the angle of the Tellers’ Office.
 
 
▣ If the site is ‘B Lockers ~ B CCTV Room’
 
There no window or door connected to the basement and it is impossible to do a vertical play due to the floor on 1F is all made of unbreakable materials. For these reasons, the offensive team must do drone reconnaissance from time to time after entering inside the building and moving towards the bombsite not to get caught their back by the defender’s roamer.
 
If the offensive team is spawned at the Jewelry Front, they can get to the Server Room right away through the Sewer by using the manhole right in front of the spawning area. The attack is available after breaching the reinforced wall at the CCTV Room, throwing Smoke Grenades, or installing Defuser. However, it will not be easy to attack as the defensive team can also install Mira’s Black Mirror in an angle they can see the CCTV Room or putting a roamer at the Server Room Stairs.
 
It is good to make new angles by other offensive players to attack the Bank Garage or another hard breacher operator to open the hatch on the 1F. If the defensive team selected Kaid, they would probably have Electroclaw attached at the hatch, Thatcher must go together to the hatch and remove it.
 
 
▲ If the offensive team is spawned at the Jewelry Front, they can get to the Server Room safely through the Sewer.
 
▲ If you breach this wall at the Server room and throw a Smoke Grenade…
 
▲ You can install your Defuser under cover of a desk, but be aware of the Nitro Cell flying in!
 
▲ It will be easier to attack if you open the 1F Admin Office hatch and watch the Server Room together.
 
▲ It is a way to make a surprise attack while others are engaging in the Server Room.

Guide to playing ‘Thatcher’ in Bank +21
Guide to playing ‘Thatcher’ in Bank
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Guide to playing ‘Mute’ at ‘Theme Park’

Theme Park is a medium-sized battlefield consisting of only the first and second floors. This is where there have been some changes in the structure of the building due to the rework in the Operation Shift Tides season, which has resulted in the adjustment of attack and defense balance. The Objective Location will have two locations on the second floor and two on the first floor. Among them, the Initialization Room, which is located to the east of the building, or the Third Room, or Armory, is quite favorable to the defensive team.
 
There are many windows connected to the outside in all directions of the building, so there is plenty of room for the defensive team to try spawn kill or run-out play. On the other hand, both teams need to pay attention to the windows as the offensive team can also use to check the inside by hanging from the window doing rappel play.
 
 
▲ 'Armory ~ Throne Room' Bombsite is quite advantageous to the defensive team, so this place is selected quite often even though it’s on the 1F.
 
 
The Mute's dedicated equipment, the Signal Disruptor, has the effect of neutralizing the offensive team's electronic equipment in range. In addition, within the range of the Signal Disruptor, the Logic Bomb by Dokkaebi or the EE-ONE-D drone by Lion may not be affected when operated. In particular, it is used to block the offensive team's drone reconnaissance by installing around the gate of bombsite because it can affect the offensive team's drone in a flexible way within the defensive team with Mozie's Pest.
 
Because of this, Mute is also notorious for being a very busy operator during the Preferment Phase. As soon as the game begins, the time runs out just by installing four Signal Disruptors at the entrance around Bombsite and strengthening two walls that need reinforcement, but additional time is needed, such as relocating the Signal Disruptor or installing the Bulletproof Camera, if necessary. Maybe this is the reason why Mute is vulnerable to the offensive team's rush strategy, so he must be as busy as possible during the Preferment Phase.
 
Mute can use SMG-11 Machine Pistol as a secondary Weapon, so it is worth considering using M590A1 Shotgun as a primary Weapon. Of course, SMG-11's recoil is quite strong, so it is difficult to use it over medium-range, so it is better to choose MP5K when attempting a spawn kill or a long-distance engagement. If you choose M590A1, you can do a Remodel job around Bombsite. (Creating a shooting angle by making holes with a shotgun or creating a rotation that allows the defensive team to pass by)
 
 
▲ It is a basic play for Mute to install a Signal Disruptor on the way the drones often go by and block the internal information.
 
▲ M590A1 is good for Remodeling but also has a long shooting range, so it is a useful 1tier Shotgun for combat purposes.
 
 
▣ In case, the site is located at ‘2F Initiation Room ~ 2F Office’
 
Since the Bombsite location is located in the center of the second floor, the offensive team will usually launch an attack as if surrounding the Bombsite through the west's Cafe Terrace, the Castle Entrance on the east side of the second floor or the hatch of the roof. Therefore, the defensive team will also have to move in a fluid manner, sensing the offensive team's attempt to enter the building while spreading wide enough to use the entire second floor.
 
As soon as the game starts, install a Signal Disruptor around the Bombsite to block the drone's reconnaissance as much as possible. You won't be able to hide the location of the Objective Location but can obscure the internal situation of the Bombsite. If you're lucky, you can also hide the information about the Bombsite operator, so you can get a little advantage.
 
Occasionally, the offensive team will use hard breachers and try to breach the reinforced walls around the Bombsite, and it would be a good idea to install a Signal Disruptor behind this wall to keep the hard breacher’s equipment out of operation. However, it is better to use the Signal Disruptor to block the drone of the offensive team and it is easily removed by Thacker's EMP Grande, so if the team has Bandit or Kaid, it is better to yield the wall to them.
 
 
▲ A good place to install a Signal Disruptor during the Preparation Phase, let’s switch the position during the Action Phase.
 
▲ The place we can block the drones coming from the Cash Corridor.
 
▲ The place we can block the drones coming from the Cash Stash and the Office Showers.
 
▲ Someone has to check this way as the offensive team can enter this place by the Control Room’s hatch, door, or window.
 
▲ The wall at the Office is where the offensive team often attempt to breach, so if there are no Bandit or Kaid, it is better to install a Signal Disruptor.
 
▲ The Initiation Room as well, they may penetrate into the Bunk and breach the wall.
 
 
▣ In case, the site is ‘2F Bunk ~ 2F Day Care’
 
If the offensive team comes up to the Terrace on the 2F and enters the Cafe, it is close enough to reach the Bombsite immediately. However, the defensive team can also keep the offensive team in check while waiting for the Yellow Corridor or the Upper Arcade, which usually leads to an engagement with the offensive team around here.
 
If you have chosen the M590A1 shotgun, there are some places you can do the Remodel job. First of all, never reinforce the wall between the Bunk and the Day Care, but let's make a rotation so that people can pass by if possible. The wall leading from the Break Room behind the Bunk to the Upper Arcade would also be good to have a rotation.
 
The offensive team will sometimes do rappel from the window on the Break Room side to check the Bunk side. In this case, it will be easy to catch them doing rappel play if you go for a run-out play to the windows at the north side on 1F. To guard against this, the offensive team may have also set up Claymore Mine, but since there are more than one or two windows, it would not be a bad idea to try it once if you are roaming.
 
 
▲ ‘Don’t block the wall between A bomb and B bomb’, let’s make a route so the team can be able to come and go to both of the Bombsites.
 
▲ It will also be better to break the west wall of the Break Room to come and go by.
 
▲ it is useful to support a Signal Disruptor for the roamer located at the Yellow Stairs.
 
▲ Always be careful as the offensive team can attempt hard breaching at the Initiation Room towards the Bunk.
 
▲ It will be efficient to install by watching this way if you use the Bulletproof Camera.
 
▲ If you break down this wall at the Break Room, you can make an angle to check the offensive team coming through the Yellow Corridor.
 
▲ However, the Break Room is vulnerable to rappel play as two windows are connected to the outside.
 
▲ In this case, it will be easy to catch the offensive team doing rappel play if you do a run-out play to the windows at the north side on 1F.
 
 
▣ In case, the site is ‘1F Armory ~ 1F Throne Room’
 
There are only two entrances to enter the Bombsite, one on the Throne Room and one on the Blue Room, making it extremely difficult for the offensive team to enter the Bombsite. If the offensive team tries to enter without thinking, it is likely to be blocked immediately by the defensive team that is watching the entrance. Because of this, the offensive team will try to create a new way of using a hard breacher. The defensive team also often uses Bandit or Kaid to reinforce the walls.
 
As soon as the Preservation Phase starts, drones can be blocked by installing Signal Disruptors near both entrances. However, it is not completely blocked because there is a drone hole connected to the outside on the south side of the Throne Room, so it is necessary to pay attention to drones entering through this area. If there is no Bandit or Kaid in the team, let's set up a Signal Disruptor behind the reinforced wall on the Barrel Room or the reinforced wall on the Maintenance.
 
Since the Bombsite is on the first floor, the offensive team may attempt a vertical play through the bottom of the 2F. However, the 2F Initialization Room is made of unbreakable material, so the Throne Room side is safer from vertical play. Only be careful when you hide in the Armory.
 
 
▲ It will be useful to install a Signal Disruptor at the Blue Room as both of the Bombsites are using the Blue Room as an entrance.
 
▲ Let’s install another Signal Disruptor on the opposite side, the entrance of the Throne Room too.
 
▲ However, there are many drone holes outside, so we can’t only rely on Signal Disruptors.
 
▲ The offensive team mostly tries to breach the reinforced wall of the Barrel Room…
 
▲ Or try to breach the reinforced wall of the Maintenance at the opposite side. You’ll have to install a Signal Disruptor if there are no Bandit or Kaid in the team.
 
 
▣ In case, the site is ‘1F Lab ~ 1F Storage’
 
Unlike ‘Throne Room ~ Armory’, ‘Lab ~ Storage’ is a very small area and there is even a window connected to the outside, so there is a considerable lack of space for the defensive team to hide. To make things worse, both the floors of the 2F Cafe and the Upper Arcade are made of breakable materials, so there is a risk of being attacked by vertical play. Because of these points, the defensive team here tends to minimize the number of anchors (*the role of waiting around the Bombsite without moving) inside the Bombsite and use many roamers.
 
When the game starts, install a Signal Disruptor around the Lab, Storage, and the Arcade Toilet to block the drone. Mute is a 2 Speed / 2 Armor Operator and has a lot of work to do during the Preparation Phase, so he is more suitable for an anchor role than a roamer. However, when there are too many people inside the Bombsite, it is also possible to play the role of a roamer by hiding near the cafe on the 2F. If you have any Signal Disruptor left at this time, it would be good to use it on the 2F to support the roamers.
 
 
▲ The attackers sometimes enter through the Storage window, so let’s make a hole to check them.
 
▲ I recommend not to break the wall of the Barrel Room in front of the Lab.
 
▲ There're drone holes everywhere, so be careful!
 
▲ The safe area gets smaller if the offensive team does vertical plays on the 2F.
 
▲ So it is better to line up the team members on the 2F and defense from the beginning.

Guide to playing ‘Mute’ at ‘Theme Park’ +26
Guide to playing ‘Mute’ at ‘Theme Park’
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PS4 Siege Coaching

I can coach you and your friends to get better at rainbow and strat games like it such as: GTA 5, Siege and CS-GO

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Guide for playing 'Kapkan' 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 pretty balanced however, some bomb sites have heavy advantages for one side.
 
Kapkan is a two speed, two armor, defending trap operator. His ability is the ‘entry denial device’ (commonly referred to as an EDD) which consists of a booby-trap-like explosive device which can be anchored on doorways and windows and then later triggered by unassuming attackers walking through these doorways. Kapkan is similar to Frost in so far as the operator pick will be much more effective if attackers don’t know that defenders brought him/her. This is because, if attackers know there are trap operators like Frost or Kapkan, they will be much more cautious when maneuvering throughout the objective building so as to not trigger the traps. Generally, Kapkan will be most useful for defenders by dealing damage over the course of the round while the attacking team executes a full roam clear of the objective building due to the traps only dealing about 50HP each. However, this will provide Kapkan with the maximum number of doorways to place EDD’s - allowing the player to place them randomly throughout the building instead of all in one central location.
 
If you are to be in accordance with current meta, Kapkan’s loadout should be as follows:
PRIMARY: 9X19-SMG (Attachments to player preference)
SECONDARY: PMM (Attachments to player preference)
UTILITY: NITRO-CELL (This will be commonly used for plant denial)
 
 
DEFENDING: [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) room from Control room as this will provide attackers with significant control over Initiation(B) allowing them to plant the defuser. Kapkan should place EDD’s throughout the western portion off the second floor, inside of Bunks, Dorms, and Cafe. This is because it is most common for attackers to clear the second floor from west to east and breach the wall inside of Dorms. Kapkan should act as a second floor roamer on the second floor near Arcade and Cafe. Try to waste the attacking teams time by rotating throughout the west section of the second floor. Use Bunks, Dorms, Arcade, Yellow Stairs, and Vending Hall to your advantage by constantly shifting positions between these rooms as this will make clearing the second floor of defenders incredibly time consuming for attackers.
EDD PLACEMENT: [2F] OFFICE(A) - INITIATION(B)
 
DEFENDING: [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 teams 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). Kapkan should be played exactly the same way in which the operator was played on the previous bomb site, only this time you will be roaming on the eastern portions of the second floor. Place EDD’s throughout the second floor east rooms like Cash, 2F Dragon, Control, and Initiation to cause HP damage and partial stress to attackers while they attempt to clear you from your roam. Similar to the way in which Kapkan was played on the previous Initiation-Office bomb site, constantly shift positions on the second floor to waste the attacking teams time while they attempt to clear you from the second floor.
EDD PLACEMENT: [2F] DAYCARE(A) - BUNK(B)
 
DEFENDING: [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 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. Kapkan should place EDD’s throughout the second floor, in and around the Control Room and Office. This will help defenders in the late round during the attacking teams site execution as, assuming defenders maintain a man advantage, defenders will also have an HP advantage over attackers who have triggered an EDD. Kapkan can also use his nitro-cell through the holes made above the reinforced walls inside of Throne(B) to eliminate the attacking teams hard breacher while attempting to breach the wall.
EDD PLACEMENT: [1F] ARMORY(A) - THRONE(B)
 
DEFENDING: [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). Kapkan should place EDD’s throughout the second floor, inside of Cafe, Daycare, 2F Arcade, and Dorms. This will deal damage to attackers on the second floor attempting to clear defending roamers. Kapkan should anchor on the bomb site inside of Drug Lab(A). This will position the player to use nitro-cell on second floor attackers attempting to destroy the ceiling of Bathroom, Storage(B), and Drug Labe(A).
EDD PLACEMENT: [1F] LAB(A) - 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 my social media accounts:
TikTok - FTWRK
Twitch - footwork6
 

Guide for playing 'Kapkan' on 'Theme Park'. +4
Guide for playing 'Kapkan' on 'Theme Park'.
footwork.
footwork. footwork.
LV.14 Chief 2d

Guide to Playing Mozzie on Outback

So according to the radio traffic report, "it's looking like a nice smooth ride from wherever you are to wherever you are going." How do they know that???
Outback, home to the famous Kangaroo Sandwich, is shaped like an elbow. This two-floor map contains many staircases, both inside and out. At the top left of the map you can find the Back Stairs and at the bottom right is the Garage Stairs. Where the two wings join together in the Northeast, you can find the Piano Stairs, and the Restaurant Stairs, recognizable by the massive shark. Piano and Shark Stairs are connected by an external patio which even 1 speed operators can traverse without being detected. The map generally favors anchors, due to the difficulty for attackers to enter the upstairs windows near sites. But with all the destructible flooring, roaming below with C4s works excellently.
 
Mozzie, the Australian defender, is super fun to play and can be very helpful for his team. He is a two armor two speed operator with a flexible playstyle, fit for roamers and anchors alike, making him great for solo queuing. He excels in disrupting enemy intelligence, and if you play your cards right, he brings amazing information to you and your teammates. In addition to having top tier utility, Mozzie performs amazingly in firefights, not to mention his Commando 9 has the BEST reload animation in the game.
 
Mozzie’s pest launcher fires out spider-like robots that latch onto nearby drones, hacking them, granting Mozzie controls instead. He comes equipped with three pests which can block off narrow choke points that attackers commonly drone, effectively locking down entire areas of the map, especially when paired with Mute. He can also hunt drones as soon as the prep phase begins, heading straight to doorways near drone spawn locations and sniping some of those RC cars to use right off the bat. You can position captured drones near site and leave them, or hide in a safe location and hop on cams to cruise them around and hunt attackers.
 
 
MOZZIE’S LOADOUT
Mozzie has the choice between the Commando 9 and the P10 Roni. The Commando is more reliable, with a better damage drop-off curve and a higher magazine capacity. But the P10 Roni shreds in CQB with a higher fire rate and virtually no recoil. It is arguably a matter of preference, and the attachments you equip on either gun boil down to preference as well. I currently prefer the Commando with a holo sight, vertical grip, and flash hider.
 
Mozzie brings the SDP 9mm, a well-rounded pistol with a decently high ammo-count. It is best equipped with the muzzle break, but the silencer can be useful in some situations, such as shooting out drones or claymores while flanking. For his secondary gadget, he nearly always brings a nitro cell because it is significantly more powerful than the alternative barbed wire. The C4 also synergizes with his Pests, because vision from hacked drones can be used to set up kills. Additionally, the nitro can be used to blow open rotations when getting pinched. There may be some situations though where your team decides they need barbed wire, so you do have that option available, and I will showcase good locations to place it for those who prefer it. It is also worth noting that barbed wire can hide your pests, but shoot your pest first and place the wire after.
 
 
DEFENDER BOMBSITES
 
BOMB SITE 1 – Laundry [2F] and Games Room [2F]
 
The defense of this site involves extending into the surrounding rooms, particularly the power positions in Piano Room, and Showers. Hold onto the perimeter for as long as possible. Once attackers are in, it is a very quick rush to site. This means the round tends to be packed with explosive action, so focus on trading kills off fallen teammates. As an anchor, Laundry is the safest room to play in when sitting on cams.
 
You can roam in Bull and fall off below to Kitchen once you get pressured. If you prefer, skip this entirely and simply set up a nitro trap on attackers pushing Bull or breaching Games wall.
Shout out to XCm2403x for sharing the first C4 I pinged and providing this sneaky drone location you can use to know when to pop it. Jump it up here from the TV.
 
Reinforce this Laundry wall. A pest on the stairs and Dorms window will keep attackers unaware of any defenders playing at the top of the staircase.
 
If instead someone is looking to aggressively hold inside Dorms, plug up the window on ping and the drone hole to Mozzie's left with pests.
 
Whoever plays Showers should play on ping as this is the most powerful position. A pest on the window will keep their exact position unknown.
 
Reinforce these two walls so attackers cannot rush into Games from Patio. If you wish to play this position with Mozzie, keep drones out with a pest hidden in these two sets of barbed wire.
 
 
BOMB SITE 2 – Party Room [2F] and Office [2F]
 
The main push tends to involve clearing dorms to push through Games and pushing Shark stairs. But watch for attackers pressuring Bull window, Electrical window, and Garage. Be mindful of the 2 drone holes on the roof which attackers can use for grenades; one is by the Raptoil poster in Office, and the other is by the Hotel sign in Mezzanine. You could use a pest on these but they aren’t commonly droned. When anchoring, you can play either room, so long as the nearby windows are being watched. When roaming, you can play Garage or below in Gear and Compressor.
 
A shallow roam in Garage leaves you with plenty of options. Have a teammate open holes in the floor with a shotgun so you can play site vertically. You can also slip into Restaurant and land a nitro on attackers pushing in Party.
 
If anchoring Party, you can sit here, or lay down behind the tipped over table. Just be sure the entire "Happy Birthday wall" is reinforced. As an added bonus, you get to hear the balloons popping!
 
Most teams reinforce this wall, but some leave it soft to contest Office door from Garage Lockers. A single pest can deny both this drone hole and this doorway.
 
Reinforce Games wall, and slap a pest on the doorway. You can toss one on the ground here too to block this high traffic area. It's easily destroyed though, and best used only if someone is aggressively holding Catwalk from the hallway, ready to drop any attackers aiming to shoot it out.
 
Some utility should be invested in thwarting an Electrical push. You could plug the window with a pest and sling one inside this drone hole to keep drones from sitting in there.
 
 
BOMB SITE 3 – Nature Room [1F] and Bushranger Room [1F]
 
These two bombsites can be distinguished by the décor found in each. The bed in Nature is adorned with a canopy of vines, while the Bushranger suite feels more like an old timey Cowboy's home. This is the worst site on this map since the whole ceiling above is destructible, and there are many flank paths to the hallways surrounding site, as well as a window cutting site in half. If you do play it, check that a teammate opens a rotate through the closet to bypass this window. Someone will need to watch the window and another anchor can sit on cams giving callouts, but this site requires a fair bit of shallow roaming in the surrounding hallway and upstairs, with ALL teammates ready to rotate at a moments notice.
 
Make sure Bathroom hatch is reinforced. If you're feeling cheesy, use a pest on this window and one on the drone hole in here. Then break the top of the mop cart to create a vault prompt allowing you to hide on the sink!
 
Reinforce these walls and the hatch on ping. Keep them from droning out your defenses with a pest denying this high traffic hallway.
 
The pest above and one on this window are particularly helpful for defenders lurking in Reptile Hall. The end table on ping can be punched to further tuck into the corner.
 
These 3 walls in Nature should be reinforced. There's a really nice pixel angle lining up on Reception doorway for anchors sitting on ping.
 
A pest hidden in this barbed wire keeps attackers from easily droning out a flank opportunity. Sit on ping to contest Piano stairs, or even rotate up to flank attackers breaching site from above.
 
 
BOMB SITE 4 – Compressor Room [1F] and Gear Store [1F]
 
This is hands down my favorite site to play and I believe it is an underappreciated pick, with the two upstairs sites being overrated, kind of like how Penthouse/Theater on Coastline was overrated for so long and Kitchen was ignored almost entirely. The East half of Gear Store and all of Convenience Store bear indestructible ceilings, making them great candidates for anchors. There does seem to be some difficulty in defending site if attackers effectively take control of Restaurant however and pull off a breach, so having a flanker ready to respond to this is important. When extend the site into Convenience, your team can reinforce all of Beer Fridge, or create a rotate hole and reinforce Garage.
 
If you do choose to extend into Garage, you can yeet a C4 at anyone entering above, and rotate to influence either side depending on where attackers try to breach.
 
Waiting Room provides convenient access to Convenience Store. Keep them away from the Beer with a reinforcement, and keep them from scouting out your snack stash with a pest on the doorway.
 
Attackers may try to sneak in the rear through this drone hole on ping. They also may place a claymore here before pushing Waiting Room so watch out! Reinforce this wall in Beer Fridge too. If you're roaming in Garage though, ask a teammate to open a rotate through the panel on the right.
 
Reinforce Gear Wall and patch the doorway up with a pest to keep those pesky drones at bay.
 
Sit behind this shelving and hurl a C4 at attackers pushing in through Compressor door. Or head on over to this ping and lob it through a hole in the wall at attackers waltzing in through Gear door.
 
Have fun playing around on Outback folks! Most of the community feels like it's basically unwinnable on attack, but I think in large part this is due to a failure to adequately explore the map in custom games.
 
Griefdrums over on YouTube has showcased some pretty nice Buck strats for attacking it that should definitely be equipped into any team's arsenal. Check his video out here: https://www.youtube.com/watch?v=PvK-W5hVYcY
And if you have a teammate wondering how they might could play Outback, check out my Maestro one here: https://moot.us/lounges/10/boards/43/posts/3434378/guide-to-playing-maestro-on-outback
or my Alibi one here: https://moot.us/lounges/10/boards/1560/posts/3846538/guide-to-playing-alibi-on-outback
 
Ta ta for now!

Guide to Playing Mozzie on Outback +23
Guide to Playing Mozzie on Outback
drTaperdown
drTaperdown drTaperdown
LV.8 Bamboozled 2d

Rainbow six siege

Need a good group that's not toxic and is on rainbow six siege a lot and play xbox only

Rainbow six siege
Dethslayers4270
Dethslayers4270 Dethslayers4270
LV.2 Lurker 2d

Guide for playing 'Kapkan' 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 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.
 
Kapkan is a two speed, two armor, defending trap operator. His ability is the ‘entry denial device’ (commonly referred to as an EDD) which consists of a booby-trap-like explosive device which can be anchored on doorways and windows and then later triggered by unassuming attackers walking through these doorways. Kapkan is similar to Frost in so far as the operator pick will be much more effective if attackers don’t know that defenders brought him/her. This is because, if attackers know there are trap operators like Frost or Kapkan, they will be much more cautious when maneuvering throughout the objective building so as to not trigger the traps. Generally, Kapkan will be most useful for defenders by dealing damage over the course of the round while the attacking team executes a full roam clear of the objective building due to the traps only dealing about 50HP each. However, this will provide Kapkan with the maximum number of doorways to place EDD’s - allowing the player to place them randomly throughout the building instead of all in one central location.
 
If you are to be in accordance with current meta, Kapkan’s loadout should be as follows:
PRIMARY: 9X19-SMG (Attachments to player preference)
SECONDARY: PMM (Attachments to player preference)
UTILITY: NITRO-CELL (This will be commonly used for plant denial)
 
 
DEFENDING: [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. Kapkan should place EDD’s throughout the easter portion of the second floor. This will help slow the attacking teams' roam clear of 2F-Office, 2F-Party, and 2F-Mechanical Bull. Kapkan could also place a few EDD’s on the first floor; the more random the places that attackers find EDD’s the more cautious they will be inside of the entire building. In other words - if one attacker triggers a trap on the first floor and one of their teammates triggers another trap on the second floor, across the map, attackers will then be forced to assume that EDD’s can be anywhere inside of the map.
EDD PLACEMENT: [2F] LAUNDRY(A) - GAMES(B)
 
DEFENDING: [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. Kapkan should place EDD’s throughout the western portion of the second floor, inside of Laundry, Bathroom, Dorms, and Piano. This will serve the same purpose as on the previously mentioned Laundry-Games bomb sites. Kapkan could also be used effectively on the first floor, underneath the bomb site, with a nitro-cell. Communicate with teammates to also bring a Pulse to play on the first floor with you as he will be able to communicate precise locations to throw a nitro-cell to gain the largest man advantage.
EDD PLACEMENT: [2F] PARTY(A) - OFFICE(B)
 
DEFENDING: [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 as this will expose defending anchors inside of Bushranger(B) and Nature(A) to vertical angles. Kapkan can use the attacking teams plan to gain control over the second floor against them. Place EDD’s throughout the rooms which will be primarily sought after by attackers as not only will this provide defenders with an HP advantage over attackers, but defenders will also have a general idea of where attackers are on the second floor as Kapkan’s entry denial devices are triggered. This intel can be highly valuable for accurately using nitro-cell on the ceiling of the bomb site as a counter to attacking operators attempting to breach the ceiling above you.
EDD PLACEMENT: [1F] NATURE(A) - BUSHRANGER(B)
 
DEFENDING: [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). Kapkan should be used in the exact same way the operator was used on the previously mentioned Bushranger-Nature bomb site. The only difference on this bomb site being the particular placements of the EDD’s. Kapkan will want to place entry denial devices on the second floor, inside of Office, Party, Electrical, and Mechanical Bull. Kapkan can also be an effective first floor roamer inside of the Kitchen as attackers will consider the defensive nitro-cell threat to be highest directly above the bomb site. For this reason, Attackers will commonly use Mechanical Bull as a sort of safe-haven from a nitro-cell attack. Use the attacking team's lack of caution against them and use nitro-cell underneath them in places in which they believe to be safe.
EDD PLACEMENT: [1F] COMPRESSOR(A) - GEAR(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 my social media accounts:
TikTok - FTWRK
Twitch - footwork6

Guide for playing 'Kapkan' on 'Outback'. +4
Guide for playing 'Kapkan' on 'Outback'.
footwork.
footwork. footwork.
LV.14 Chief 2d

Guide for playing 'Kapkan' 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 as 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.
 
Kapkan is a two speed, two armor, defending trap operator. His ability is the ‘entry denial device’ (commonly referred to as an EDD) which consists of a booby-trap-like explosive device which can be anchored on doorways and windows and then later triggered by unassuming attackers walking through these doorways. Kapkan is similar to Frost in so far as the operator pick will be much more effective if attackers don’t know that defenders brought him/her. This is because, if attackers know there are trap operators like Frost or Kapkan, they will be much more cautious when maneuvering throughout the objective building so as to not trigger the traps. Generally, Kapkan will be most useful for defenders by dealing damage over the course of the round while the attacking team executes a full roam clear of the objective building due to the traps only dealing about 50HP each. However, this will provide Kapkan with the maximum number of doorways to place EDD’s - allowing the player to place them randomly throughout the building instead of all in one central location.
 
If you are to be in accordance with current meta, Kapkan’s loadout should be as follows:
PRIMARY: 9X19-SMG (Attachments to player preference)
SECONDARY: PMM (Attachments to player preference)
UTILITY: NITRO-CELL (This will be commonly used for plant denial)
 
DEFENDING: [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. Kapkan should place EDD’s throughout all three levels of the Big Tower, located on the northernmost portion of the objective building. Due to attackers commonly dedicating such a large amount of manpower to establishing control over Big Tower, it is very likely that the use of Kapkan’s EDD’s can provide defenders with a significant HP advantage at the beginning of the round and, in some cases, even provide the defending team with a man advantage before the first gun fight.
EDD PLACEMENT: [2F] KIDS(A) - DORMS(B)
 
DEFENDING: [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. Kapkan will want to place EDD’s throughout the second floor Kids and Bunks rooms as well as the Small tower. Not only will this provide the defending team with an HP advantage as attacking members trigger the explosive traps, but this will also provide the defenders with the unseen intel advantage in knowing where and when the attacking team is dedicating the largest amount of players. Keep in mind that Kapkan also has a nitro-cell for utility which can be used against attackers as they breach the ceiling of the Kitchen(A) bomb site.
EDD PLACEMENT: [1F] KITCHEN(A) - DINING(B)
 
DEFENDING: [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. Kapkan should place EDD’s throughout the first floor, in and around the Main Lobby. This will provide defenders inside of Meeting(A) with an audible que in the event that attackers attempt to flank the bomb site from the south eastern portion of the first floor, from Main Lobby and Garage. Providing the Meeting(A) anchors with a countermeasure to a rush strat will allow teammates to focus attention on the attackers inside of Big Tower and Attic attempting to plant the defuser inside of Meeting(A).
EDD PLACEMENT: [1F] MEETING(A) - KITCHEN(B)
 
DEFENDING: [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. Kapkan can be used similar to the way in which the operator was used on the previously mentioned first floor Meeting-Kitchen bomb site. Place EDD’s in routes which will be commonly used by attackers to flank the bomb site. For example, attackers will focus their primary assault inside of Barrels and Construction so Kapkan should place EDD’s throughout Freezer and around the first floor rooms near the Main Stairs. This will alert defenders inside of Laundry(A) and Long hall to incoming flanks from attackers through the alternative routes to the bomb site.
EDD PLACEMENT: [BSMNT] LAUNDRY(A) - SUPPLY(B)
 
Thank you for reading and I hope this was helpful for you guys.
 
If you are interested in more content or want to ask me questions, you can always find me on my social media accounts:
TikTok - FTWRK
Twitch - footwork6

Guide for playing 'Kapkan' on 'Oregon'. +4
Guide for playing 'Kapkan' on 'Oregon'.
footwork.
footwork. footwork.
LV.14 Chief 2d

The Boys

Need a Gold 2 or above support player with a mic non toxic people only!

The Boys
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LV.2 Lurker 3d

Guide for playing 'Kapkan' 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.
 
Kapkan is a two speed, two armor, defending trap operator. His ability is the ‘entry denial device’ (commonly referred to as an EDD) which consists of a booby-trap-like explosive device which can be anchored on doorways and windows and then later triggered by unassuming attackers walking through these doorways. Kapkan is similar to Frost in so far as the operator pick will be much more effective if attackers don’t know that defenders brought him/her. This is because, if attackers know there are trap operators like Frost or Kapkan, they will be much more cautious when maneuvering throughout the objective building so as to not trigger the traps. Generally, Kapkan will be most useful for defenders by dealing damage over the course of the round while the attacking team executes a full roam clear of the objective building due to the traps only dealing about 50HP each. However, this will provide Kapkan with the maximum number of doorways to place EDD’s - allowing the player to place them randomly throughout the building instead of all in one central location.
 
If you are to be in accordance with current meta, Kapkan’s loadout should be as follows:
PRIMARY: 9X19-SMG (Attachments to player preference)
SECONDARY: PMM (Attachments to player preference)
UTILITY: NITRO-CELL (This will be commonly used for plant denial)
 
 
DEFENDING: [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. Kapkan should place EDD’s throughout the 2F-Master Bedroom, 2F-Bathroom, 2F-Trophy, and 2F-Stat rooms. This will assist the whole of the defending team by providing teammates with an audible que to alert them to attacking flanks coming from the northern portion of the second floor. Kapkan can also be an effective first floor roamer due to the operator having a nitro-cell for utility. Communicating with intel operators like Pulse or Valkyrie can help you accurately use your explosive on the flooring underneath attackers inside of ‘Study’ or ‘90’.
EDD PLACEMENT: [2F] AVIATOR(A) - GAMES(B)
 
DEFENDING: [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. Kapkan should place EDD’s throughout the southern portion of the second floor; effectively accomplishing the same role as the previously mentioned Bar-Games bomb site. This will help alert the defending team to any possible surprise flanks coming from Red Stairs or 90-Long Hall. Knowing whether or not attackers will be flanking from the top of Red Stairs becomes particularly important for operators like Bandit or Kaid as they are incredibly vulnerable to the Red Stairs Landing flank when they are attempting to ‘trick’ the Stat(B) wall.
EDD PLACEMENT: [2F] TROPHY(A) - STATUARY(B)
 
DEFENDING: [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. Kapkan should place EDD’s throughout the southern portion of the first floor - inside of Piano, Red Hall, Art Storage, and Main Entrance. This will help slow the attacking coming push from the front door and Art Storage. Kapkan should play inside of the Living Room bomb site as this will position the operator to counter attackers on the second floor attempting to breach the ceiling and expose friendly defensive positions. Use Kapkan’s nitro-cell to counter attacking soft breachers from destroying the ceiling of the bomb site.
EDD PLACEMENT: [1F] LIBRARY(A) - LIVING ROOM(B)
 
DEFENDING: [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). Kapkan should place EDD’s throughout the basement of the objective building - particularly in and around the basement level pavilion. Attackers will commonly breach into the basement very quickly as a way of establishing an early foothold to propel further attacker control. Attackers will typically have a heavy presence on the Panty Stairs as control of this room will offer great horizontal site control for the attacking team. Kapkan should be able to deal some significant damage to attackers early into the round if the attacking team breaches the basement recklessly.
EDD PLACEMENT: [1F] DINING(A) - KITCHEN(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 my social media accounts:
TikTok - FTWRK
Twitch - footwork6

Guide for playing 'Kapkan' on 'Villa'. +4
Guide for playing 'Kapkan' on 'Villa'.
footwork.
footwork. footwork.
LV.14 Chief 2d

Maverick Or Maestro

I'm asking you again who should I buy who is better Maverick Or Maestro

Maverick Or Maestro
Maverick Or Maestro
Mastermoder
Mastermoder Mastermoder
LV.6 Outlaw 3d

Tips to hit diamond on console?

Tips to hit diamond on console?
Tips to hit diamond on console?
Toxicinfinityy
Toxicinfinityy Toxicinfinityy
LV.4 I'm a Bot 3d

Wanna play

If u wanna play just DM me and I will give my PS4 name

Wanna play
crxckedIv
crxckedIv crxckedIv
LV.2 Lurker 4d

Guide for playing 'Kapkan' 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 though a slight edge may be given to attackers as the map is highly destructible.
Kapkan is a two speed, two armor, defending trap operator. His ability is the ‘entry denial device’ (commonly referred to as an EDD) which consists of a booby-trap-like explosive device which can be anchored on doorways and windows and then later triggered by unassuming attackers walking through these doorways. Kapkan is similar to Frost in so far as the operator pick will be much more effective if attackers don’t know that defenders brought him/her. This is because, if attackers know there are trap operators like Frost or Kapkan, they will be much more cautious when maneuvering throughout the objective building so as to not trigger the traps. Generally, Kapkan will be most useful for defenders by dealing damage over the course of the round while the attacking team executes a full roam clear of the objective building due to the traps only dealing about 50HP each. However, this will provide Kapkan with the maximum number of doorways to place EDD’s - allowing the player to place them randomly throughout the building instead of all in one central location.
If you are to be in accordance with current meta, Kapkan’s loadout should be as follows:
PRIMARY: 9X19-SMG (Attachments to player preference)
SECONDARY: PMM (Attachments to player preference)
UTILITY: NITRO-CELL (This will be commonly used for plant denial)
 
 
 
DEFENDING: [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. Kapkan should place his EDD’s on the first floor throughout Workshop and Ventilation. This is because attackers will commonly send operators like Zofia, Asj, Bick, or IQ underneath the bomb site to destroy the second floor flooring; exposing defenders inside of Armory(A) and Archives(B). Kapkan could also be used as a roamer to eliminate these attackers. Positioning yourself on the first floor will also provide you with the opportunity to deny attackers from planting the defuser inside of ‘box’ as you will be able to C4 the flooring underneath them.
EDD PLACEMENT: [2F] ARMORY(A) - ARCHIVES(B)
 
 
DEFENDING: [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. Kapkan should place EDD’s throughout the second floor, primarily around Break Room and Armory as these rooms will be most frequently used by attackers when attempting to clear the second floor of the defensive presence. Kapkan should anchor on the Tellers(B) bomb site. This will position the player to use the operator's nitro-cell to prevent attackers from planting the diffuser inside of the Tellers(B) breach hole.
EDD PLACEMENT: [1F] BATHROOM(A) - TELLERS(B)
 
 
DEFENDING: [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. Kapkan will want to place EDD’s similar to the way in which the operator placed his gadget on the previous bomb site. This is because attackers will be dedicating time and resources to the same second floor rooms as when attacking Bathroom-Tellers. Kapkan could also place EDD’s on the first floor in and around Tellers and Main lobby as it is common for attackers to apply pressure horizontally from these rooms.
EDD PLACEMENT: [1F] SUPPLY(A) - CUSTOMS(B)
 
DEFENDING: [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. Kapkan should place EDD’s in and around Customs and Detention. This will help alert defenders inside of Workshop(A) and Ventilation(B) of attacking operators attempting to establish horizontal control onto the bomb site from these rooms. Kapkan should also be highly aware of an attacker on the second floor breaching the ceiling of the bomb site. Communicate with friendly intel operators like Pulse or Valkyrie to determine the exact locations of attackers on the second floor and use a nitro-cell on the ceiling of the bomb site to eliminate the enemy attackers.
EDD PLACEMENT: [1F] WORKSHOP(A) - VENT(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 my social media accounts:
TikTok - FTWRK
Twitch - footwork6
 

Guide for playing 'Kapkan' on 'Border'. +4
Guide for playing 'Kapkan' on 'Border'.
footwork.
footwork. footwork.
LV.14 Chief 3d

Guide for playing 'Kapkan' 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 building.
 
Kapkan is a two speed, two armor, defending trap operator. His ability is the ‘entry denial device’ (commonly referred to as an EDD) which consists of a booby-trap-like explosive device which can be anchored on doorways and windows and then later triggered by unassuming attackers walking through these doorways. Kapkan is similar to Frost in so far as the operator pick will be much more effective if attackers don’t know that defenders brought him/her. This is because, if attackers know there are trap operators like Frost or Kapkan, they will be much more cautious when maneuvering throughout the objective building so as to not trigger the traps. Generally, Kapkan will be most useful for defenders by dealing damage over the course of the round while the attacking team executes a full roam clear of the objective building due to the traps only dealing about 50HP each. However, this will provide Kapkan with the maximum number of doorways to place EDD’s - allowing the player to place them randomly throughout the building instead of all in one central location.
 
If you are to be in accordance with current meta, Kapkan’s loadout should be as follows:
PRIMARY: 9X19-SMG (Attachments to player preference)
SECONDARY: PMM (Attachments to player preference)
UTILITY: NITRO-CELL (This will be commonly used for plant denial)
 
 
DEFENDING: [2F] HOOKAH(A) - BILLIARDS(B)
The primary route of attack on this bomb site will be by attackers entering the building through the first floor Sunrise Bar and applying pressure onto Hookah(A) from the outside second floor Hookah Balcony and Hookah(A) window. Kapkan should place Edd’s throughout the first floor. Focus EDD placement in and around ‘Jungle Hall’ (also known as Cool Vibe Hallway) as this will be the optimal region of the map to catch attacking operators off guard while still ensuring the attackers will position themselves nearby. Kapkan should also play underneath the bomb site on the first floor, inside of Blue Bar or Sunrise Bar as the player can be useful for the rest of the defending team by using nitro-cell underneath attackers attempting to plant the diffuser inside of Billiards(B) or Hookah(A).
EDD PLACEMENT: [2F] HOOKAH(A) - BILLIARDS(B)
 
 
DEFENDING: [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. Kapkan should place EDD’ssporadically throughout the second floor in and around Hookah, Billiards, and Luggage. This is because attackers will commonly enter the building through Aqua and Hookah. Having EDD’s set throughout the western portion of the second floor can act as an audible counter measure to a rush strat as well as help provide insight to the defending team as to where attackers are and how they plan to attack the bomb site.
EDD PLACEMENT: [2F] THEATER(A) - PENTHOUSE(B)
 
 
DEFENDING: [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’. Kapkan should place EDD’s throughout the western portion of the second floor, similar to the places in which the operator was used on the previous bomb site. Due to attackers commonly prioritizing control over the second floor, Kapkan can also be an effective anchor on the bomb site as he can utilize his nitro-cell on the ceiling of the bomb site - eliminating attackers inside of Hookah and Billiards attempting to expose defensive positions through the ceiling of the bomb site.
EDD PLACEMENT: [1F] BLUE(A) - SUNRISE(B)
 
 
DEFENDING: [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). Kapkan should PLace EDD’s throughout the easstern portion of the second floor, inside of Master Bedroom, Vip, and Theater. This will help first floor anchors inside of Kitchen(A) and Service(B) identify the locations of attackers on the second floor and provide them with the momentary advantage of being able to use their nitro-cell much more precisely than if they were just using the audible foot steps to determine the locations of attackers above them.
EDD PLACEMENT: [1F] KITCHEN(A) - SERVICE ENTRANCE(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 my social media accounts:
TikTok - FTWRK
Twitch - footwork6
 

Guide for playing 'Kapkan' on 'Coastline'. +4
Guide for playing 'Kapkan' on 'Coastline'.
footwork.
footwork. footwork.
LV.14 Chief 3d

Guide for playing 'Kapkan' 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.
 
Kapkan is a two speed, two armor, defending trap operator. His ability is the ‘entry denial device’ (commonly referred to as an EDD) which consists of a booby-trap-like explosive device which can be anchored on doorways and windows and then later triggered by unassuming attackers walking through these doorways. Kapkan is similar to Frost in so far as the operator pick will be much more effective if attackers don’t know that defenders brought him/her. This is because, if attackers know there are trap operators like Frost or Kapkan, they will be much more cautious when maneuvering throughout the objective building so as to not trigger the traps. Generally, Kapkan will be most useful for defenders by dealing damage over the course of the round while the attacking team executes a full roam clear of the objective building due to the traps only dealing about 50HP each. However, this will provide Kapkan with the maximum number of doorways to place EDD’s - allowing the player to place them randomly throughout the building instead of all in one central location.
 
If you are to be in accordance with current meta, Kapkan’s loadout should be as follows:
PRIMARY: 9X19-SMG (Attachments to player preference)
SECONDARY: PMM (Attachments to player preference)
UTILITY: NITRO-CELL (This will be commonly used for plant denial)
 
 
DEFENDING: [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. Kapkan can be most useful on this bomb site by placing EDD’s throughout the second floor. Due to attackers not having to have a huge presence inside of the building, Kapkan can use this to his advantage by placing EDD’s in what might be considered ‘obvious’ locations and still successfully trigger the trap. Occasionally attackers will prioritize control inside of the 2F Admin Office. In this case, having centrally located EDD’s can still help deteriorate the attacking teams HP.
EDD PLACEMENT: [2F] MEETING(A) - OFFICE(B)
 
DEFENDING: [1F] PRESS(A) - LOBBY(B)
The primary route of attack on this bomb site will be by the attacking team attempting to plant the defuser inside of the outside double door leading into Lobby(B) from the south of the bomb site. This is the most common strategy due to the safe and direct route to the bomb site the attacking team is given in addition to the attackers not needing too much map control in order to successfully plant the defuser. That being said, some map control is still required by attackers before planting the defuser. It is very common for defenders to have a presence inside of the second floor Meeting Room as, any defenders with the ability to open the flooring of 2F Meeting Room, can provide any defenders on the second floor a clear line of sight to the default plant spot inside of Lobby(B) without over exposing themselves to the outside. Kapkan can place EDD’s throughout the second floor (primarily in and around the top of Yellow Stairs, Bathroom, and CEO). This will provide off-site anchors like Smoke and Castle with an audible que that attackers have entered the second floor as well as provide teammates with an HP advantage against immediate attackers.
EDD PLACEMENT: [1F] PRESS(A) - LOBBY(B)
 
DEFENDING: [1F/BSMNT] TELLERS(A) - ARCHIVES(B)
The primary route of attack on this bomb site will be by the attacking team entering the building through the first floor Visa Entrance on the eastern side of the building and proceeding to gain control of Visa Office. Before gaining control over Visa Office, the attacker must first deduce whether or not the defenders are playing inside of the second floor Administrators Office as this will be the defending teams primary method for defending Tellers(A) due to their ability to open the flooring of Administrator's Office and use the vertical angles against the attackers approach from either Visa Entrance or Spiral Hallway. Kapkan should place EDD’s throughout the second floor, primarily around the Administrators Office and Printer. In addition to the second floor, Kapkan should also place a few EDD’s in the basement near the Big Garage and Kitchen. This is because some attackers will commonly attempt to rush the Archives(B) bomb site early into the start of the round. Kapkan can help prevent this by offering an audible que for defenders inside of the basement.
EDD PLACEMENT: [1F/BSMNT] TELLERS(A) - ARCHIVES(B)
 
DEFENDERS: [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 will provide the attacking team with plenty of vertical angles to flush out defending anchors, as well as eliminate a Kaid or Bandit attempting to ‘trick’ the wall. Kapkan should place EDD’s throughout the first floor Press room, anti chamber, and Piano rooms. This will not only offer an HP advantage against attackers but can also help identify the positions of attackers on the first floor. This will then provide any defender with a nitro-cell with a clear indicator as to where to place a nitro. Kapkan will also allow for a larger margin of error when using nitro-cell on the flooring of Piano and Anti Chamber as his traps will already bring attacker HP down to 50 - eliminating the necessity for defenders to be exactly on target to successfully eliminate attackers.
EDD PLACEMENT: [BSMNT] CAFETERIA(A) - GARAGE(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 my social media accounts:
TikTok - FTWRK
Twitch - footwork6
 

Guide for playing 'Kapkan' on 'Consulate'. +4
Guide for playing 'Kapkan' on 'Consulate'.
footwork.
footwork. footwork.
LV.14 Chief 3d

Guide for playing 'Kapkan' 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 leaves the map fairly balanced since the rework of the map
 
Kapkan is a two speed, two armor, defending trap operator. His ability is the ‘entry denial device’ (commonly referred to as an EDD) which consists of a booby-trap-like explosive device which can be anchored on doorways and windows and then later triggered by unassuming attackers walking through these doorways. Kapkan is similar to Frost in so far as the operator pick will be much more effective if attackers don’t know that defenders brought him/her. This is because, if attackers know there are trap operators like Frost or Kapkan, they will be much more cautious when maneuvering throughout the objective building so as to not trigger the traps. Generally, Kapkan will be most useful for defenders by dealing damage over the course of the round while the attacking team executes a full roam clear of the objective building due to the traps only dealing about 50HP each. However, this will provide Kapkan with the maximum number of doorways to place EDD’s - allowing the player to place them randomly throughout the building instead of all in one central location.
 
If you are to be in accordance with current meta, Kapkan’s loadout should be as follows:
PRIMARY: 9X19-SMG (Attachments to player preference)
SECONDARY: PMM (Attachments to player preference)
UTILITY: NITRO-CELL (This will be commonly used for plant denial)
 
 
DEFENDING: [3F] BAR(A) - COCKTAIL(B)
The primary route of attack on this bomb site will be by the attacking team gaining control over Cigar as 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). Kapkan should place EDD’s throughout the third floor, placing EDD’s inside of Christmas-Cigar in particular will likely yield the best results. Due to attackers commonly centering their assault inside of Cigar, Kapkan can help counter this by preemptively placing EDD’s inside of the double doorway between Cigar and Christmas as well as on the windows of Christmas. Kapkan should play on the second floor inside of Train and Mining as this will position you to use a nitro-cell on attackers while they attempt to breach the wall between Cigar and Freezer.
EDD PLACEMENT: [3F] BAR(A) - COCKTAIL(B)
 
DEFENDING: [2F] FIREPLACE(A) - MINING(B)
The primary route of attack on this bomb site will be by the attacking team gaining control of the third floor as the entirety of the ceiling of Fireplace(A)-Mining(B) is able to be destroyed by attacking soft destructors from the third floor. Kapkan should place EDD’s throughout the third floor, inside of Freezer, Bar, Cigar, and Christmas. This will help mitigate attacker presence and HP on the third floor while destroying the ceiling of the bomb site. Kapkan should play on the first floor with a nitro-cell and detonate the explosive on the ceiling of the bomb site when the exact location of the attackers on the third floor is revealed by either a defenders camera or Pulse’s cardiac Sensor.
EDD PLACEMENT: [2F] FIREPLACE(A) - MINING(B)
 
DEFENDING: [2F] READING(A) - FIREPLACE(B)
The primary route of attack on this bomb site will be basically identical to attacking Fireplace and Mining. Attackers will prioritize control over the third floor as this will allow for vertical pressure on the defending anchors. Due to this bomb site and the previously mentioned Fireplace-Mining bomb sites being almost identical in play-style, Kapkan will also be played almost identical to the way in which the operator was played on this previous bomb site. It is recommended to stay on the second floor when playing these two bomb sites if you have a nitro-cell. This is because nitro-cell can be very effective in eliminating attackers while they are establishing control over the third floor. Defenders using nitro-cells can sometimes even pick up a collateral on attackers if the attackers do not properly spread themselves out in anticipation of a nitro-cell.
EDD PLACEMENT: [2F] READING(A) - FIREPLACE(B)
 
DEFENDING: [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 to Kaid or Bandit trick the bakery-cooking wall as defending Cooking(B) is almost impossible to do after the wall has been opened. Kapkan should place EDD’s throughout the entirety of the second floor inside of Reading, Mining, Fireplace, and Train. This will help defenders by significantly decreasing the HP of attackers attempting to clear the second floor. This will also benefit defenders on the bomb site who have brought nitro-cell because, as attackers trigger EDD's, their position on the second floor is revealed to defenders on the first floor. This provides defenders with the unique ability to know exactly where to use their nitro-cell to eliminate the attacker.
EDD PLACEMENT: [1F] SERVICE(A) - COOKING(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 my social media accounts:
TikTok - FTWRK
Twitch - footwork6

Guide for playing 'Kapkan' on 'Kafe'. +4
Guide for playing 'Kapkan' on 'Kafe'.
footwork.
footwork. footwork.
LV.14 Chief 3d

Guide for playing 'Kapkan' 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.
 
Kapkan is a two speed, two armor, defending trap operator. His ability is the ‘entry denial device’ (commonly referred to as an EDD) which consists of a booby-trap-like explosive device which can be anchored on doorways and windows and then later triggered by unassuming attackers walking through these doorways. Kapkan is similar to Frost in so far as the operator pick will be much more effective if attackers don’t know that defenders brought him/her. This is because, if attackers know there are trap operators like Frost or Kapkan, they will be much more cautious when maneuvering throughout the objective building so as to not trigger the traps. Generally, Kapkan will be most useful for defenders by dealing damage over the course of the round while the attacking team executes a full roam clear of the objective building due to the traps only dealing about 50HP each. However, this will provide Kapkan with the maximum number of doorways to place EDD’s - allowing the player to place them randomly throughout the building instead of all in one central location.
 
If you are to be in accordance with current meta, Kapkan’s loadout should be as follows:
PRIMARY: 9X19-SMG (Attachments to player preference)
SECONDARY: PMM (Attachments to player preference)
UTILITY: NITRO-CELL (This will be commonly used for plant denial)
 
 
DEFENDING: [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) as well as direct access to the bomb site to plant the defuser. Kapkan should place EDD’s throughout the first floor as it is common for attackers to go underneath the bomb site and destroy the flooring inside of Renovations to eliminate any breach denial placed by defenders. Kapkan can also be a great operator to roam the first floor inside of Maps as the operator is equipped with a nitro-cell which can be used to eliminate attackers inside of Renovations as well as prevent attackers from planting the defuser inside of Radar(B).
EDD PLACEMENT: [2F] SERVER(A) - RADAR(B)
 
DEFENDING: [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 provide attackers with completely exposing 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. Kapkan should place EDD’s throughout the two first floor bomb sites. It is recommended to place the traps inside of the bomb sites due to attackers typically having a less cautious attitude towards off-meta bomb sites. This will provide defenders with the not-so-obvious advantage of being able to place things like Frost Matt’s and Kapkan EDD’s in obvious locations and have them work successfully.
EDD PLACEMENT: [1F] COAST GUARD(A) - LOUNGE(B)
 
 
DEFENDING: [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. Kapkan should place EDD’s throughout the first floor inside of Coast Guard and Lounge. This is because attackers will spend a large amount of time and resources in establishing control over the first floor which will, in turn, open attackers up to potentially unforeseen traps like Kapkan’s Entry Denial Device. Kapkan should play downstairs on the bomb site and use nitro-cell on the ceiling where EDD’s are detonated as this will help eliminate attackers as they are clearing the first floor.
EDD PLACEMENT: [BSMNT] KAYAKS(A) - SUPPLY(B)
 
DEFENDING: [1F] SECURITY(A) - MAP(B)
The primary route of attack on this bomb site will be by the attacking team gaining control of the second floor east building as the ceiling of Security(A)-Map(B) is destructible, making it advantageous for attackers to first focus on control of the second floor. This will make the final push on to the bomb site much easier. Kapkan should place EDD’s throughout the second floor inside of Server and Radar. This will help deal damage to attacker HP while they are clearing the second floor of defenders. Kapkan should play inside of the bomb site and use nitro-cell to eliminate attackers as the trigger EDD’s on the second floor. You can usually identify where the EDD was triggered because the flooring where the trap was placed will be partially destroyed from the explosion. Remember that after an attacker has hit an entry denial device, that attacker will be much more vulnerable to a nitro-cell attack due to their low HP.
EDD PLACEMENT: [1F] SECURITY(A) - MAP(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 my social media accounts:
TikTok - FTWRK
Twitch - footwork6
 

Guide for playing 'Kapkan' on 'Kanal'. +4
Guide for playing 'Kapkan' on 'Kanal'.
footwork.
footwork. footwork.
LV.14 Chief 3d

Guide for playing 'Kapkan' on 'Clubhouse'.

[DISCLAIMER: This guide is intended to be as bare bones as possible in order to give general advice to any new Rainbow Six: Siege players. In addition to this article being opinionated, I would like to also state that zero-sum strats in this game do not exist and the tell of a good Siege player is their decision making and adaptation to the changing battlefield.]
 
Clubhouse is a triple-level map (consisting of three floors) found both in ranked play as well as professional. The current architecture of the map can favor either attackers or defenders depending upon which team wins the ban phase, as well as which site is being played.
 
Kapkan is a two speed, two armor, defending trap operator. His ability is the ‘entry denial device’ (commonly referred to as an EDD) which consists of a booby-trap-like explosive device which can be anchored on doorways and windows and then later triggered by unassuming attackers walking through these doorways. Kapkan is similar to Frost in so far as the operator pick will be much more effective if attackers don’t know that defenders brought him/her. This is because, if attackers know there are trap operators like Frost or Kapkan, they will be much more cautious when maneuvering throughout the objective building so as to not trigger the traps. Generally, Kapkan will be most useful for defenders by dealing damage over the course of the round while the attacking team executes a full roam clear of the objective building due to the traps only dealing about 50HP each. However, this will provide Kapkan with the maximum number of doorways to place EDD’s - allowing the player to place them randomly throughout the building instead of all in one central location.
 
If you are to be in accordance with current meta, Kapkan’s loadout should be as follows:
PRIMARY: 9X19-SMG (Attachments to player preference)
SECONDARY: PMM (Attachments to player preference)
UTILITY: NITRO-CELL (This will be commonly used for plant denial)
 
DEFENDING: [2F] CASH(A) - CCTV(B)
The primary route of attack on this bomb site will be by the attacking team breaching the east reinforced wall inside of CCTV(B) (also known as ‘Platform wall’) as this will provide a direct route for attackers to plant the defuser behind ‘Server Rack’ located inside of the CCTV bomb site. Kapkan can be useful on this bomb site by placing EDD’s throughout the first floor in and around Lounge. Consider placing the traps inside of Blue, Stock, and randomly throughout Bar. This will help prevent operators like Buck, Ash, or Zofia from being able to destroy the flooring underneath the main wall while Bandit and Kaid attempt to ‘trick’ the wall. I would not recommend roaming as Kapkan as his nitro-cell will always be much more useful inside of Cash(A) as a way of preventing attackers from planting the defuser.
EDD PLACEMENT: [2F] CASH(A) - CCTV(B)
 
DEFENDING: [2F] BEDROOM(A) - GYM(B)
The primary route of attack on this bomb site will be by the attacking team breaching the reinforced wall between outside ‘jacuzzi’ and the bedroom/gym hallway (commonly known as Jacuzzi wall). After breaching the Jacuzzi wall, attackers will attempt to plant the defuser inside of Gym(B). Attackers will also commonly dedicate a large amount of time and resources to gain control over 2F Construction. Kapkan can help mitigate this by placing EDD’s throughout the eastern portion of the second floor. Even if the EDD’s don't fully eliminate an attacker, it will still provide defenders with an HP advantage as well as an audible que to know that attackers are attempting to apply pressure from Construction.
EDD PLACEMENT: [2F] BEDROOM(A) - GYM(B)
 
DEFENDING: [1F] BAR(A) - STOCK(B)
The primary route of attack on this bomb site will be by the attacking team planting the defuser inside of one of the two doorways located inside of Stock(B). Although the attackers have a very direct route to the bomb site from the outside, successfully planting the defuser inside of Stock(B) can be difficult due the exposure attackers are under from ‘stage’ (located inside of Bar(A). Kapkan will be most useful on this bomb site by placing the majority of his EDD’s inside of and around the western most rooms located on the first floor. Due to defenders typically placing such a large amount of attention to the Stock(B) plant, attackers will commonly try to capitalize on this by flanking defenders through the West and eliminate unsuspecting anchors inside of Stage. EDD’s can be useful to help prevent this as defenders will always hear the explosion of an EDD if attackers accidentally trip the explosive device.
EDD PLACEMENT: [1F] BAR(A) - STOCK(B)
 
DEFENDING: [BSMNT] CHURCH(A) - ARSENAL (B)
The primary route of attack on this bomb site will be by attackers establishing vertical control over the bomb sites by opening the hatches located on the ceiling of ‘Moto connector’ and Arsenal(B). To do this, attackers will first need to gain control of the first floor. Kapkan can help provide an HP advantage to the defending team by sporadically placing his EDD’s throughout the second floor. After clearing the first floor of defenders, attackers will dramatically let their guard down which will help in successfully triggering multiple EDD’s. This can be a huge advantage for defenders during the final site push by either dramatically lowering attacker HP or even eliminating attackers (attackers can die from an EDD if they are a low enough HP when they hit the trap or if the player hits two or more).
EDD PLACEMENT: [BSMNT] CHURCH(A) - ARSENAL (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 my social media accounts:
TikTok - FTWRK
Twitch - footwork6

Guide for playing 'Kapkan' on 'Clubhouse'. +4
Guide for playing 'Kapkan' on 'Clubhouse'.
footwork.
footwork. footwork.
LV.14 Chief 3d

Guide for playing 'Kapkan' 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.
 
Kapkan is a two speed, two armor, defending trap operator. His ability is the ‘entry denial device’ (commonly referred to as an EDD) which consists of a booby-trap-like explosive device which can be anchored on doorways and windows and then later triggered by unassuming attackers walking through these doorways. Kapkan is similar to Frost in so far as the operator pick will be much more effective if attackers don’t know that defenders brought him/her. This is because, if attackers know there are trap operators like Frost or Kapkan, they will be much more cautious when maneuvering throughout the objective building so as to not trigger the traps. Generally, Kapkan will be most useful for defenders by dealing damage over the course of the round while the attacking team executes a full roam clear of the objective building due to the traps only dealing about 50HP each. However, this will provide Kapkan with the maximum number of doorways to place EDD’s - allowing the player to place them randomly throughout the building instead of all in one central location.
 
If you are to be in accordance with current meta, Kapkan’s loadout should be as follows:
PRIMARY: 9X19-SMG (Attachments to player preference)
SECONDARY: PMM (Attachments to player preference)
UTILITY: NITRO-CELL (This will be commonly used for plant denial)
 
 
DEFENDING: [2F] CEO(A) - EXECUTIVE(B)
The primary route of attack on this bomb site will be by the attacking team entering the building through the second floor ‘Terrace’ located to the south east of the map. After gaining control over square stairs the attackers will proceed to open the reinforced wall separating CEO(A) from Square as this will provide attackers with a direct route to the bomb site to plant the defuser. Kapkan should place EDD’s throughout the first floor, primarily in around the bottom of the Square stairs and Archives. This is because attackers will commonly send an operator like IQ or Buck to go below the second floor bomb site and destroy the entry denial gadget’s like Mute Jammers and Bandit Batteries. Kapkan can also be used as a roamer on the first floor to help prevent attackers from destroying the breach denial as well as use his Nitro-Cell on the flooring of the bomb site to prevent the attackers from planting the defuser.
EDD PLACEMENT: [2F] CEO(A) - EXECUTIVE(B)
 
DEFENDING: [1F] OPEN(A) - STAFF(B)
The primary route of attack on this bomb site will be by the attacking team gaining control over the second floor as the entire ceiling of 1F Open(A)-Staff(B) is able to be destroyed in order to gain dynamic angles into the bomb site. Kapkan should place EDd’s throughout the second floor, inside of and around Stock Trading. This will help defenders by placing an HP disadvantage on attackers who detonate Kapkan’s explosive devices. Kapkan should also use nitro-cell to eliminate attackers as they destroy the ceiling of the bomb site. EDD’s can be helpful in pinpointing the locations of attackers on the second floor. In turn, this will help make you and your teammates more accurate in utilizing nitro-cells.
EDD PLACEMENT: [1F] OPEN(A) - STAFF(B)
 
DEFENDING: [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). Kapkan should place EDD’s in and around the CEO office on the second floor. This will serve the same purpose as on the previous Open-Staff bomb sites in that it can eliminate attackers as well as help determine the locations of attackers after they have triggered the explosive device. Kapkan should play inside of Teller(A) or Archives(B) as his nitro-cell will be most useful by using it to eliminate attackers attempting to destroy the ceiling of the bomb site. I would also recommend placing a few EDD’s around the first floor portion of Square as this can help identify attackers who are trying to secretly flank Archives(B) from Kitchen or Blue Stairs.
EDD PLACEMENT: [1F] TELLERS(A) - ARCHIVES(B)
 
DEFENDING: [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. Kapkan should place EDD’s throughout the entirety of the first floor. This is because it is common for attackers to clear all of both the first and second floor before moving forward with site control. Kapkan can help give an HP advantage and in some cases even eliminate attackers by placing EDD’s in random locations like inside of the first floor elevator or inside of Archives. Having an HP advantage in the last 45 seconds of the round can actually help significantly in maintaining consistent control over the bomb site, especially in the case of an attacker attempting to plant the defuser under Smoke’s Toxic Canister.
EDD PLACEMENT: [BSMNT] CCTV(A) - LOCKERS(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 my social media accounts:
TikTok - FTWRK
Twitch - footwork6

Guide for playing 'Kapkan' on 'Bank'. +4
Guide for playing 'Kapkan' on 'Bank'.
footwork.
footwork. footwork.
LV.14 Chief 3d

Guide for playing 'Kapkan' 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 found on all four bomb sites.
 
Kapkan is a two speed, two armor, defending trap operator. His ability is the ‘entry denial device’ (commonly referred to as an EDD) which consists of a booby-trap-like explosive device which can be anchored on doorways and windows and then later triggered by unassuming attackers walking through these doorways. Kapkan is similar to Frost in so far as the operator pick will be much more effective if attackers don’t know that defenders brought him/her. This is because, if attackers know there are trap operators like Frost or Kapkan, they will be much more cautious when maneuvering throughout the objective building so as to not trigger the traps. Generally, Kapkan will be most useful for defenders by dealing damage over the course of the round while the attacking team executes a full roam clear of the objective building due to the traps only dealing about 50HP each. However, this will provide Kapkan with the maximum amount of doorways to place EDD’s - allowing the player to place them randomly throughout the building instead of all in one central location.
 
If you are to be in accordance with current meta, Kapkan’s loadout should be as follows:
PRIMARY: 9X19-SMG (Attachments to player preference)
SECONDARY: PMM (Attachments to player preference)
UTILITY: NITRO-CELL (This will be commonly used for plant denial)
 
 
DEFENDING: [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. Kapkan can be a highly effective operator pick on this bomb site due to the aforementioned typical 2F roam clear carried out by attackers. Kapkan can place EDD’s throughout the windows and doorways of the second floor Master Bedroom and Office. Defenders with nitro-cell can then use the explosions of the EDD’s to determine the precise locations of attackers on the second floor and then use their nitro-cell to finish off the wounded attackers. You can usually see which EDD was triggered because when the trap explodes it partially destroys the flooring directly underneath the trap.
EDD PLACEMENT: [1F] KITCHEN(A) - TROPHY(B)
 
DEFENDING: [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. This bomb site is perfect for an operator like Kapkan due to attackers already having their general pathway to the bomb site established in the meta. This means that the player can predict where the attackers will enter the building and how they will move towards the bomb site after breaching. Kapkan should place EDD’s sporadically throughout the second floor; starting from Master Bedroom and Office and ending inside of the 2F Library. When placing the Entry Denial Device, be cautious of which side and at what level of the doorway you place the trap on. Try to always place the EDD near the flooring and on the opposite side in which the attackers will enter through the doorway.
EDD PLACEMENT: [1F] GAMING(A) - BAR(B)
 
DEFENDING: [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. Kapkan should place the majority of the EDD’s on or near the bomb site. This is largely because of the way in which attackers commonly see Office(A)-Bedroom(B). Whenever defenders pick an off-meta site, attackers tend to always play a little bit more recklessly due to the confidence most players have in winning that bomb site. Kapkan can use this to his advantage by placing the EDD’s in what would otherwise be considered ‘obvious’ locations and still deal damage effectively due to attackers having a much lower level of caution. I would also recommend playing underneath the bomb site inside of Kitchen-Dining as this will position Kapkan to utilize his nitro-cell when attackers are planting the defuser.
EDD PLACEMENT: [2F] OFFICE(A) - MASTER BEDROOM(B)
 
DEFENDING: [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). Kapkan can be useful on this bomb site by placing EDD’s throughout the first floor Fireplace, Bar, and Dining. If defenders end up having to play this bomb site multiple times, determine the primary route the attacking team is taking to the bomb site and adjust the placements of your traps accordingly. Attackers don't always prioritize control over the first floor. If you notice this about your enemy, then consider placing EDD’s throughout the basement level Big Garage and Trench or wherever else seems to be the highest volume of attackers at the beginning of the match.
EDD PLACEMENT: [BSMNT] WINE(A) - SNOWMOBILE(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 my social media accounts:
TikTok - FTWRK
Twitch - footwork6

Guide for playing 'Kapkan' on 'Chalet'. +4
Guide for playing 'Kapkan' on 'Chalet'.
footwork.
footwork. footwork.
LV.14 Chief 3d

Simps 4 life

Looking for 2 girls to play with. We will carry. Ranked or casual. 14 and above

Simps 4 life
Hayden Dawkins
Hayden Dawkins Hayden Dawkins
LV.3 Lurker 3d

Aim

Need to get better aim help would be appreciated

Aim
Cooperdagamer14290
Cooperdagamer14290 Cooperdagamer14290
LV.2 Lurker 4d

Help pls

OPT 1 Amaru and wamai
OPT 2 gridlock and wamai

Help pls
Seamus Caughey
Seamus Caughey Seamus Caughey
LV.2 Lurker 5d

Guide to Playing Mozzie on Villa

Wouldn't it be lovely if you could use Mozzie's pests to control an espresso machine and kitchen stove? I personally would love if it were even simpler to get a cup of joe and a arm meal!
Villa, the Italian map of operation Para Bellum, features three floors, and three staircases that enable bold flanking plays to be made, especially through the poorly watched basement. In addition to these many flanking routes, all sites lack an external wall, so multiple rooms need to be pushed through when attacking. These features make it a generally defender-favored map.
 
Mozzie, the Australian defender, is super fun to play and can be very helpful for his team. He is a two armor two speed operator with a flexible playstyle, fit for roamers and anchors alike, making him great for solo queuing. He excels in disrupting enemy intelligence, and if you play your cards right, he brings amazing information to you and your teammates. In addition to having top tier utility, Mozzie performs amazingly in firefights, not to mention his Commando 9 has the BEST reload animation in the game.
 
Mozzie’s pest launcher fires out spider-like robots that latch onto nearby drones, hacking them, granting Mozzie controls instead. He comes equipped with three pests which can block off narrow choke points that attackers commonly drone, effectively locking down entire areas of the map, especially when paired with Mute. He can also hunt drones as soon as the prep phase begins, heading straight to doorways near drone spawn locations and sniping some of those RC cars to use right off the bat. You can position captured drones near site and leave them, or hide in a safe location and hop on cams to cruise them around and hunt attackers.
 
 
MOZZIE’S LOADOUT
Mozzie has the choice between the Commando 9 and the P10 Roni. The Commando is more reliable, with a better damage drop-off curve and a higher magazine capacity. But the P10 Roni shreds in CQB with a higher fire rate and virtually no recoil. It is arguably a matter of preference, and the attachments you equip on either gun boil down to preference as well. I currently prefer the Commando with a holo sight, vertical grip, and flash hider.
 
Mozzie brings the SDP 9mm, a well-rounded pistol with a decently high ammo-count. It is best equipped with the muzzle break, but the silencer can be useful in some situations, such as shooting out drones or claymores while flanking. For his secondary gadget, he nearly always brings a nitro cell because it is significantly more powerful than the alternative barbed wire. The C4 also synergizes with his Pests, because vision from hacked drones can be used to set up kills. Additionally, the nitro can be used to blow open rotations when getting pinched. There may be some situations though where your team decides they need barbed wire, so you do have that option available, and I will showcase good locations to place it for those who prefer it. It is also worth noting that barbed wire can hide your pests, but shoot your pest first and place the wire after.
 
 
DEFENDER BOMBSITES
 
BOMB SITE 1 – Aviator Room [1F] and Games Room [2F]
 
Aviator Room and Games Room connect to each other through Vault and are surrounded by a few hallways and Study. Attackers like to push from Study and invest utility into opening either of the walls. They may also pressure “90 hallway” from the window facing Vault wall. Other than that, watch for flanks coming from Landing, as well as Red Stairs by Landing, or Lobby Stairs by Study. With Mozzie you can anchor in Vault to drone for your roamers, or otherwise roam below in Living Room and Library to lie in wait until you are ready to prime a nitro cell for attackers pushing in the hallways above.
 
If you prefer to roam, or in general if you fancy yourself a drone hunter, as soon as prep phase begins, scoot on over to the nearby staircases and drone entryways.
 
Plug up the drone hole on ping with a pest placed in the middle of the hallway so attackers can't drone out anyone playing here. If nobody camps here, consider instead planting a pest inside the Vault drone hole on my crosshair.
 
Keep drones from getting into Aviator via study with a pest on this doorway.
 
Support defenders playing in this area with a pest on ping. Once captured, you can hide the drone behind the nearby flower pot.
 
A pest on Red Stairs, and Landing window, are great if you have a player lurking in Landing.
 
If you have a Landing lurker, barricade this door and plant a pest by it to deny droning from attackers pushing through Statue. If a drone is captured over here, hide it under this couch.
 
 
BOMB SITE 2 – Trophy Room [2F] and Statuary Room [2F]
 
This site is almost as popular as the former, and is my squad’s preferred site. Attackers nearly always take control of Master Bedroom and breach Statue wall. Otherwise they may flank through Landing and Trophy Entrance from “90 hallway.” Astronomy Room is very crucial to hold onto and whoever controls it during the execute heavily influences the outcome of the round. Reinforce the two walls on the left in bathroom to help whoever chooses to anchor here. With Mozzie you could cozy up in Trophy while droning for roamers, or otherwise roam below in Dining Room to toss C4s up at attackers pushing through Master.
 
These pests will keep roamers below from being easily droned out and dropped early in the round. These pings are some powerful and reliable nitro cell positions.
 
This entire wall in Statue should be reinforced. A pest on this doorway is particularly helpful if you have a Bandit or Kaid tricking the wall.
 
Securing the flank is always an essential role, and is often the most neglected. Make sure your team's backside is safe with a pest inside Statue on ping and a pest on this barricaded doorway. These reinforcements are optional, but help anyone lurking in Landing.
 
Since Astronomy is so essential, you may wish to plop a pest on the window and hide one on the stairs in some barbed wire.
 
Some teams prefer to aggressively hold Bathroom for as long as possible to delay Master Control. This is best accomplished with a Mute Mozzie combo. Mozzie can place a pest behind this half wall, and a pest on this window.
There's a drone hole in Bathroom too, but a Mute jammer in the bathtub will cover that up and protect anyone brave enough to hide in there.
 
 
BOMB SITE 3 – Living Room [1F] and Library [1F]
 
This site is perhaps the least popular, mostly because it is extremely large and holding it requires spreading your team out. Attacking teams typically push Library from Lobby after taking control of Piano and breach the wall in the corner. Otherwise they may take control of Kitchen and Dining to focus on Living Room. Whether or not they breach above to flush out anchors depends on their playstyle and familiarity with the site. With Mozzie, you can anchor in Living Room, or roam aggressively on Red Stairs and Lobby Stairs, or hide in the basement while scouting your flank with stolen drones. Since there are so many entrances to site, a Mute-Mozzie combo is best.
 
This is the main wall attackers breach. This pest is well-hidden from attacker view and blocks the drone hole below. Combine it with a pest on this doorway to shut down droning through Library from Lobby side, which is ideal if Bandit is tricking this wall.
 
These walls should also be reinforced. A pest on this doorway shuts down droning Living Room from the surrounding high-traffic hallway.
 
A pest blocking Toilet doorway and one on ping blocking Mudroom doorway work in concert with the one above to keep drones out of Living Room.
 
These reinforcements protect Gallery, the connecting room. A pest on this pinged window, and one on Piano door support a shallow roamer playing aggressively in Red Carpet hallway.
 
This barricade and pest on Study door, together with a pest on Lobby stairs, protect any roamers up here while they harass attackers in Lobby.
 
 
BOMB SITE 4 – Kitchen [1F] and Dining Room [1F]
 
Attacking teams will usually take control Master Bedroom to enable a push Laundry and breach the wall and plant. It is also common to see them hold Living Room so they can surround the perimeter and cut off roamers attempting to return to site. As anchor, you are relatively safe to lay by the tipped over table in dining, or by the fridge and kitchen sink so you can remain on cams and provide useful callouts. As a roamer, you could play in Living Room and watch the flank, or as always with this map, hide it out in the basement.
 
If you're on flank watch duty, use these barricades to serve as useful sound cues against approaching attackers. From here you can score a nitro kill on attackers pushing 90 hall, or use your C4 to get out of dodge if you end up getting pinched.
 
Laundry Room wall should be reinforced. The adjacent wall can be reinforced or left soft. Reinforcing it protects Bandit if he works to trick the wall. Leaving it soft allows lurkers in Memorial Room to contest attackers entering after breaching Laundry. Plug up the doorway with a pest to keep attackers unaware as to which particular strategy you are using.
 
This doorway to Red Carpet hall, this window on ping, and the drone hole on the left are all good candidates for pests.
 
Reinforcing these two walls supports anyone lurking in Memorial. From this position Mozzie can land spicy C4s on attackers in Statue above, or hit some nasty wallbangs through the wall on ping.
 
Reinforce the walls in China Room and plant a pest on the doorway if you anchor in Kitchen.
 
Villa is heavily dependent on effective droning due to the surplus of rooms and flank routes. Hopefully this guide has helped you learn some of the more common droning avenues. You are also much more likely to catch attackers trying to sneak in a preplaced drone. Happy hunting!

Guide to Playing Mozzie on Villa +23
Guide to Playing Mozzie on Villa
drTaperdown
drTaperdown drTaperdown
LV.8 Bamboozled 5d

New Mira strategy

New Mira strategy
New Mira strategy
EliteTex
EliteTex EliteTex
LV.2 Lurker 5d

New to PC

Anyone got any tips?
Been playing R6 on PS4 for a while and decided to buy it on PC - only ever played CSGO on PC before so i’m not very experienced with Mouse and Keyboard.
Please let me know if you have any tips :)

New to PC
OliWebb1
OliWebb1 OliWebb1
LV.5 Lurker 5d

Need help to get out of copper

Need help to get out of copper
gamer876282523
gamer876282523 gamer876282523
LV.2 Lurker 5d

I need to get better

I would appreciate someone to come on Seige and play with me on casual and give me tips on how i play. (EU) (Xbox)

I need to get better
BreeZy
BreeZy BreeZy
LV.3 Lurker 5d

Guide to playing ‘Jackal’ in ‘Chalet’

The chalet is a mid-sized battlefield consisting of the basement, 1F, and 2F. The objective locations are generated one on the 2F, two on the 1F, and the last one on the underground, making the players use of strategy be different depending on the location. Because of the existence of the multiple windows around the building, the attackers can safely check inside the bomb site. However, the basement objective location doesn’t have a single-window leading inside the bombsite, instead, it has an exterior wall.
 
While some of the offensive units are confronting, the rest of the team members attempt to enter from the far side and start pressing down the defenders. However, the operators who have entered the building should be careful of the enemy roamer’s surprise attack. Thankfully, the size of each floor is not that wide and if you use the drone recon often, you can safely move forward.
 
 
▲ Chalet Objective Location, Except for the basement, the rest of the objective locations are checkable from the outside.
 
 
Jackal is an operator who uses the Eyenox Tracker to find the enemy’s footsteps and track. Due to its dedicated ability, he is known as the best counter roamer in the rainbow team and often gets banned in ranked. Also, Jackal can equip ITA12S shotgun as a secondary weapon, enabling him on soft breaching. If you use this weapon well, you not only can attempt a vertical play on the top floor but also can scan the enemy footsteps safely through a hole.
 
 
Jackal’s primary weapon, C7E assault rifle, is a very highly functional weapon. C7E has strong damage (46) with a decent Fire Rate (800). It has quite a recoil, but still manageable with the attachment. Due to the following reasons, Jackal can actively engage with the enemies on the front line to play the role of Entry Fragger.
 
 
▲ High functional C7E with decent Damage and Fire Rate. The only weakness is the size of the gun(Too long).
 
 
 
▣ In case, the site is located at '2F Master Bedroom ~ 2F Office'
 
2F has a Balcony and Terrace outside the building, so the attackers can step up and check inside. While some of the team members are confronting in this position, the team counter roamers should enter the Library and start clearing the defending roamers.
 
Jackal can handle both roles but if choose one, he should stay in a counter roamer team. Before entering the Library, use the Eyenox Tracker to check the enemy’s footsteps. If you find the footsteps, you can identify when he passed, by the color, and where is he located, by scanning.
 
 
▲ You can rappel at the Bedroom Terrace and peek inside the bombsite.
 
▲ The defenders usually hide in the Master Bathroom. Sometimes the defender also holds this angle, so be careful.
 
▲ It would be nice to have one friendly unit checking through the Bathroom Balcony.
 
▲ However, this point is checkable from the Library Hallway window, so be careful.
 
▲ If you successfully entered the Library, you will be able to check the enemy hiding on the Hallway.
 
 
 
▣ In case, the site is located at '1F Bar ~ 1F Gaming Room'
 
1F Bar ~ Gaming Room also has multiple windows around, enabling the attackers to check inside the bombsite from outside. Even worse, not only the 2F floors are made up of destructible material, but also the hatches, leading to the 1F, exist. Therefore the attackers can both attempt vertical play and hatch drop depending on the situation.
 
Sometimes, the defender leaves the Library hatch open, because in case of the attacker rushes into the Gaming Room and installs the Defuser, they can defend the attackers through that hatch. Therefore, the offensive team should clear the 2F Library first. If you use the ladder, you can move up to the Library Balcony, or enter another room and occupy the Library in advance.
 
If you successfully cleared the roamer and seized Library, destroy the floor with a shotgun and attempt the vertical play. Usually, the defending operator, Mira, installs Black Mirror on the Bar, facing the Gaming Room. In this case, you can check the backside of the Bar through the pierced Library floor. However, the defenders also can explode you with the C4, so be careful.
 
 
▲ If you rush into the Gaming Room, you will be under attack by the defender positioned in the 2F hatch.
 
▲ Similar to the West Entrance. Because it has a hatch, the defender might look down the 1F.
 
▲ Therefore, the attackers should clear the 2F Library first.
 
▲ If you occupied the 2F Library, you can either disrupt the enemies with the vertical play or…
 
▲ Open another hatch to look down the Bar, enabling you to drive away from the defending anchors.
 
 
 
▣ In case, the site is located at '1F Kitchen ~ 1F Trophy Room'
 
This site only has three windows leading outside, two on the Trophy Room, and one in the Kitchen. However, because one of the windows on the Trophy Room unable rappelling, the attackers cannot enter(except for Amaru), and the Kitchen window is too small to jump over. As a result, the only accessible window is the one on the Trophy Room. Due to the following reasons, this window has multiple defending gadgets installed around.
 
You can check inside through this window, but if too many players are focusing this place, you can attempt entering the 2F Master Bedroom. The Master Bedroom has a hatch directly leading the Kitchen and also can attempt the vertical play. Of course, the defenders will also dispatch the defending units on the 2F to prevent the attackers from playing vertical, so use your Eyenox Tracker and drone to seize your safety first.
 
 
▲ Trophy Room east side window. You can both check and enter through this window, but it has a high probability of trap installed under.
 
▲ Westside of the Trophy Room unable rappelling, so you can only try sniping through this window.
 
▲ You can open the Main Entrance barricade and enter, but if the defender is positioned on the right stairs, you can set in danger.
 
▲ Instead, I would recommend entering the 2F Master Bedroom and narrow down.
 
▲ If the team operates hard breacher, open the reinforced hatch, and check the Kitchen.
 
▲ It is a good idea to break the 2F floor with a shotgun to attempt vertical play or scan the enemy footsteps.
 
 
 
▣ In case, the site is located at 'B Wine Cellar ~ B Snowmobile Garage'
 
As mentioned earlier, instead of not having a single-window leading inside, it has a wall on the Snowmobile Garage. Therefore, the defenders prioritize to reinforce this wall first and operate Bandit or Kaid to block the attacker’s hard breaching. While the team members are working on breaching, Jackal should enter the opposite side, like Wine Celler, or the 1F to distract the defender’s attention.
 
Obviously, while the team members are working on breaching, Jackal should clear the roamers. There are several routes, such as entering through Main Garage or Backyard Stairs, attacking Wine Cellar, or entering the 1FWest Entrance, then move down to Library Stairs to attack the Snowmobile Garage Corridor, so choose the right route depending on the situation. Of course, during this process, don’t forget to scan the defending roamer's footsteps.
 
 
▲ Usually, the team hard breacher and Thatcher handles this wall.
 
▲ Jackal can launch an attack from the opposite side Wine Cellar, or...
 
▲ Enter the 1F to catch the back of the Snowmobile Garage Corridor.
 
▲ If you want to attempt a vertical play, I would recommend playing on the 1F Great Room near the hatch.
 

Guide to playing ‘Jackal’ in ‘Chalet’ +21
Guide to playing ‘Jackal’ in ‘Chalet’
RetroFlame77
RetroFlame77 RetroFlame77
LV.21 Good Leader 8d

Guide for playing 'Amaru' 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 as 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.
 
Amaru is a two-speed, two-armour attacking operator. Her ability is a “high-tensile grappling gun” which can be used to quickly access entry points on the objective building as well as vault up open hatches. Unfortunately, Amaru is an entirely useless operator - the utility the operator brings is not impactful at all for the whole of the attacking team and is overall considered to be a highly situational operator (situational; meaning that the operator has almost zero versatility and is only useful in select situations which rarely occur.) That being said, I will still be writing a guide for the operator on all ranked maps. However, these guides will be used to offer a more comprehensive overview of how entry fragging should be carried out for new players looking to improve.
 
If you are to be in accordance with the current meta, Amaru’s loadout should be as follows;
- PRIMARY: G8-LMG (Attachments to player preference)
- SECONDARY: SMG-11 (Attachments to player preference)
- UTILITY: FLASH BANG GRENADES (This can actually be useful for the attacking team as it will allow you to assist teammates in burning Jager’s ADS.)
 
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. Amaru should be used as an entry fragger at the beginning of the round while control over Big Tower is being carried out. Use the operators grapple-hook to quickly breach one of the ‘T3’ windows (T3 is an abbreviation for the third level of Big Tower; other levels of Big Tower are represented similarly with respect to the floor level (T2, T1, and T0)). After establishing full control over Big Tower, Amaru should then reposition to the second floor double window looking into Dorms(B). This will benefit the attacking team as a whole by establishing multi-pronged assault (that is, Dorms(B) window and 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. Amaru will be most useful on this bomb site by being played in the same way the operator was played on Kids-Dorms. However, instead of breaching T3, Amaru will want to entry through the second floor of the Small tower. It is common for support players to preemptively establish angles across the ground level of Small Tower at the beginning of the round. That being said, having an entry fragger actually enter the building through the second floor of Small Tower as a proactive roam clear from the top down will either force the roamers in Small Tower to run back to the bomb site (in which case, the aforementioned support players will be able to catch them before escaping) or stand their ground and take their gun fight (in which case, if you have multiple entry fraggers inside of Small Tower, your teammate can grab your re-frag). Establishing full control over the Small Tower will then provide the attacking teams hard breacher to make an alternative route to the bomb site to plant the defuser.
 
PARKING SPAWN LOCATION
 
ATTACKING: [1F] MEETING(A) - KITCHEN(B)
The primary route of attack on this bomb site will be by the attacking team entering the building through the Big Tower located on the northernmost side of the building. After establishing control over the first floor Big Tower (T1), attackers will proceed to breach the reinforced wall separating the first floor level of Big Tower and the Meeting(A) bomb site. Amaru can play almost identical to the way the operator was played on Kids-Dorms while attackers are establishing control over the Big Tower. Use the operators grapple-hook to hot breach one of the T3 windows and communicate with teammates to flush out any defensive presence inside of the Big Tower. After establishing control over Big Tower, Amaru can then reposition to the Main Lobby and pressure the Meeting(A) bomb site from ‘Split’ (the triple-door entryway leading into Meeting(A) from the Main Lobby). Conceptually, this attack will be similar to Kids-Dorms in that, at the beginning of the round, you will focus time and resources to gain control over the primary route of assault and then reposition to the opposite end of the primary assault’s direction to create a kind of pincer assault.
 
CONSTRUCTION SPAWN LOCATION
 
ATTACKING: [BSMNT] LAUNDRY(A) - SUPPLY(B)
The primary route of attack on this bomb site will be by the attacking team entering the building through Barrel/Construction rooms located on the northwestern side of the building inside of the basement. After establishing control over Construction, attackers will breach the reinforced wall separating Construction and Supply(B). The key to a successful attacking round in the basement is to have a multi-directional assault while also having a really heavy primary assault. Attackers will almost invariably have their primary assault inside of Barrels-Construction. Amaru can be most useful on this bomb site by acting as a solo-entry down through the Main Lobby stairs. Additional entry fraggers will commonly push from either the Big Tower Stairs or Freezer. If the attackers can establish a coordinated and well communicated multi-pronged attack on the basement, defenders will then be forced to play reactively (as opposed to proactively) this will then give the attacking team the initiative to where all that is left to do is decide exactly how they want to execute the defuser plant.
 
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 my social media accounts:
TikTok - FTWRK
Twitch - footwork6
 

Guide for playing 'Amaru' on 'Oregon'. +3
Guide for playing 'Amaru' on 'Oregon'.
footwork.
footwork. footwork.
LV.14 Chief 6d

Stuck on Splash Screen

Can someone help me? I've been trying to fix my game for months, but siege still won't open. I've watched many videos to try and get a fix for it, but none work. And when I do get it open somehow, it ends up tabbing me out. Do you guys have any fixes? 😣😩


Here are the things I've done that I can remember:

1.) Uninstalling Uplay and Seige itself, and re installing.

2.) Changing the Window to borderless

3.) Running as Administrator

4.) Restarting my PC

5.) Closing applications in Task Manager

Stuck on Splash Screen
pxlgrl
pxlgrl pxlgrl
LV.2 Lurker 6d

I need help, I keep on getting in games with plats

I keep on dying to plays need help

I need help, I keep on getting in games with plats
TheGreatPost
TheGreatPost TheGreatPost
LV.2 Lurker 6d

Guide to playing ‘Thermite’ in ‘Consulate’

Consulate is a slightly large-sized battlefield consisting of basement, 1F, and 2F. The objective locations are generated one on each floor and uniquely have a feature of a double-decker site created in the basement and 1F. However, this double-decker site does not appear because the defenders do not prefer defending this site due to the wide range of coverage.
 
It is also notorious for its frequent spawn-kill attempts by the defenders due to its large number of windows throughout the outer walls of the building. However, it is a factor that can also be used as the attacker’s checking point or entrance. The only thing to concern is that there are no windows in the basement. Instead, the Garage has a wall connected to the outside, so if the offensive team operates a hard bridge, they will definitely attempt breaching that wall to take the advantage.
 
 
▲ Consulate has a unique style of objective location, which is generated one on the basement Archives and the other one on the 1F Tellers.
 
 
Thermite is the most representative hard breaching operator among the attackers, which can create a new angle by installing its dedicated explosive (*Exothermic Charge) on walls or hatches. Currently, there are four hard breachers in the offensive team, including Thermite, Hibana, Maverick, and Ace, all four of which tend to pick depending on the situation because of the time and constraints required for breaching work are all different. Depending on the battlefield, two or more can be used.
 
Thermite installs its dedicated explosive, Exothermic Charge, directly on the point to breach a certain area. It is often necessary to have some assistants because Thermite has to approach the breaching point directly and are vulnerable to the enemy’s attacks while proceeding the breaching work. However, if the breaching work succeeds, it creates the biggest hole compares to any other operators. Therefore, it is the best hard breacher in a situation where the safety is secured, like the Garage external reinforcement wall of Consulate.
 
Thermite can use 556XI Assault Rifle and M1014 Shotgun as Primary Weapon, which is usually select the 556 XI that can attach the ACOG sight. As mentioned earlier, Consulate provides a good chance of spawn-kill and mid-range skirmishes are frequently occur. Therefore, the function of ACOG sight is highly necessary for this battlefield.
 
 
▲ 556XI decent Assault Rifle. Because it can attach the ACOG sight, players usually pick this weapon.
 
 
 
▣ In case, the site is located at '2F Consul Office ~ 2F Meeting Room'
 
If the bombsite is located on the 2F, the attackers can only approach through the 2F windows or the stairs. Also, the area of each floor is not very large, making it easier for the defenders to detect the attackers entering, and the stairs will also be difficult if the defenders keep checking it. So, it's a very tricky objective location for the attackers.
 
There are no suitable places to attach the Exothermic Charge, but if you really want to use, you can use it on the Press Room reinforced wall from the Exit Stairs or the Meeting Room reinforced wall from the Main Stairs Hallway. However, both places are widely exposed, making Thermite be vulnerable while breaching, so not often tries breaching here.
 
One thing you need to concern while breaching the Exit Stairs, is the longer you drag time, the more you be in danger. Since there are three stairs connecting the 1F ~ 2F, the defending roamer can detour and surprise attack from the opposing side. Therefore, make sure you ask your team to check the stairs when proceeding breaching work.
 
 
▲ When targeting the 2F, one of the teammates should check this area. However, because this place is quite risky, Thermite should not take this potion.
 
▲ If you rappel near this entrance, install the Claymore Mine on the Exit Stairs entrance to prevent the enemy run-out play.
 
▲ Or, you can move up to the 2F Balcony and check the Meeting Room.
 
▲ You can breach the Meeting Room wall from the Hallway, but because this area is too exposed, players not often try.
 
▲ If you breach the Exit Stairs reinforced wall, you can seize an effective angle, but still risky.
 
 
 
▣ In case, the site is located at '1F Lobby ~ 1F Press Room'
 
It has a unique structure where you can see the Lobby Bombsite directly when you break the main entrance barricade on the first floor. However, if you enter the Lobby immediately, the defender waiting from the public Bathroom or Antechamber can attack you. Also, this entrance will be full of Barbed Wire and other defensive gadgets, making it difficult to enter.
 
Occasionally, the defender makes a hole in the 2F Meeting Room and waits until the enemy entering the Lobby. In this case, the team should clear the 2F to seize safety. After the 2F safety is secured, the team can drop through the hatches on the 2F. The hatches are located on the 2F Meeting Room and Consulate Office.
 
If you take a risk, it's also a good idea to infiltrate the 1F West Corridor and breach the Public Bathroom reinforced wall. The Public Bathroom is not only located in the middle of both Bombsites but also is a place where the defending anchors such as Maestro and Echo usually hide, so it would be a great advantage if you pierce it.
 
▲ If you open the 1F main entrance barricade, you can directly look at the Lobby Bombsite...
 
▲ But if you rush, you will be attacked by the defender waiting on the 2F, so check the upper floor situation first and enter.
 
▲ The 2F Meeting Room hatch allows the player to look down the Lobby, and
 
▲ The 2F Cabinet hatch also provides the vision of the Press Room, so targeting the 2F could be the key factor to achieve the victory.
 
▲ You also can check inside the 1F Press Room through the window.
 
▲ It is risky, but infiltrating into the West Corridor and breaching the Public Bathroom is another good strategy.
 
 
 
▣ In case, the site is located at 'B Archives ~ 1F Tellers'
 
Because the sites are located in the basement and 1F, it is inevitable to disperse the number of defenders. In other words, if the attackers attack either side, the defenders might have a numerical disadvantage.
 
Even though there are two floors for the defenders to cover, they still only can reinforce a total of 10 walls, so there will be many walls that have not been reinforced. Due to the following reason, Thermite will also have not many places to use the Exothermic Charge, but if you do, you can use it on the hatch or the reinforced walls in the basement.
 
 
▲ You might want to enter the 1F Visa Entrance and approach the Tellers...
 
▲ But if the defender is aiming through the 2F Administration Office hatch, you will be exposed in danger.
 
▲ Therefore, it is highly necessary to clear the roamer hiding on the 2F Administration Office.
 
▲ The 1F has multiple hatches leading to the basement Archives.
 
▲ If the hatch is reinforced, you can use the Exothermic Charge to destroy it and attempt dropping to the Archives.
 
 
 
▣ In case, the site is located at 'B Cafeteria ~ B Garage'
 
There are three exterior walls in the Garage, so it would be better to breach these places first. Depending on the matter of piercing this wall will determine who’s winning, so if the player chooses Thermite, this would be the purpose. Therefore, the defenders will also try Bandit Trick on this wall.
 
Unlike Hibana and Ace, Thermite can remove the Exothermic Charge immediately, so it can somewhat react to the enemy’s Bandit Trick. The Garage has three walls and a drone hole right next to it, so as soon as you hear the Bandit Trick sound, you can remove it and attach it on another wall. It is also possible for team members to catch the defender from the Exit Stairs or the 1F Press Room, so if you cooperate with the team members, it will be fine.
 
 
▲ The most key point when targeting Underground Garage. The availability of breaching the Garage exterior reinforced wall would be the key factor to achieve the victory.
 
▲ If the defending operator Bandit or Kaid tries the Bandit Trick, the team can check from the Exit Stairs, or
 
▲ The 1F Press Room with the vertical play.
 
▲ While the team confronting, the rest of the attackers should detour and launch an attack from the Cafeteria.
 

Guide to playing ‘Thermite’ in ‘Consulate’ +21
Guide to playing ‘Thermite’ in ‘Consulate’
RetroFlame77
RetroFlame77 RetroFlame77
LV.21 Good Leader 10d

Guide to playing ‘Blackbeard’ in ‘Clubhouse’

The Clubhouse is a slightly large-sized battlefield consisting of basement, 1F, and 2F. The objective locations are generated two on the 2F, one on the 1F, and the last one on the underground. Among them, the first and second floors have multiple windows that allow the attackers to check inside the Bombsite from the outside. On the other hand, the basement does not have a single-window connected to the outside, instead, it has a separate route that leads to the underground, so it often uses to reach the Bombsite.
 
Most floors are made of a breakable material, which allows the offensive team to try the Vertical play from the top. Also, some hatches lead to the main points of each floor, which will allow distracting the defender’s defending angles.
 
 
▲ Clubhouse Objective Location, Usually the defenders vote for the 2F Bombsite.
 
 
Blackbeard is an operator who can install the bulletproof Rifle Shield on the primary weapon to prevent sudden death by a headshot. This ability is helpful in one on one battle, but more advantageous in a peeking situation. The clubhouse has many windows outside to attack the inside the Bombsite, so you can often make this happen.
 
Perhaps because the Rifle Shield is very useful, Blackbeard's primary Weapon's performance is relatively poor. Due to the repeated nerf since Blackbeard joined the rainbow team, the current MK17 CQB assault rifle has become a strange weapon, Fire Rate of 585, and Capacity of 20. On top of that, there is even a penalty of reducing the aiming/movement speed when installing the Rifle Shield, which is making very vulnerable in the situation in which you encounter the enemy. In this case, the D-50, the powerful secondary weapon will help you to cover the weakness.
 
 
▲ In case of emergency, you need to swap to the D-50 which boasts 71 damage.
 
 
 
▣ In case, the site is located at '2F Gym ~ 2F Bedroom'
 
Both Bombsites have windows that lead outside, so it would be nice to have one person who checks inside from the Central Sub-Roof. Blackbeard, who owns the Rifle Shield, is suitable to take this role. Especially, breaking the windows on the side of the Gym will enable the firing back of the Bedroom Hallway reinforced wall, so it will be helpful for the team if hard breacher is working at the external Balcony.
 
However, the Central Sub-Roof is widely exposed because if the defender is located in the CCTV Room, it could check this position. So, if possible, it is better to clear the CCTV Room in advance, and if that is not the case, listen carefully to the sound of the CCTV Room window breaking.
 
 
▲ If you open the window barricade from the Central Sub-Roof, you can check inside the Bedroom Bombsite and…
 
▲ The Gym Bombsite. This window provides an angle behind the Bedroom Hallway reinforced wall.
 
▲ However, this position is checkable from the CCTV Room, so be careful.
 
▲ If the team has occupied the CCTV Room first, you can safely check from the Central Sub-Roof.
 
▲ If the team has breached the reinforced wall leading to the Bedroom Hallway, you can peek inside.
 
 
 
▣ In case, the site is located at '2F CCTV Room ~ 2F Cash Room'
 
Perhaps, because the site is generated on the same floor, the pattern will be similar to the one above. The team hard Breacher will try to break through the CCTV Room reinforced wall leading from the Eastern Sub-Roof, while the rest of the offensive team will surround the Bombsite and narrowing down.
 
You can see the inside the CCTV Room from the Central Sub-Roof. Especially, this window provides an angle looking behind the CCTV Room reinforced wall, enabling you to destroy the Shock Wire or Bandit Trick installed behind. Checking here will make the team easier to work on the Eastern Sub-Roof hard breaching. If the breaching work succeeds, occupy the CCTV Room with the team and clear the Cash Room.
 
 
▲ Likewise, you can check behind the CCTV Room reinforced wall through the Central Sub-Roof.
 
▲ However, this place is also checkable from the Construction window, so be careful.
 
▲ If the team hard breacher successfully breached the CCTV Room reinforced wall, you can peek inside with a rappelling position.
 
▲ If you throw the Stun Grenade while moving up the stairs, you can clear the defenders hiding around the site.
 
 
 
▣ In case, the site is located at '1F Bar ~ 1F Stock Room'
 
This site has so many doors and windows that allow the attackers to check from the outside. There is even a risk of being a vertical play or a hatch drop from the 2F, which is not often seen in Ranked. Especially, the Stock Room can be targeted from various angles, so it is not difficult for the attackers to install the Defuser.
 
Blackbeard, as he did elsewhere, would be good to check inside through the windows or doors. Usually, defenders make the rotation between the two Bombsites and defend on the Stage. If you open the Lobby door hold position on the 1F Front Porch, you will be able to check hiding enemies without difficulty. Besides, there are many other useful angles on the Pool Table window and the stock room door.
 
 
▲ The offensive team often forces in and installs Defuser here. Watch out for the defender’s run-out play.
 
▲ The Stock Room’s another entrance. It would be nice to have one person to hold this position.
 
▲ The opposite side Front Porch Lobby entrance, this provides an angle to check behind the Stage.
 
▲ If you have penetrated the Garage, breach this wall and make an angle to check the Stock Room and Stage.
 
▲ Pool Table side exterior window. If the hatch is pierced, the defenders might set a position in advance, so be careful.
 
▲ If the team hard breacher pierces the Strip Club reinforced wall, you can have an angle looking at the Pool Table ~ Bar ~ Stage.
 
 
 
▣ In case, the site is located at 'B Church ~ B Arsenal Room'
 
If the objective location is generated in the basement, a different style of strategy will be used to launch an attack. Since there are no windows or walls directly connected to the outside, the attackers must inevitably enter the building and move forward. However, if the defending roamer catches the attacker’s back, the defenders will set in danger, so the defenders always need to be careful of the roamer's surprise attack.
 
The 1F has many hatches that lead to the underground Bombsite and is capable of vertical play, so the hard breacher often pierces the hatch on the first floor. On the other hand, the rest of the offensive team often approaches the Bombsite through the underground routes such as external Escape Tunnel or Garage's Oil Pit. Since Blackbeard is disadvantageous to close-range combat due to his slow aiming speed, if possible, he will have to play with team members to cover each other's blindside and secure proper angles.
 
 
▲ If you drop from the Garage,
 
▲ Move down the stairs from the Garage Storage,
 
▲ or hatch drop from the Stock Room...
 
▲ It leads to the Utility Room where the players usually call the Blue area. The attackers usually start breaching or approaching Arsenal Room from this place.
 
▲ If you accompany the team hard breacher, you can breach the Construction Site container wall and enter.
 
▲ If you have done this way, you can safely approach the Arsenal Room without concerning the defending roamer. If there were attacking units in the Utility Room, it would be much better.
 
▲ It is also a good strategy to support team hard breacher, open the Kitchen hatch, and check inside the Arsenal Room from the top.
 

Guide to playing ‘Blackbeard’ in ‘Clubhouse’ +23
Guide to playing ‘Blackbeard’ in ‘Clubhouse’
RetroFlame77
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LV.21 Good Leader 7d

Guide for playing 'Amaru' 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.
 
Amaru is a two-speed, two-armour attacking operator. Her ability is a “high-tensile grappling gun” which can be used to quickly access entry points on the objective building as well as vault up open hatches. Unfortunately, Amaru is an entirely useless operator - the utility the operator brings is not impactful at all for the whole of the attacking team and is overall considered to be a highly situational operator (situational; meaning that the operator has almost zero versatility and is only useful in select situations which rarely occur.) That being said, I will still be writing a guide for the operator on all ranked maps. However, these guides will be used to offer a more comprehensive overview of how entry fragging should be carried out for new players looking to improve.
 
If you are to be in accordance with the current meta, Amaru’s loadout should be as follows;
- PRIMARY: G8-LMG (Attachments to player preference)
- SECONDARY: SMG-11 (Attachments to player preference)
- UTILITY: FLASH BANG GRENADES (This can actually be useful for the
 
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. Amaru can be used to solo clear the second floor from the 2F Astronomy room (located on the opposite end of the building). Spawn at the parking spawn location and use the operators grapple-hook to hot breach the second floor Astronomy single window. From Astronomy, careful clear Bathroom, Master Bedroom, Statutory, and Trophy for the rest of the attacking team. This will be beneficial for teammates as it will allow them to prioritize their roam clear on the first floor; saving time and resources for the whole of the attacking team.
 
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. Amaru can be useful on this bomb site by clearing the second floor similar to the way in which the operator solo-roam cleared the previous bomb site (Aviator-Games). The only difference on this bomb site being that instead of hot breaching the Astronomy window, Amaru will instead hot-breach the second floor 90 window. This will provide good positioning to prevent off-site defenders from rotating back onto the bomb site from Study or Games.
 
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. Amaru should act as an entry fragger for the attacking team. At the beginning of the action phase, attacking support operators (Thatcher, Capitao, Thermite, etc.) will drone the second floor for defensive off-site positions inside of Study, Games, and/or 90. Communicate with support teammates as the intel they gather will provide a huge advantage for entry fraggers in gaining control over the southern portion of the second floor.
 
FOUNTAIN SPAWN LOCATION
 
ATTACKING: [1F] DINING(A) - KITCHEN(B)
The primary route of attack on this bomb site will be by the attacking team entering the building through the Basement and first floor Laundry. The primary force of attackers will be focused on the reinforced wall separating Laundry room and Dining as well as control over the second floor for vertical control. Having control over the top of Pantry Stairs will limit defenders ability to rotate throughout the two bomb sites as the Pantry Doorway provides anybody inside of Pantry with a clear line of sight through Kitchen(B). Amaru should be used similar to the way in which the operator was utilized on the previous Library-Living Room bomb site. The only way in which Amaru’s role will shift on this bomb site is that, after establishing control over the second floor for the attacking soft destructors, Amaru should reposition to the bottom of the Astronomy stairs. This will allow you to start applying pressure on a frequently overlooked Kitchen(B) flank while the rest of the attacking team is either breaching the Laundry wall or opening up vertical angles from 2F Staturary.
 
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 my social media accounts:
TikTok - FTWRK
Twitch - footwork6
 
 

Guide for playing 'Amaru' on 'Villa'. +3
Guide for playing 'Amaru' on 'Villa'.
footwork.
footwork. footwork.
LV.14 Chief 7d

Guide for playing 'Amaru' 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 though a slight edge may be given to attackers as the map is highly destructible.
 
Amaru is a two-speed, two-armour attacking operator. Her ability is a “high-tensile grappling gun” which can be used to quickly access entry points on the objective building as well as vault up open hatches. Unfortunately, Amaru is an entirely useless operator - the utility the operator brings is not impactful at all for the whole of the attacking team and is overall considered to be a highly situational operator (situational; meaning that the operator has almost zero versatility and is only useful in select situations which rarely occur.) That being said, I will still be writing a guide for the operator on all ranked maps. However, these guides will be used to offer a more comprehensive overview of how entry fragging should be carried out for new players looking to improve.
 
If you are to be in accordance with the current meta, Amaru’s loadout should be as follows;
- PRIMARY: G8-LMG (Attachments to player preference)
- SECONDARY: SMG-11 (Attachments to player preference)
- UTILITY: FLASH BANG GRENADES (This can actually be useful for the attacking team as it will allow you to assist teammates in burning Jager’s ADS.)
 
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. Amaru should be used as an entry fragger on this bomb site for the rest of the attacking team. As previously mentioned, control over the CCTV-Break room will be essential for attackers in maintaining control over the ‘90 Hallway’ and in establishing a buffer zone between the primary attack and any defensive flanks through Break Room. Communicate with teammates while they drone the second floor to effectively act on the intel gathered by the attacking teams support operators; this will make your roam clear much more safe and efficient.
 
EAST VEHICLE SPAWN LOCATION
 
ATTACKING: [1F] BATHROOM(A) - TELLERS(B)
The primary route of attack on this bomb site will be by the attacking team breaching the reinforced wall separating Tellers(B) from the outside - located on the north eastern wall of the first floor. Attackers will also typically need control of the second floor ‘Offices’ as it is very common for defenders to defend Bathroom(A)-Tellers(B) vertically from the second floor. As Amaru, you can deal a lot of damage to defenders inside of the 2F-Office if you are able to play more independently than usual. This is because the majority of the attack team will be preoccupied with either opening the Tellers(B) wall or with applying direct pressure onto the defenders inside of Office from the 2F Office balcony. Amaru can help relieve attackers of this strict resource distribution by entering the building through the 2F Break Room and flank defenders inside of Office through a secondary direction of attack (either through the 2F double doorway hallway or through the Armory single door.) This will be beneficial to the rest of your team as it can streamline second floor map control; allowing attackers to reallocate players from the second floor Office to either the first floor Tellers(B) wall or even to the bottom of East Stairs.
 
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. You will want to play Amaru almost identical to the way in which the operator was played on 2F Armory-Archives. This is because the rooms on the second floor which attackers need to gain control over are the exact same rooms that are needed in order to execute a proper attack on the previously mentioned 2F Armory wall. So, it makes sense that you would want to communicate and act with the rest of your team similar to the way in which you did on the first bomb site.
 
VALLEY SPAWN LOCATION
 
ATTACKING: [1F] WORKSHOP(A) - VENT(B)
The primary route of attack on this bomb site will be by the attackers establishing full control of the second floor Armory-Archives rooms located directly above the Workshop(A)-Vent(B) bomb sites. After gaining control of the second floor, attackers will breach the reinforced hatches located inside of Armory 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. Amaru should be used as an entry fragger for the attacking team in the beginning of the round while control over the second floor Armory-Archives is still being fought for. After attackers have established themselves inside of Armory-Archives, Amaru should rotate down through the east stairs and prepare for a final horizontal push onto the bomb site. You should always remember that vertical control without a horizontal presence will result in what is essentially a stalemate. This is because when defenders only have to worry about being shot through the ceiling they have much more “wiggle room” to reposition themselves. However, this is not the case when there is also horizontal pressure being applied to the bomb site. This is because, in addition to vertical pressure, defenders now also have to be hyper aware of not over exposing themselves to attackers applying horizontal pressure from outside of the bomb site.
 
 
Thank you for reading and I hope this was helpful for you guys.
 
If you are interested in more content or want to ask me questions, you can always find me on my social media accounts:
TikTok - FTWRK
Twitch - footwork6
 

Guide for playing 'Amaru' on 'Border'. +3
Guide for playing 'Amaru' on 'Border'.
footwork.
footwork. footwork.
LV.14 Chief 7d

Guide to Playing Mozzie on Coastline

You know, you've got three pests. And while speeding around the map with the attackers' little RC cars is truly enjoyable, I guarantee you'll have some fun using them instead to snatch a Lamborghini.
Coastline, the Spanish map released during Operation Velvet Shell, is widely considered to be one of the most balanced maps, but is perhaps arguably attacker favored. The map is fundamentally a large rectangle composed of two floors and two staircases. The middle is cut out, leaving a very open courtyard. This area offers attackers plenty of angles to cut off defenders, while safely positioned on the roof, so be careful when rotating, and try to use hatches to avoid over-exposing yourself. Surviving the round as a defender requires calculated movement to avoid being pinched and picked off by teams that attack with deadly efficiency.
 
Mozzie, the Australian defender, is super fun to play and can be very helpful for his team. He is a two armor two speed operator with a flexible playstyle, fit for roamers and anchors alike, making him great for solo queuing. He excels in disrupting enemy intelligence, and if you play your cards right, he brings amazing information to you and your teammates. In addition to having top tier utility, Mozzie performs amazingly in firefights, not to mention his Commando 9 has the BEST reload animation in the game.
 
Mozzie’s pest launcher fires out spider-like robots that latch onto nearby drones, hacking them, granting Mozzie controls instead. He comes equipped with three pests which can block off narrow choke points that attackers commonly drone, effectively locking down entire areas of the map, especially when paired with Mute. He can also hunt drones as soon as the prep phase begins, heading straight to doorways near drone spawn locations and sniping some of those RC cars to use right off the bat. You can position captured drones near site and leave them, or hide in a safe location and hop on cams to cruise them around and hunt attackers.
 
 
MOZZIE’S LOADOUT
 
 
Mozzie has the choice between the Commando 9 and the P10 Roni. The Commando is more reliable, with a better damage drop-off curve and a higher magazine capacity. But the P10 Roni shreds in CQB with a higher fire rate and virtually no recoil. It is arguably a matter of preference, and the attachments you equip on either gun boil down to preference as well. I currently prefer the Commando with a holo sight, vertical grip, and flash hider.
 
Mozzie brings the SDP 9mm, a well-rounded pistol with a decently high ammo-count. It is best equipped with the muzzle break, but the silencer can be useful in some situations, such as shooting out drones or claymores while flanking. For his secondary gadget, he nearly always brings a nitro cell because it is significantly more powerful than the alternative barbed wire. The C4 also synergizes with his Pests, because vision from hacked drones can be used to set up kills. Additionally, the nitro can be used to blow open rotations when getting pinched. There may be some situations though where your team decides they need barbed wire, so you do have that option available, and I will showcase good locations to place it for those who prefer it. It is also worth noting that barbed wire can hide your pests, but shoot your pest first and place the wire after.
 
 
DEFENDER BOMBSITES
 
BOMB SITE 1 – Hookah Lounge (2F) and Billiards Room (2F)
 
Most of the community prefers Hookah and Billiards, despite exposure to two balconies, two windows, and the roof. Navigating rotations requires a good bit of map knowledge to avoid getting caught between cross-fire. Attackers will likely push from the Hookah and Aquarium balconies, as well as up Cool Vibes stairs or through VIP hallway or Luggage hallway. With Mozzie, you can anchor behind Billiards Bar and give callouts. Otherwise, establish a hold below site and use intel to secure nitro kills on attackers once they enter.
 
Given the emphasis on pushing Cool Vibes you can opt for investing two pests in each of the nearby drone holes, one of them coming from the roof on ping.
 
A pest on Hookah Balcony doorway is likely to snatch a drone away from attackers, or at least delay their efforts to drone out site.
 
With VIP hallway providing quite the flank opportunity, this utility can serve to reduce the liklihood of being snuck up on. If someone opts to play in VIP itself, deny drones from passing through Hall of Fame by firing a pest here.
 
Aquarium is a very influential room on the outcome of the round. You can support players in here with a pest on the doorway my crosshair is pointing at and you can block the roof drone hole above Aqua Bar with another pest.
 
A great way to play Mozzie here is to roam below and bring a nitro cell to kill attackers that push into site.
 
 
BOMB SITE 2 – Penthouse (2F) and Theater (2F)
 
While this site was previously a community favorite, as the meta has evolved it has become clear that the site is actually quite tough to hold. The large window in Penthouse makes the whole room unplayable when someone rappels upside down. This leaves defenders with Theater, VIP Room, and the “L-shaped” hallway surrounding site. In general, reinforce all theater walls leading to the hallway and the walls on the West side of Penthouse. With Mozzie, again your best bet is to play below site, especially if you nab an early drone and hide it in Penthouse. If you prefer to stay on site, your best bet is anchoring in Theater where you are relatively safe to remain on cams.
 
Sling a pest out just to the right of this doorway so it is covered from Penthouse window by the dresser.
 
Spreading into the hallway surrounding site is essential. Make it more viable with a pest lodged on Luggage doorway. If you go prone on ping you can line up a pixel angle on attackers pushing through said doorway.
 
Since VIP is so critical to delaying full Penthouse control, the wall should be reinforced if someone plays in here. In this case jam up the drone hole with a pest.
A great way to support them is playing in Kitchen below with a C4!
 
You can also play in Service Entrance below and chuck a nitro on ping at attackers that swing into Penthouse window. If you roam in this way jam up Service Entrance door, Bathroom door, and Bathroom drone hole with all three pests.
 
If instead you wish to roam on the West side of the map, play at the top of Cool Vibes and place a pest on the staircase and Hookah Balcony doorway.
 
 
BOMB SITE 3 – Kitchen (1F) and Service Entrance (1F)
 
This is my personal favorite. It does, however, require a coordinated team. Otherwise attackers may successfully pull off a rush plant in Service doorway and proceed to hold angles from outside. Other than that, watch for attackers cutting off rotations from Kitchen window, breaching the floor above, and flanking through Lobby or the Bars. With Mozzie you can play in Kitchen Pantry, or the Service Cubby. Both are good for someone surrounded by intel who wants to give callouts. If instead you aim to roam, you can post up in Sunrise Bar where you can watch the flank. You also have the option of roaming above site, using your pests to delay attackers that seek to establish vertical control.
 
A pest hidden in this drone hole can capture drones attempting to score easy info. If possible, immediately hop on cams and pilot it to safety. When combo'd with one on the adjacent window, Kitchen becomes much harder to drone.
 
These two reinforcements make playing in Pantry on ping viable. The other bit of the wall should not be reinforced however, as West Kitchen is nearly unplayable anyways. Instead, ask that someone opens lines of sight so attackers that hop in Kitchen window can be shot from the surrounding hallway and Courtyard.
 
Sling a pest by Service door. This single reinforcement on Bathroom, with lines of sight on either side, creates more angles for contesting attackers entering here. Reinforce the panel next to Kitchen door and request a teammate to make two rotates: one behind B bomb and one by Service desk leading to Bathroom.
 
A pest on Bathroom door and the drone hole on ping make Bathroom more comfortable to play in. Just don't get your feet shot through the drone hole! You can also hop up on the sinks to hold an off-angle on attackers pushing in from Lobby.
 
Someone should play in Sunrise Bar to monitor the flank. If needed you can always rotate up to harass attackers soft breaching kitchen from VIP, or even run out VIP balcony to C4 attackers stacked outside Kitchen Service doorway!
 
 
BOMB SITE 4 – Blue Bar (1F) and Sunrise Bar (1F)
 
Though this site is a bit less popular, it is actually quite strong, so long as your team practices it regularly. It is similar to Penthouse and Theater, but objectively better. Blue Bar, similar to Penthouse is quite difficult to play in, and virtually unplayable. But Sunrise is larger and safer to hold than Theater. Office, like VIP, can be played to delay and control the flank, but has more cover than VIP does. Unlike Theater and Penthouse, you also have the option of playing above until inevitably falling back. This can be challenging so your team may choose to spread out on first floor instead, flanking attackers upstairs via Lobby Stairs . Avoid contesting windows facing Ruins as attackers have plenty of places to hide there.
 
Help out the Sunrise anchor(s) with a pest on Towel door and Sunrise window. One anchor should play in this corner with a shield since the ceiling above is indestructible. Another could play behind bar to support them.
 
Another solid anchor position is on this couch. It requires reinforcements on these panels, the ones on ping, and the hatch. A barricade on Kitchen door is useful for alerting teammates to attackers trying to slice site in half from Kitchen.
 
Don't let your Office player get flanked from Lobby. Barbed wire, or a barricade on Security door provide useful sound cues and a pest in Red Carpet hallway is a great protective measure.
 
When roaming upstairs, take your reinforcements with you and use some barricades to make your job a bit easier. Billiards Bar, and the top of Cool Vibes stairs are both great positions to start off the round.
 
Coastline's a dope map ya'll. If you feel intimidated by all of the exposure to the roof, perhaps you'll take comfort in knowing attackers don't hold angles from up there as much as they should. Apparently watching the flank is boring or something. Although I personally enjoy it myself as I usually nab a couple free kills and plenty of intel to eventually make plays off of.

Guide to Playing Mozzie on Coastline +21
Guide to Playing Mozzie on Coastline
drTaperdown
drTaperdown drTaperdown
LV.8 Bamboozled 7d

Guide for playing 'Amaru' 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 building.
 
Amaru is a two-speed, two-armour attacking operator. Her ability is a “high-tensile grappling gun” which can be used to quickly access entry points on the objective building as well as vault up open hatches. Unfortunately, Amaru is an entirely useless operator - the utility the operator brings is not impactful at all for the whole of the attacking team and is overall considered to be a highly situational operator (situational; meaning that the operator has almost zero versatility and is only useful in select situations which rarely occur.) That being said, I will still be writing a guide for the operator on all ranked maps. However, these guides will be used to offer a more comprehensive overview of how entry fragging should be carried out for new players looking to improve.
 
If you are to be in accordance with the current meta, Amaru’s loadout should be as follows;
- PRIMARY: G8-LMG (Attachments to player preference)
- SECONDARY: SMG-11 (Attachments to player preference)
- UTILITY: FLASH BANG GRENADES (This can actually be useful for the attacking team as it will allow you to assist teammates in burning Jager’s ADS.)
 
 
ATTACKING: [2F] BILLIARDS(A) - HOOKAH(B)
The primary route of attack on this bomb site will be by the attacking team rappelling on the double window of Billiards(A) and the single window of Hookah(B) while vertical soft destructors like Buck and Zofia gain control of the first floor Sunrise bar and proceed to destroy the ceiling of Sunrise - the flooring of Hookah(B). Amaru can be useful on this bomb site by spawning at the main entrance and using the operators grapple-hook to quickly access the 2F Master Bedroom window. After establishing a presence inside of the second floor, Amaru can partially solo roam clear the second floor, starting from the Master Bedroom and ending inside of VIP. This will not only often catch defenders off guard, but will also provide Amaru (as well as the rest of the attacking team) with powerful positioning inside of VIP to establish early horizontal control onto the Billiards(A) bomb site.
 
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. Amaru can be useful for the attacking team by, once again, hot-breaching the building quickly after the round starts. Spawn at the Main Entrance spawn and use the operator’s grapple-hook to quickly breach the 2F single window at the top of the Main Lobby stairs. This will position Amaru in a great spot to prevent defenders from using the Main Lobby Stairs to rotate back up stairs to the bomb site as well as prevent defenders from leaving the Theater(A) bomb site via the Vase Hallway.
 
POOL ENTRANCE SPAWN LOCATION
 
ATTACKING: [1F] BLUE(A) - SUNRISE(B)
The primary route of attack on this bomb site will be by the attacking team entering through the Pool Entrance located on the north western corner of the building. Attackers will also typically gain control of second floor Hookah as this will enable attacking soft destructors (Buck, Zofia, Ash, or Sledge) to destroy the ceiling of Sunrise and eliminate any defending anchors playing behind ‘couches’ or ‘bar’. Amaru should act as an entry fragger for the attackers establishing control over the second floor Hook-Billiards rooms. Communicate with teammates who are droning Hookah and act on the real-time intel as this will provide you with a large advantage over the defenders inside of Hookah as you will have more relevant and accurate information on defensive positions than they will on attacker positions.
 
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). Similar to the previously mentioned Blue-Sunrise bomb sites, Amaru will be most useful to the attacking team by acting as an entry fragger on the second floor. After helping your team establish a presence inside of Master Bedroom and VIP, Amaru should reposition to the first floor Main Lobby and help establish a secondary route of attack onto the bomb site for the final site execution at the end of 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 my social media accounts:
TikTok - FTWRK
Twitch - footwork6
 

Guide for playing 'Amaru' on 'Coastline'. +3
Guide for playing 'Amaru' on 'Coastline'.
footwork.
footwork. footwork.
LV.14 Chief 7d

Guide for playing 'Amaru' 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 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.
Amaru is a two-speed, two-armour attacking operator. Her ability is a “high-tensile grappling gun” which can be used to quickly access entry points on the objective building as well as vault up open hatches. Unfortunately, Amaru is an entirely useless operator - the utility the operator brings is not impactful at all for the whole of the attacking team and is overall considered to be a highly situational operator (situational; meaning that the operator has almost zero versatility and is only useful in select situations which rarely occur.) That being said, I will still be writing a guide for the operator on all ranked maps. However, these guides will be used to offer a more comprehensive overview of how entry fragging should be carried out for new players looking to improve.
If you are to be in accordance with the current meta, Amaru’s loadout should be as follows;
- PRIMARY: G8-LMG (Attachments to player preference)
- SECONDARY: SMG-11 (Attachments to player preference)
- UTILITY: FLASH BANG GRENADES (This can actually be useful for the attacking team as it will allow you to assist teammates in burning Jager’s ADS.)
 
 
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. Amaru will be best used on this bomb site by acting as an entry fragger for the attacking team. As stated previously, attackers will want to gain control of as much of the second floor as possible. Communicate with attacking teammates while they drone the second floor Office, Party, and Mechanical Bull. Having a steady stream of up-to-date information on defending roamer positions will be a huge advantage in effectively establishing control and clearing defenders on the second floor for the teams Thermite and Thatcher.
 
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. Amaru’s role on this bomb site will be the same as that of the previous Laundry-Games. The difference here being that the rooms which will need to be cleared of roamers are just the inverse of the previous bomb site. So, instead of clearing Office, Party, and Bull, Amaru will be clearing Dorms, Bathroom, Laundry, Piano, and Games. This will allow for the team's hard breacher to access the Bull-Party(A) wall.
 
FUEL PUMPS 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 as this will expose defending anchors inside of Bushranger(B) and Nature(A) to vertical angles. Amaru should assist the soft destructors in establishing full second floor control. Due to Amaru’s expendability, the operator is great for clearing rooms like Laundry and Piano. Control over these rooms are crucial for establishing any kind of vertical pressure onto the first floor bomb sites.
 
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). Amaru can be used as an effective solo-entry on this bomb site due to the provided advantage of Compressor(A)-Gear(B) being located near multiple outside access points inside of Garage and Reception. Spend some time at the beginning of the action phase assessing the defensive situation; determine which attackers are on-site and which attackers are off-site. Then use this intel to form a general plan of attack by deducing how defenders can counter your actions in relation to the current positioning they have. So, for example, if there are no defenders on the Catwalk of Garage, but there is one defender on the ground floor, you can confidently challenge that defender knowing you only need to worry about an anchor inside of Compressor(A) swinging on you through the Garage-Compressor(A) doorway.
 
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 my social media accounts:
TikTok - FTWRK
Twitch - footwork6
 

Guide for playing 'Amaru' on 'Outback'. +3
Guide for playing 'Amaru' on 'Outback'.
footwork.
footwork. footwork.
LV.14 Chief 7d

Guide for playing 'Amaru' 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 pretty balanced however, some bomb sites have heavy advantages for one side.
 
Amaru is a two-speed, two-armour attacking operator. Her ability is a “high-tensile grappling gun” which can be used to quickly access entry points on the objective building as well as vault up open hatches. Unfortunately, Amaru is an entirely useless operator - the utility the operator brings is not impactful at all for the whole of the attacking team and is overall considered to be a highly situational operator (situational; meaning that the operator has almost zero versatility and is only useful in select situations which rarely occur.) That being said, I will still be writing a guide for the operator on all ranked maps. However, these guides will be used to offer a more comprehensive overview of how entry fragging should be carried out for new players looking to improve.
 
If you are to be in accordance with the current meta, Amaru’s loadout should be as follows;
- PRIMARY: G8-LMG (Attachments to player preference)
- SECONDARY: SMG-11 (Attachments to player preference)
- UTILITY: FLASH BANG GRENADES (This can actually be useful for the attacking team as it will allow you to assist teammates in burning Jager’s ADS.)
 
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) room from Control room as this will provide attackers with significant control over Initiation(B) allowing them to plant the defuser. Amaru will be most useful on this bomb site by acting as an entry fragger for the rest of the attacking team. Support teammates (operators like Thatcher, Capitao, Gridlock, etc.) will be using their drones at the beginning of the round to determine the positions of defenders off-site and the quantity of defenders on-site. This is an important job because it provides you, as well as any other entry fragger, with up-to-date and real-time intel on the situation inside of the objective building. Use this intel and communicate with support teammates to ensure an effective and efficient roam clear of the second floor.
 
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 teams 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). Amaru can be effectively utilized by acting as a solo-entry (influencing map control independent from the rest of your team) inside of the 2F Cafe and 2F Arcade. As stated previously, the majority of the attacking team will be focusing their assault on the opposite end of the second floor. This provides a good opportunity for a solo-entry to apply pressure from an alternative route as defenders commonly assume that if there are more than three confirmed attackers coming from a particular route than the entire attacking team either is, or will soon be, coming from the same direction. This usually results in defenders neglecting other commonly used routes of attack.
 
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 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. This bomb site can be difficult for a solo-entry, it is recommended to instead act as a full entry in cooperation with the attacking teams support players. As previously stated, the first floor Barrels room will be the primary room of focus for attackers. Assist the rest of your team by clearing the building from the opposite end of the first floor (inside of either Storage or Showers) as this will provide you with the ability to eliminate defenders playing inside of Barrels as they rotate back out of the Barrel room in hopes of returning to the bomb site.
 
BUMPER CARS 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). Amaru will be most useful on this bomb site by acting as an entry fragger for the rest of the attacking team. Enter the building on the second floor, through the cafe Balcony. This will help your team in establishing full control over the second floor by establishing a beachhead on the second floor to apply pressure onto defensive positions inside of 2F Arcade and 2F Bunks. After establishing full control over the second floor, Amaru should reposition to the bottom of Yellow Stairs to apply horizontal pressure onto defenders inside of Showers while teammates apply vertical pressure. Having a multi-dimensional attack onto either a highly contested room or bomb site will always make gaining control much easier.
 
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 my social media accounts:
TikTok - FTWRK
Twitch - footwork6
 
 

Guide for playing 'Amaru' on 'Theme Park'. +3
Guide for playing 'Amaru' on 'Theme Park'.
footwork.
footwork. footwork.
LV.14 Chief 7d

Bronze 3 looking for people/team to grind with

hi, I’m bronze 3 looking for a team to grind with. Ps4, mic, Europe,ranked

Bronze 3 looking for people/team to grind with
yumyum
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LV.2 Lurker 7d

Need help!!

Does anyone know any good attackers to buy??
Need help choosing one so

Need help!!
hollypillinger
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LV.2 Lurker 8d

Guide to Playing Mozzie on Theme Park

Yo don't bother with all the hoopla. Simply hack the controls to this arcade machine instead and dilly dally away. On the real though, buckle up for this one folks; I've included a variety of strategies to accomodate players with various playstyles so tune into your preferred setups and ways to play and hopefully you learn a thing or two. If you have any questions, please comment below and I will do my best to improve clarity and clear up confusion!
Theme Park, the Chinese map of operation Blood Orchid, is an abandoned spooky amusement park which has since been repurposed for rather devious activity. It features two very spread out floors and three staircases as well as two roof hatches. The map is essentially rectangular in shape, being split in half East to West. The choice between four viable bomb sites, and the time it takes for attackers to completely roam clear tends to leave the defending team in favor.
 
Mozzie, the Australian defender, is super fun to play and can be very helpful for his team. He is a two armor two speed operator with a flexible playstyle, fit for roamers and anchors alike, making him great for solo queuing. He excels in disrupting enemy intelligence, and if you play your cards right, he brings amazing information to you and your teammates. In addition to having top tier utility, Mozzie performs amazingly in firefights, not to mention his Commando 9 has the BEST reload animation in the game.
 
Mozzie’s pest launcher fires out spider-like robots that latch onto nearby drones, hacking them, granting Mozzie controls instead. He comes equipped with three pests which can block off narrow choke points that attackers commonly drone, effectively locking down entire areas of the map, especially when paired with Mute. He can also hunt drones as soon as the prep phase begins, heading straight to doorways near drone spawn locations and sniping some of those RC cars to use right off the bat. You can position captured drones near site and leave them, or hide in a safe location and hop on cams to cruise them around and hunt attackers.
 
 
MOZZIE’S LOADOUT
Mozzie has the choice between the Commando 9 and the P10 Roni. The Commando is more reliable, with a better damage drop-off curve and a higher magazine capacity. But the P10 Roni shreds in CQB with a higher fire rate and virtually no recoil. It is arguably a matter of preference, and the attachments you equip on either gun boil down to preference as well. I currently prefer the Commando with a holo sight, vertical grip, and flash hider.
 
Mozzie brings the SDP 9mm, a well-rounded pistol with a decently high ammo-count. It is best equipped with the muzzle break, but the silencer can be useful in some situations, such as shooting out drones or claymores while flanking. For his secondary gadget, he nearly always brings a nitro cell because it is significantly more powerful than the alternative barbed wire. The C4 also synergizes with his Pests, because vision from hacked drones can be used to set up kills. Additionally, the nitro can be used to blow open rotations when getting pinched. There may be some situations though where your team decides they need barbed wire, so you do have that option available, and I will showcase good locations to place it for those who prefer it. It is also worth noting that barbed wire can hide your pests, but shoot your pest first and place the wire after.
 
 
DEFENDER BOMBSITES
 
BOMB SITE 1 – Initiation Room [2F] and Office [2F]
 
Initiation and Office are split apart by Waiting Room, which is itself quite exposed and risky to play in. This makes it easy for attackers to cut off rotations between sites when attacking from the West, forcing defenders to rotate instead through the hallway between Cash and Control Room. Beware the roof hatches above Yellow Corridor and Control Room providing attackers quick access to site. With Mozzie you can anchor in Vault or roam below, starting in Throne Room, then rotate to land a nitro below attackers depending on where they push. You can also work with a Mute to jam up droning on the West end and roam there instead.
 
Reinforce this major wall in Initiation Room. Hiding a pest in this barbed wire on ping makes it more difficult to get drones into this section of Initiation.
 
This is another major wall to reinforce. A pest on this doorway is quite helpful since attackers frequently drone site from Control Room.
 
This Office wall, and the Vault wall should be reinforced too. The drone hole on ping is very useful for attackers and could be covered up with a pest.
 
Showers make for a juicy flank if left unwatched. Some barbed wire can help deter flankers or at least alert to them. A single pest on this doorway is quite efficient, blocking up this window, doorway, and drone hole on ping.
 
Extending into Cash is also an option, which helps to give control over Waiting Room and these hallways. A pest on this pinged window keeps drones out of this area as well.
 
A Cash extension can be completed with a pest on this doorway keeping drones locked in Control Room. Some barbed wire on Dragon Stairs alerts the team to flanking attackers as well.
 
 
BOMB SITE 2 – Bunk [2F] and Day Care [2F]
 
A rather popular site, Bunk and Day Care are surrounded by three hallways and Break Room. Attackers will likely push from Cafe, and possibly up Yellow or Arcade Stairs. As such the most important wall to reinforce is the 4 panels in Day Care facing Cafe. Be wary as well of the hatch in the hallway by the vending machine that attackers may drop.
 
These Bunk walls are standard to reinforce. Throughout the round, be careful of attackers rappelling through Break Room windows. With Mozzie you could anchor in here on cams, so long as a teammate nearby alerts you to rappels.
 
These walls by Yellow Stairs can all be setup in a variety of ways depending on which portions of the map your team takes control of. But this setup shown is a solid standard for controlling Yellow Stairs.
 
Forego the reinforcements at the top of Yellow Stairs, using them here in Office instead to extend the defense with a rotate through Vault. A pest in Showers, hidden with barbed wire, keeps attackers in the dark as to your exact position in Office.
 
You can also choose to reinforce Control wall in Initiation and open a rotate into Bunk, a particularly powerful strat if you have a Mira window in Bunk watching Initiation. The cherry on top is a pest on ping.
 
A pest inside Day Care doorways on crosshair and ping helps keep site on lock.
 
Otherwise, aim your crosshair here and fire a pest to efficiently block drones from both Arcade window and the nearby drone hole. This is particularly strong if someone holds Cafe.
 
Playing below in Bathroom, and Storage, and Lab to land nitros on attackers pushing through Café is always an option. Especially if your team prefers not to extend the site laterally with some of the options above.
 
 
BOMB SITE 3 – Armory [1F] and Throne Room [1F]
 
This is widely considered to be the most defender-favored site. The reason for this is because there are many different ways to deny breaching of the three reinforced walls, and the ceiling above Throne Room is not breachable. Given that the tops of the panels can be shot open, impact tricking is viable, or teammates can throw C4s over the reinforcements. Be sure someone is keeping an eye on Blue Room from either side to easily trade kills on attackers pushing through. You can anchor on the Dais in Throne to chuck C4s over the walls at breachers when you aren’t droning for your roamers.
 
Block drones from sneaking in this outside drone hole with a pest immediately when the round starts. This wall in Throne Room leads to Barrels. If you anchor, shoot out the wood above to chuck your nitro at attackers attempting to breach.
 
You can shoot out a hole in the wood above this reinforcement leading to Maintenance as well. Deny drones from this doorway with a pest as well. This barbed wire is particularly helpful for someone anchoring on ping.
 
Reinforce this wall in Armory and block both Split door in addition to the nearby drone hole with a single pest. If you anchor in here, the safest area is the NW corner by the furnace.
 
This hatch in Split should be reinforced, unless roamers wish to leave it open as a retreat. Particularly if it is opened, a pest on this doorway is useful.
 
As a roamer, play above in Office Vault, using your pests to delay the attempt to soft breach Office floor. Escape through Showers window undetected if you perfectly one-punch-vault the Lockers doorway. You also have the option to blow Office or Vault wall with a nitro and hightail it out of there. Just don’t blow yourself to smithereens in the process 😉
 
BOMB SITE 4 – Lab [1F] and Storage [1F]
 
This site can be defended in a few ways. One option is to send a few roamers above to delay attackers as they seek to establish vertical control, and even open up holes above site entrances. Another is to extend the defense into Armory and Throne Room by reinforcing East and West Throne Wall, effectively granting control over the site flank and creating a safe area for roamers above to retreat using Split hatch. To complete this strategy someone should open a line of sight onto Yellow Stairs from Armory using a shotgun. With Mozzie you can adapt to whatever your team needs, but if ya’ll retain a couple anchors on site, consider staying with them to chuck C4s at the destructible ceiling above.
 
Reinforce these walls and the two between for Lab anchors. A pest on this drone hole is also quite effective.
 
Reinforce these two walls as well to keep Lab anchors safe, and block this external drone hole with a pest.
 
Line up your crosshair here and fire a pest to block yet another drone hole attackers commonly sneak drones in through. This window in Storage is commonly contested by attackers holding angles deep from outside. Don't let them vault in and plant!
 
Bathroom is quite important to hold onto, but can be breached from above in Cafe, so if you play here, you may want to bring a C4 and be prepared for intense vertical gameplay.
 
Since attackers frequently head upstairs to play vertically against site anchors, you can play Break Room and flank them while they are distracted with soft-breaching efforts.
 
Well that's a lot of options folks! My advice is to pick whichever one or two best suit your playstyle, and if you prefer some of the more complex site extensions, team up with a Mute who runs shotgun so they can make rotations and coordinate their jammers with your pests to lock down greater areas.

Guide to Playing Mozzie on Theme Park +25
Guide to Playing Mozzie on Theme Park
drTaperdown
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LV.8 Bamboozled 8d

Trying to vibe on casual

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Botty boyley
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LV.2 Lurker 8d

What Could I have done better

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Keyswrld
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LV.4 Lurker 9d

Guide to playing ‘Castle’ in ‘Coastline’

The coastline is a slightly small-sized battlefield consisting of 1F and 2F. The objective locations are generated two on each floor, but because the size of the building is not that wide, the defenders should cover the entire floor. If the Bombsite is placed on the 1F, the defenders should dispatch the defending units on the 2F to prevent the offensive team's vertical play.
 
Because of the existence of the Courtyard in the center of the building, the entire building has a square shape when viewed from the above. For this reason, there is a risk of being shot by the attacker on the rooftop when the roamer passes the corridor. Quite a few windows are leading outside, so the defenders often try spawn-kill. On the contrary, these windows also are used as the attacker’s checking points, so the defensive team needs to use a map widely to identify the attacker’s entry route.
 
 
▲ Coastline Objective Location. Because the size of the building is too small, the defenders should cover the whole floor.
 
 
Castle is responsible for installing the bulletproof panels(*Armor Panel) at the windows or doors of the battlefield to prevent the enemy from entering and blocking angles to fire. The Armor Panel is impenetrable by firing, but it can be destroyed by the explosives or 12 times of close-range attacks. It not only making the attackers consume explosive gadgets but also generating noise, so the defenders can locate the enemy position.
 
Along with the Steel Wave update, there was a change in loadout setting, impact grenade -> Proximity Alarm. Castle can choose a Super Shorty shotgun as its secondary weapon, allowing it to do a remodeling inside the Bombsite without the impact grenade. However, the impact grenade trick is now unavailable.
 
 
▲ Because Castle can pick Super Shorty as a Secondary Weapon, Castle can work on remodeling during the preparation phase.
 
▲ Newly added Proximity Alarm. If you hide it well, it can effectively delay the attacker’s penetration.
 
 
 
▣ In case, the site is located at '2F Hookah Lounge ~ 2F Billiards Room'
 
Because of the existence of Hookah Deck and Balcony on both sides of Bombsite, the attackers can check inside safely. Also, the offensive team not only can attack inside through the Billiards Room window but also from the rooftop, after breaching the Billiards Room reinforced wall. Therefore, it is important to secure a good position.
 
As soon as the preparation phase starts, you should make a rotation hole in the middle wall to move back and forth between the Bombsite. Castle with Super Shorty Shotgun would be perfect to handle this. However, if you don't have enough time to reinforce walls and install the Armor Panels, request to another team member.
 
The major installation point would be the windows of the Billiards Room and the Hookah Lounge. If these windows are blocked, it will block the attacker’s key angles, which will allow the defenders to move freely. Of course, the offensive team can break it with explosives, but it is not meaningless considering it makes them use explosives and delays time.
 
 
▲ Install the Armor Panel on the Billiards Room window and make the rotation on the right to move freely.
 
▲ If you block the 2F Balcony leading to the Aquarium, it would be helpful.
 
▲ If you install the Armor Panel on the Hookah Lounge window, you can block the enemy checking inside.
 
▲ You also can check both the Hookah Lounge windows from the North Stairs, so it is good to make a hole in the right bottom corner.
 
▲ If you worry about the enemy approaching from the 1F North Stairs, install the Proximity Alarm.
 
▲ Sometimes the attackers breach this wall on the Billiards Room and check from the rooftop. Therefore, make sure you reinforce this wall in advance.
 
 
 
▣ In case, the site is located at '2F Penthouse ~ 2F Theater'
 
The Penthouse has a large window, where it is easy for the attackers to keep the inside in check. Even worse, there is a hatch on the rooftop leading to the bathroom right next to the Penthouse, making it very difficult for the defensive team to maintain the front line.
 
For this reason, the defense team usually clears the Penthouse and defend at the Theater and VIP Lounge. If you make holes in the Bathroom wall with Super Shorty, you will be able to identify the offensive team that drops in the hatch.
 
The Armor Panel installation point would be the Penthouse windows, the VIP Lounge, and the Hall of Fame between Bathroom and VIP Lounge. Most of them will be destroyed by the attackers, but it is enough to make them delay and consume the explosives. Based on the explosion of the Armor Panel, locate the attacker’s position and hold.
 
▲ The most problematic window in Penthouse. If the attacker checks through this window, the defending units will have a hard time positioning inside the Penthouse.
 
▲ You may attempt run-out play through the 1F to catch the rappelling enemy.
 
▲ This wall on the Bathroom only needs a small size of holes to enable the defenders to check the enemy dropping through the hatch.
 
▲ You can wait at the VIP Lounge and attack as soon as you see the enemy dropping.
 
▲ 2F Hallway window. Occasionally, the attacker enters through this window and attempt breaching the Theater, so be careful.
 
 
 
▣ In case, the site is located at '1F Kitchen ~ 1F Service Entrance'
 
If the Bombsite is placed on the 1F, it will be necessary to pay attention to the offensive team's vertical play from the top. Most of the 2F VIP Lounge and Penthouse floors are made of destructive materials, so it is important to operate the roamer to cover the 2F. Unless the 1F will highly vulnerable to vertical play or Fuze's Cluster Charge.
 
If you are defending the 1F, you should install the Armor Panel on the exterior windows of the Kitchen, the Service Entrance, and the Sunrise Bar windows. Likewise, listen to the explosive sound and figure out the enemy location.
 
The Armor Panel can also be used on the 2F to prevent the enemy from attempting a vertical play. Use it on the VIP Lounge windows, Hall of Fame entrances, and Penthouse windows to block the path and locate the offensive team by the explosion sound.
 
▲ This is the most worrying window, so install the Armor Panel here.
 
▲ Usually, the defenders make holes on the Toilet wall and check the Service Entrance.
 
▲ At this moment, the attacker can shoot you through the drone hole, so keep in check.
 
▲ The enemy can attempt entering the Main Lobby to approach the Toilet. Therefore, install the Armor Panel and Proximity Alarm.
 
▲ If this Armor Panel is destroyed, you may assume that the enemy entered the Sunrise Bar.
 
 
 
▣ In case, the site is located at '1F Blue Bar ~ 1F Sunrise Bar'
 
Likewise, the 2F Hookah Lounge and the Billiards Room are capable of vertical play, so the defenders should dispatch defending units on the 2F. Both Blue Bar and Sunrise Bar have windows connect outside, so the attackers often attempt sniping inside the Bombsite through these windows.
 
Therefore, if these windows are blocked by the Armor Panel, it will be able to secure the safety. On the 1F, you should install the Armor Panel on the Blue Bar/Sunrise Bar windows and Kitchen windows. You also can use the Armor Panel on the 2F if you want to block the enemy entering the 2F, so set it up depending on your taste. If possible, try to use it as limiting the enemy’s path.
 
 
▲ Block the Blue Bar window with the Armor Panel and make the rotation leading to the Sunrise Bar.
 
▲ Install the rest of Armor Panels on the Office side, or...
 
▲ On the Sunrise Bar window to limit the enemy entrance and angle.
 
▲ Likewise, if this Armor Panel is destroyed, you should assume that the enemy entered the Kitchen.
 

Guide to playing ‘Castle’ in ‘Coastline’ +22
Guide to playing ‘Castle’ in ‘Coastline’
RetroFlame77
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LV.21 Good Leader 9d

Help me

I need help getting back to plat because I dont have the best team and I know I should be in a better team so, could yall help me. I have a 1.3 kd and I'm pretty good

Help me
BuIIxtz
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