Guide for playing 'Ash' on 'Theme Park'.

[DISCLAIMER: This guide is intended to be as bare bones as possible in order to give general advice to any new Rainbow Six: Siege players. In addition to this article being opinionated, I would like to also state that zero-sum strats in this game do not exist and the tell of a good Siege player is their decision making and adaptation to the changing battlefield.]
 
Theme Park is a double-level map (consisting of two floors) found both in ranked play as well as professional. The current architecture of the map is overall fairly balanced however, some bomb sites have heavy advantages for either side.
 
Ash is a one armor, three speed attacking operator. Her gadget is the Breaching round: a hand-held grenade launcher which shoots an explosive breaching round that is capable of destroying soft surfaces like walls, flooring, barricades, and deployable shields. Ash is also a very valuable operator for eliminating a large amount of defending utility placed inside of bottlenecks like doorways and windows. Although Ash brings valuable utility for the attacking team, the operator is classified as an entry fragger. This means that it is Ash's job to eliminate defending players positioned inside of strategic locations needed by attackers in order to move the round forward. If you are confident in your ability to win gunfights, Ash will be one of the best operators to choose from in order to support an aggressive play style.
 
If you are to be in accordance with the current meta, Ash’s loadout should be as follows:
PRIMARY: R4-C Assault Rifle (Attachments to player preference)
SECONDARY: M45 MEUSOC (Attachments to player preference)
UTILITY: FLASHBANG GRENADES
 
ATTACKER SPAWN LOCATIONS:
 
ATTACKING: [2F] OFFICE(A) - INITIATION(B)
The primary route of attack on this bomb site will be by the attacking team gaining control over Dragon Stairs, Cash Room, and Control Room. After establishing control over the eastern most rooms of the second floor, the attacking team will breach the reinforced wall separating Initiation(B) from Control Room. This will provide attackers with significant control over Initiation(B) and, as a result, allow them to plant the defuser. Ash will be used primarily as an entry fragger for the attacking team. Attacking support players like Thatcher, Kali, and Thermite should use their drones to gather intel on the positions of defenders playing inside of Cash and Control room. Ash should communicate with these teammates while applying pressure into the objective building from the 2F Cash Room Balcony. After Ash has established a beachhead for the attacking team inside of Dragon, Control, and Cash, the operator should reposition into the Cash Bathroom and apply horizontal pressure onto defenders inside of Office(A) while the primary assault is being carried out inside of the Control Room. A multi pronged attack will oftentimes yield more opportunities for attackers to act on over exposed flanks by defenders due to the multiple fronts in which defenders need to maintain manpower and resources.
 
TEACUPS SPAWN LOCATION:
 
ATTACKING: [2F] DAYCARE(A) - BUNK(B)
The primary route of attack on this bomb site will be by the attacking team entering the building through the hatch located on the roof of the Control Room. Attackers will then proceed to establish control over all second floor rooms east of the second floor yellow hall doorway. This will provide attackers with flank protection while the attacking team's hard breacher opens the reinforced wall separating Initiation room and Bunk(B). Attackers may also commonly enter the building through the second floor Cafe located directly across the hall from Daycare(A). Ash should breach the first floor inside of Showers and proceed to clear the western portion of the first floor of any defending roamers. This is because defenders like Valkyrie, Pulse, and Bandit will commonly play underneath the bomb site and use nitro-cell on the flooring of attackers who have positioned themselves inside of Cafe and 2F Arcade.
 
MAIN ENTRANCE SPAWN LOCATION:
 
ATTACKING: [1F] ARMORY(A) - THRONE(B)
The primary route of attack on this bomb site will be by the attacking team establishing control over bottom Arcade and Barrels as the reinforced wall separating the two rooms is a common access point for attackers to breach and plant the defuser. Control over lower Arcade is important for attackers to have as it will provide a buffer zone for the attacking teams flank watch to use to protect friendly hard breachers from the defending teams roamers. Ash will primarily be used as a flank watch on this bomb site due to solo-entering being very difficult to accomplish inside of Throne(B). In addition to this, the operator will also need to use flashbang grenades to burn any anti-projectile utility placed by defenders. Attackers can then use frag grenades over the Barrel wall. This will destroy entry-denial utility placed on the main wall and allow the attacking teams hard breachers to breach the Throne(B)-Barrel wall. After your team has breached the site wall, Ash can then start applying pressure inside of Split as defenders will commonly use this room to prevent attackers from entering the bomb site through the breach hole.
 
BUMPER CAR SPAWN LOCATION:
 
ATTACKING: [1F] LAB(A) - STORAGE(B)
The primary route of attack on this bomb site will be by the attacking team establishing control over the second floor Upper Arcade, Cafe, and Yellow Hallway as the flooring inside of these rooms can be destroyed in order to open up lines of sight down onto the two bomb sites as well as the first floor bathroom which is not one of the bomb sites, but is commonly used by defenders to defend Storage(B). Ash will be used as an entry fragger on the second floor inside of Cafe and Arcade as it is common for defenders to dedicate a large amount of resources and manpower to the defense of the second floor. Ash’s primary goal on this bomb site is to successfully eliminate these defenders and maintain attacker pressure on the multiple flank routes through Yellow Stairs, Arcade Stairs, and Carpet Hallway. On a more general level, attackers should be highly cautious of defenders on the second floor using nitro-cell on the ceiling of the bomb site as a way of eliminating attackers inside of Arcade and Cafe. Although the only real counter to this is IQ, attackers can still mitigate the risk by not spending a reckless amount of time in the same spot while operating on the second floor.
 
 
Thank you for reading and I hope this was helpful for you guys.
 
If you are interested in more content or want to ask me questions, you can always find me on Twitch or connect with me via discord - I always enjoy discussing Siege with fellow enthusiasts; regardless of skill level.
 
Discord - https://discord.com/invite/TjGAPdM
Twitch - https://www.twitch.tv/footwork6

Guide for playing 'Ash' on 'Theme Park'. +4
Guide for playing 'Ash' on 'Theme Park'.
footwork.
footwork. footwork.
verified LV.20 S 8h

Guide for playing 'Ash' on 'Coastline'.

[DISCLAIMER: This guide is intended to be as bare bones as possible in order to give general advice to any new Rainbow Six: Siege players. In addition to this article being opinionated, I would like to also state that zero-sum strats in this game do not exist and the tell of a good Siege player is their decision making and adaptation to the changing battlefield.]
 
Coastline is a double-level map (consisting of two floors) found both in ranked play as well as professional. The current architecture of the map gives a large advantage to the attacking team due to the ease of access attackers have to map control from the outside of the objective building.
 
Ash is a one armor, three speed attacking operator. Her gadget is the Breaching round: a hand-held grenade launcher which shoots an explosive breaching round that is capable of destroying soft surfaces like walls, flooring, barricades, and deployable shields. Ash is also a very valuable operator for eliminating a large amount of defending utility placed inside of bottlenecks like doorways and windows. Although Ash brings valuable utility for the attacking team, the operator is classified as an entry fragger. This means that it is Ash's job to eliminate defending players positioned inside of strategic locations needed by attackers in order to move the round forward. If you are confident in your ability to win gunfights, Ash will be one of the best operators to choose from in order to support an aggressive play style.
 
If you are to be in accordance with the current meta, Ash’s loadout should be as follows:
PRIMARY: R4-C Assault Rifle (Attachments to player preference)
SECONDARY: M45 MEUSOC (Attachments to player preference)
UTILITY: FLASHBANG GRENADES
 
ATTACKER SPAWN LOCATIONS:
 
ATTACKING: [2F] HOOKAH(A) - BILLIARDS(B)
The primary route of attack on this bomb site will be by the attackers entering the building through the first floor Sunrise Bar to apply vertical pressure from the first floor in addition to applying pressure onto Hookah(A) from the outside second floor Hookah Balcony and Hookah(A) window. Ash should be used to establish the initial attacker presence inside of V.I.P. The player should breach the objective building through the VIP Balcony using the Hall Of Fame doorway. After Ash has eliminated the defender presence inside of V.I.P. and Master Bedroom the operator should drone the remainder of the second floor inside of the bomb site and inside of Luggage to determine the positions of defenders as well as to deduce the optimal route of attack. Generally speaking, Ash will want to look for the route of least resistance and apply pressure there. Always consider all of your options before acting as there is usually an easier way to accomplish the same job.
 
POOL SIDE SPAWN LOCATION:
 
ATTACKING: [2F] THEATER(A) - PENTHOUSE(B)
The primary route of attack on this bomb site will be by the attacking team gaining control over the second floor VIP room from the second floor balcony located on the north side of the building. After gaining control over VIP and Hall of Fame, attackers will breach the reinforced wall between VIP and Penthouse(B) as this will provide attackers with a safe and clear pathway to the default plant spot in the corner of Penthouse(B) by the master bed. Ash’s primary responsibilities will be very similar to that of the previously mentioned Hookah-Billiards bomb sites. After the operator has successfully helped establish the bulk of the attacking team inside of VIP, the operator should reposition towards 90 and Vase hallway outside of Theater(A). This will help attacking teammates inside of Penthouse(B) while they attempt to plant the defuser. Ash’s goal here will be to apply as much pressure onto Theater(A) as possible as this will make it much more challenging for your opponents to prevent your attacking teammates from planting inside of Penthouse(B).
 
MAIN ENTRANCE SPAWN LOCATION:
 
ATTACKING: [1F] BLUE(A) - SUNRISE(B)
The primary route of attack on this bomb site will be by the attacking team entering through the Pool Entrance located on the north western corner of the building. Attackers will also typically gain control of second floor Hookah as this will enable attacking soft destructors (Buck, Zofia, Ash, or Sledge) to destroy the ceiling of Sunrise and eliminate any defending anchors playing behind ‘couches’ or ‘bar’. Ash can provide value to the attacking team by applying horizontal pressure onto the Blue(A) bomb site from Office. After Ash has successfully eliminated attackers inside of Office and Security, the operator will need to maintain control of Office and use the positioning to catch defenders trying to rotate back into Blue(A) from Sunrise(B) while additional attackers on the second floor breach the ceiling of Sunrise(B). Ash will commonly be presented with the opportunity to take control of Blue(A) after eliminating these defenders as defending teams typically have very few anchors on this bomb site.
 
RUINS SPAWN LOCATION:
 
ATTACKING: [1F] KITCHEN(A) - SERVICE ENTRANCE(B)
The primary route of attack on this bomb site will be by the attacking team planting the defuser inside of the doorway of service entrance leading to the outside exit - located on the eastern side of the building. Attackers will also commonly attempt control of the second floor VIP, Theater, and Penthouse rooms as this will allow attackers to destroy the ceiling of Kitchen(A) and Service(B). Ash can provide value to the attacking team by establishing control inside of Sunrise Bar as this will offer the attacking team great positioning to isolate roamers inside of Kitchen(A), Blue Bar, and Cool Vibe Stairs. Ash should then maintain pressure onto Kitchen(A) and communicate with teammates while they drone the bomb site and determine the viability of a solo site push. Typically speaking, if Ash can collapse on the bomb site with only two on-site defenders then the player should act. This is because the two defenders are both defending their individual site (for example, one defender inside of Kitchen and one inside of Service). The player shouldn't see this as one gunfight in which they are outnumbered but instead should see this as two separate gunfights. Apart from this being a good mental exercise for entry-fraggers, it is also typically the case for a bomb site with a low anchor count. This is because any bomb site with less than three anchors becomes increasingly difficult to defend from mutually supportive positions.
 
 
Thank you for reading and I hope this was helpful for you guys.
 
If you are interested in more content or want to ask me questions, you can always find me on Twitch or connect with me via discord - I always enjoy discussing Siege with fellow enthusiasts; regardless of skill level.
 
Discord - https://discord.com/invite/TjGAPdM
Twitch - https://www.twitch.tv/footwork6

Guide for playing 'Ash' on 'Coastline'. +4
Guide for playing 'Ash' on 'Coastline'.
footwork.
footwork. footwork.
verified LV.20 S 8h

Guide for playing 'Ash' on 'Border'.

[DISCLAIMER: This guide is intended to be as bare bones as possible in order to give general advice to any new Rainbow Six: Siege players. In addition to this article being opinionated, I would like to also state that zero-sum strats in this game do not exist and the tell of a good Siege player is their decision making and adaptation to the changing battlefield.]
 
Border is a double-level map (consisting of two floors) found both in ranked play as well as professional. The current architecture of the map is generally balanced, although a slight edge may be given to attackers as the map is highly destructible.
 
Ash is a one armor, three speed attacking operator. Her gadget is the Breaching round: a hand-held grenade launcher which shoots an explosive breaching round that is capable of destroying soft surfaces like walls, flooring, barricades, and deployable shields. Ash is also a very valuable operator for eliminating a large amount of defending utility placed inside of bottlenecks like doorways and windows. Although Ash brings valuable utility for the attacking team, the operator is classified as an entry fragger. This means that it is Ash's job to eliminate defending players positioned inside of strategic locations needed by attackers in order to move the round forward. If you are confident in your ability to win gunfights, Ash will be one of the best operators to choose from in order to support an aggressive play style.
 
If you are to be in accordance with the current meta, Ash’s loadout should be as follows:
PRIMARY: R4-C Assault Rifle (Attachments to player preference)
SECONDARY: M45 MEUSOC (Attachments to player preference)
UTILITY: FLASHBANG GRENADES
 
ATTACKER SPAWN LOCATIONS:
 
ATTACKING: [2F] ARMORY(A) - ARCHIVES(B)
The primary route of attack on this bomb site will be by the attackers gaining control over CCTV and Break room located on the north side of the second floor. After establishing control over CCTV-Break room, attackers will then proceed to breach the reinforced wall of the outside balcony leading into the Armory(A) bomb site. Attackers will then plant the defuser in or around the breach hole made by the hard breachers. Ash’s primary responsibility on this bomb site will be to establish attacker control on the first floor inside of Ventilation, Bottom Metal, Front Door and Workshop. These rooms will be incredibly important for the attacking team for two primary reasons: 1) Ash will need to use her Breaching Round to eliminate the entry-denial utility placed on the Box Wall, 2)Defenders like Pulse will commonly be positioned on the first floor to either nitro-cell attackers from below the bomb site as well as to runout on attackers repealed on the sandwich window and Server Balcony. After first floor roamers are eliminated and the Box Wall has been breached, Ash should reposition to either the top of Metal stairs or inside of Office to help create a multi-pronged attack while your teammates plant the diffuser in Box.
 
VALLEY SPAWN LOCATION:
 
ATTACKING: [1F] BATHROOM(A) - TELLERS(B)
The primary route of attack on this bomb site will be by the attacking team breaching the reinforced wall separating Tellers(B) from the outside - located on the north eastern wall of the first floor. Attackers will also typically need control of the second floor ‘Offices’ as it is very common for defenders to defend Bathroom(A)-Tellers(B) vertically from the second floor. Ash should be used as a solo-entry on this bomb site inside of Workshop. The player should breach the objective building similar to the way in which the operator breached on the previous bomb site through the Main Entrance. Ash should then establish control inside of Workshop as it is common for defenders to not reinforce all of the walls separating Workshop and Bathroom(A). If this is the case, Ash can provide attackers with a huge advantage by breaching the Bathroom(A) wall from Workshop as defenders will only be able to regain Bathroom(A) control horizontally through Workshop and the Tellers(B) hallway.
 
EAST VEHICLE SPAWN LOCATION:
 
ATTACKING: [1F] SUPPLY(A) - CUSTOMS(B)
The primary route of attack on this bomb site will be by the attacking team breaching the south-western reinforced wall leading from the outside into Detention. Attackers will also commonly attempt to gain control over the second floor CCTV and Break Room as these positions will provide great vertical control over the two first floor bomb sites. Ash should be used as an entry fragger on the second floor inside of CCTV and Break Room. After attackers have established control on the second floor inside of CCTV and Break Room, Ash should reposition to the bottom of Metal Stairs and apply horizontal pressure onto the bomb site while additional attackers like Buck and Sledge maintain vertical pressure from CCTV. This will commonly provide Ash with a great opportunity to establish control inside of Customs(B) as defenders will be forced to leave the bomb site and reposition into Detention or Supply(A).
 
WEST VEHICLE SPAWN LOCATION:
 
ATTACKING: [1F] WORKSHOP(A) - VENT(B)
The primary route of attack on this bomb site will be by the attackers establishing full control of the second floor Armory-Archives rooms located directly above the Workshop(A)-Vent(B) bomb sites. After gaining control of the second floor, attackers will breach the reinforced hatches located inside of Armory Desk and Archives in addition to destroying the flooring of the second floor as this will allow attackers full vertical control of the two ground floor bomb sites. Ash will begin the round by assisting teammates in establishing control inside of Armory and Archives. After attackers have successfully eliminated the defender presence on the second floor, Ash should reposition to the first floor by the Ventilation window/ Front door. This is because defenders will commonly defend both bomb sites from within Workshop(A); providing an attacking operator like Ash with a perfect opportunity to rush the front door and establish attacker control inside of Ventilation(B).
 
 
Thank you for reading and I hope this was helpful for you guys.
 
If you are interested in more content or want to ask me questions, you can always find me on Twitch or connect with me via discord - I always enjoy discussing Siege with fellow enthusiasts; regardless of skill level.
 
Discord - https://discord.com/invite/TjGAPdM
Twitch - https://www.twitch.tv/footwork6

Guide for playing 'Ash' on 'Border'. +4
Guide for playing 'Ash' on 'Border'.
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footwork. footwork.
verified LV.20 S 9h

Guide to Playing Clash on Consulate

Consulate is one of those maps that really favors playing for picks and fragging out so it sees plenty of spawn peeks and run outs, especially if Valkyrie is on the board or Nomad is banned. With three large floors, three staircases, and plenty of hatches, a full roam-clear on attack can be pretty tedious.
 
Clash, the menacing wall of a defender, was released during Operation Grim Sky. She is a three armor, one speed operator, but with her shield out suffers an even greater speed penalty in exchange for some serious protection. Her primary function is crowd control, delaying attackers while providing incredible intel for her team. Her potential for teamplay is amazing, but in some sense can be considered a liability as her fragging capability is quite low.
 
Clash’s Crowd Control Electro Shield, or CCE Shield, is very frustrating for attackers to deal with and requires significant coordination. When equipped, Clash’s front and sides are protected, and she can zap all attackers she is facing within a 12 meter distance, but she cannot melee, or use her gun. Her zaps slows attackers significantly and deal 5 damage per tick. The charge depletes completely within 5 seconds of continuous use, and after a brief delay begins to recharge at 20% per second. If the battery drains completely, you must wait until it is full before using it again. Keep your distance, and pace your battery so you are not easily rushed when it has drained. Keep in mind, when attackers are on rappel, you can deny their entry by standing in front of the window. You can also use your shield to trigger claymores; you will take some damage, but it is not lethal
 
CLASH’S COUNTERS & COUNTERING THEM
Thatcher’s EMPs and Twitch’s drone both temporarily disable your shield’s ability to zap. Kali’s rifle, Zofia’s concussion grenades, and enemy melee hits all stagger Clash, swinging her shield to the right, leaving her feet vulnerable. When this happens, turn left. A good tactic to deal with these scenarios is to stand behind cover that protects your legs, like deployable shields. Nomad, Capitao, and Gridlock are all serious threats, along with explosives, and flash bangs. Stay on the move and near anti-projectile gadgets.
 
CLASH’S LOADOUT
Clash brings the SPSMG9, a solid machine pistol equipped with a clean reflex sight and the flash hider. Generally you want to avoid taking gun fights with Clash, but in some situations it is necessary. It is also good for shooting drones and attacker gadgets. Whenever forced to whip out your gun, preferably duck into cover, or if necessary, spin left and crouch so your shield keeps you safe meanwhile.
 
Barbed wire is always a great secondary to bring with Clash due to its synergy with the CCE, but Impact Grenades are sometimes necessary for rotates, and can also be used to impact trick hatches or certain site walls. Practice using impact grenades perfectly so you can walk through the rotate without crouching or vaulting.
 
DEFENDER BOMBSITES
 
BOMB SITE 1 – Consul Office (2F) & Meeting Room (2F)
This site on the top floor tends to be the preferred site for most teams. The most difficult part of defending the site is when attackers establish multiple rappels on the many windows surrounding site, cutting off site rotations. The glass on the windows can be shot out to better hear rappels and respond early. Waiting Room, the connector, is the strongest window for attackers to rappel on, but they also rappel on the site windows and other nearby windows. Attackers pushing into the building may push primarily from Administration Office or Yellow Stairs, but may also flank either Visa or Spiral Stairs.
 
Administration is popular for attackers to focus. Clash can stall this out and protect Visa Stairs. Reinforce the single wall on Printer by Vending Machine too.
 
Long desk can be partially reinforced and partially opened up for defenders to rotate around and help you while you hold off this long hallway.
 
Clash can safely get intel on windows. These reinforcements make Connector more playable.
 
From Consul Desk Clash can support defenders playing Yellow Stairs and stall out attackers pushing up Long Desk hallway.
 
These reinforcements and this rotate are great for playing Yellow Stairs. Just be careful of a Capitao playing Skylight.
 
 
BOMB SITE 2 – Lobby (1F) & Press Room (1F)
Lobby & Press Room are best defended with aggressive peeking to waste time and eventually plant denial. Attackers mostly just need to make sure roamers aren’t watching from above before attempting a smoke plant in Lobby, but if Press Room is caught unattended, they may instead swing in there to plant, or rush from Yellow Stairs.
 
Reinforce the hatch below Circle Desk in Lobby so you can peek front door while protecting your feet.
 
Do the same with Lobby Closet, and stack some barbed wire on Lobby doorway.
 
Place a shield on ping to protect your feet in case you are staggered as well. Now you have plenty of positions available to rotate between!
 
Reinforce this panel so attackers cannot wallbang defenders from Yellow Stairs. Clash can play here to stall out attackers flanking around Spiral Stairs.
 
Reinforce this panel and barricade next to it so defenders can move around Statue more safely. Some barbed wire here is good for sound cues and this hatch should be shotgunned open.
 
 
BOMB SITE 3 – Archives (B) & Tellers (1F)
This split site rarely sees play, so if you have a full squad build a pocket strat for it and you can probably grab some easy rounds. It requires a coordinated team that can spread out between floors effectively, which can be difficult to achieve. You will need to maintain control over Visa stairs, and Admin hatch plus the hallway hatch by Tellers. Attackers like to push into Lobby and Consul, looking to flank Tellers. They also may push Archives from Garage and Cafe through Lockers and Red hallway.
 
This site can be held by extending into Garage. Reinforce the entire main wall and this hatch on ping.
 
Back into Security Hall as needed to continue to delay.
 
You can continue backing up into Archives to stall out attackers as they push Lockers hall. By now you should have wasted plenty of time.
 
Reinforce this hatch and the wall in Blue. In case attackers push through Cafe, stand on Blue reinforcement to slow attackers in Red. Stand here to slow attackers in Blue.
 
You can also use Clash to protect Spiral Stairs, especially if you do not extend fully into Garage.
 
If you get early intel that attackers are focusing on pushing Tellers instead, rotate to here to slow them as they push near Spiral. These reinforcements and this barricade are essential, and the hatch on ping should be opened to use to rotate.
 
 
BOMB SITE 4 – Cafeteria (B) & Garage (B) This site has been popular in the past, but may become less so with the addition of Ace. Reinforce Garage wall, Lobby and Bathroom hatches , and Visa hatches as well. Someone should play Pipes to keep an eye on Yellow Stairs and Locker Hallway. Someone should play in Café to deny flanks coming through Red Hall. And a roamer should be ready to pounce on attackers should they play vertically in Piano.
 
Clash can help hold Yellow Stairs to protect Bandit or Kaid while they trick the wall.
 
Black Car can be used to protect your feet as you gain intel even after Garage wall is opened.
 
Dance on over to Pipes to delay attackers pushing Security hall. This becomes more risky if hatch on ping is opened up.
 
Setup Cafe to enable Clash to play on ping while protecting the flank.
 
From here you can safely stall out attackers flanking through Red hall.

Guide to Playing Clash on Consulate +24
Guide to Playing Clash on Consulate
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verified LV.12 Big Chungus 20h

Guide to Playing Clash on Club House

Clubhouse is probably most iconic for the heavy emphasis on hard-breaching. It is a large map with three floors and three internal staircases. Attackers have plenty of external walls to breach which they may enter the building through. One is by Bedroom Stairs, called Jacuzzi wall. Another is in CCTV. There are also two external walls in Garage. A single panel in Construction leads out to Construction spawn, where you can find another external wall opening Dirt Tunnel in the basement. A couple external walls can be found in Strip too, but they are more commonly used by defenders to peek or run out. All of these major walls are in close proximity to the bomb sites, so they are typically reinforced to give defenders more room to play with.
 
Clash, the menacing wall of a defender, was released during Operation Grim Sky. She is a three armor, one speed operator, but with her shield out suffers an even greater speed penalty in exchange for some serious protection. Her primary function is crowd control, delaying attackers while providing incredible intel for her team. Her potential for teamplay is amazing, but in some sense can be considered a liability as her fragging capability is quite low.
 
Clash’s Crowd Control Electro Shield, or CCE Shield, is very frustrating for attackers to deal with and requires significant coordination. When equipped, Clash’s front and sides are protected, and she can zap all attackers she is facing within a 12 meter distance, but she cannot melee, or use her gun. Her zaps slows attackers significantly and deal 5 damage per tick. The charge depletes completely within 5 seconds of continuous use, and after a brief delay begins to recharge at 20% per second. If the battery drains completely, you must wait until it is full before using it again. Keep your distance, and pace your battery so you are not easily rushed when it has drained. Keep in mind, when attackers are on rappel, you can deny their entry by standing in front of the window. You can also use your shield to trigger claymores; you will take some damage, but it is not lethal
 
CLASH’S COUNTERS & COUNTERING THEM
Thatcher’s EMPs and Twitch’s drone both temporarily disable your shield’s ability to zap. Kali’s rifle, Zofia’s concussion grenades, and enemy melee hits all stagger Clash, swinging her shield to the right, leaving her feet vulnerable. When this happens, turn left. A good tactic to deal with these scenarios is to stand behind cover that protects your legs, like deployable shields. Nomad, Capitao, and Gridlock are all serious threats, along with explosives, and flash bangs. Stay on the move and near anti-projectile gadgets.
 
CLASH’S LOADOUT
Clash brings the SPSMG9, a solid machine pistol equipped with a clean reflex sight and the flash hider. Generally you want to avoid taking gun fights with Clash, but in some situations it is necessary. It is also good for shooting drones and attacker gadgets. Whenever forced to whip out your gun, preferably duck into cover, or if necessary, spin left and crouch so your shield keeps you safe meanwhile.
 
Barbed wire is always a great secondary to bring with Clash due to its synergy with the CCE, but Impact Grenades are sometimes necessary for rotates, and can also be used to impact trick hatches or certain site walls. Practice using impact grenades perfectly so you can walk through the rotate without crouching or vaulting.
 
DEFENDER BOMBSITES
 
BOMB SITE 1 – Gym (2F) and Bedroom (2F)
Gym and Bedroom are next to Construction, and each of these three rooms contains a window facing the South Balcony. Attackers mainly push from this direction and breach Jacuzzi wall to the West, at the top of Bedroom Stairs. They may also come up the stairs themselves to flank the perimeter. It is also quite common for attackers to breach the roof hatch in Logistics Office, and drop down. Or they may clear from CCTV and Garage, to push Construction.
 
Wanna help Bandit trick this wall? Have Castle put a wall in this barricade. Then crouch, and sit on ping so Zofia cannot shoot in her concussion grenades to disrupt his battery placement. Don't have a castle? Then simply stand in the doorway instead so they cannot harrass Bandit from Gym window!
 
Clash is also great for keeping attackers from pushing in through Bedroom hallway.
 
Reinforce Logistics wall so you don't get shot in your back while playing in Bedroom.
 
When playing in Bedroom, use the mattress to cover your sides from the various windows and doorways.
 
Clash is very good at stalling a Construction push. Reinforce these walls and the single external panel on ping.
 
The press offers good cover in case you are staggered while playing in Gym.
 
As a last ditch effort, fall back into Bathroom and whip out your gun.
 
 
BOMB SITE 2 - CCTV Room (2F) and Cash Room (2F)
Attackers tend to primarily focus on opening CCTV wall to obtain direct access into site. They also pressure CCTV Window and may try to take the Garage to push up to the Catwalk. Controlling Catwalk throughout the round can make a serious impact, making it easier to rotate using the staircases to bypass the the main wall once it’s breached. Flanks often come through Construction, and attackers may clear below to approach site from either of the staircases.
 
Turn around crouched, sitting on this drone hole, using your shield to keep Zofia's concussion grenades from detonating on Bandit. This strategy was originally used by GIANTS against Fanatic. It is a great counter to a popular strat.
 
Clash is an excellent operator for holding Garage rafters. Make a rotate here and reinforce the panel between the rotate and the window.
 
If a teammate places a shield on ping you can have your feet protected even when staggered.
 
Clash is also great for holding Red Stairs.
 
Reinforce all walls in Construction, have a teammate pop hatch, place barbed wire here and in the doorway. Now hold this entire room down all by yourself.
 
 
BOMB SITE 3 - Bar (1F) and Stock Room (1F)
Bar and Stock don't really see too much play, arguably because they make up the worst site in the ranked map pool, but practicing a pocket strat to surprise your opponents could be fun. Attackers will almost certainly go for a smoke plant in Stock Room, but may otherwise push Bar, clearing through the Strip Club and Bathroom or flanking from Bedroom Stairs.
 
Clash can play Stage, using the Stage and tables as cover in case staggered. Reinforce the hatch on ping and this wall to keep you safe while you watch Stock.
 
Clash is also great for holding the flank, watching Strip Hall and Bathroom.
 
Swing around to cover Bedroom Stairs and Kitchen Hallway.
 
On the other end of the map play Red Stairs to support anyone playing in Garage or Lounge.
 
Lounge is a super impactful area to play and Clash is a great operator to defend it as she can withstand all the pressure. The safest position is behind the black carpet between Vending Machine and Armchair.
 
If you have someone else playing Lounge, you can still support them by remaining nearby.
 
 
BOMB SITE 4 - Church (B) and Arsenal Room (B)
Most of the ceiling in Arsenal is soft, whereas Church’s is entirely indestructible. Attackers will frequently clear a portion of first floor and work on opening hatches. There is also the treacherous route of Dirt Tunnel which is commonly pushed. Other than that, Attackers are left with Blue hall and Main Stairs.
 
Dirt is perhaps the best area for Clash to delay when defending basement.
 
Main Stairs and the surrounding hallways are also great positions to delay with Clash. Just be careful if attackers start breaching above.
 
From here you can defend Church wall so long as the hatch above remains shut.
 
Blue Hall also serves as an ideal position for Clash. But again, be sure the hatch is closed.
 
These reinforcements and rotates keep you safe while playing in here and offer escapes, or angles for your teammates to shoot approaching attackers

Guide to Playing Clash on Club House +26
Guide to Playing Clash on Club House
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verified LV.12 Big Chungus 13h

Guide for playing 'Ash' on 'Kafe'.

[DISCLAIMER: This guide is intended to be as bare bones as possible in order to give general advice to any new Rainbow Six: Siege players. In addition to this article being opinionated, I would like to also state that zero-sum strats in this game do not exist and the tell of a good Siege player is their decision making and adaptation to the changing battlefield.]
 
Kafe is a triple-level map (consisting of three floors) found both in ranked play as well as professional. The current architecture of the building is fairly balanced since the rework of the map.
 
Ash is a one armor, three speed attacking operator. Her gadget is the Breaching round: a hand-held grenade launcher which shoots an explosive breaching round that is capable of destroying soft surfaces like walls, flooring, barricades, and deployable shields. Ash is also a very valuable operator for eliminating a large amount of defending utility placed inside of bottlenecks like doorways and windows. Although Ash brings valuable utility for the attacking team, the operator is classified as an entry fragger. This means that it is Ash's job to eliminate defending players positioned inside of strategic locations needed by attackers in order to move the round forward. If you are confident in your ability to win gunfights, Ash will be one of the best operators to choose from in order to support an aggressive play style.
 
If you are to be in accordance with the current meta, Ash’s loadout should be as follows:
PRIMARY: R4-C Assault Rifle (Attachments to player preference)
SECONDARY: M45 MEUSOC (Attachments to player preference)
UTILITY: FLASHBANG GRENADES
 
ATTACKER SPAWN LOCATIONS:
 
ATTACKING: [3F] BAR(A) - COCKTAIL(B)
The primary route of attack on this bomb site will be by the attacking team gaining control over Cigar. This will allow attackers to breach the reinforced wall separating Cigar and Freezer and, in turn, flush out any defenders playing inside of Freezer. After eliminating defenders inside of the Freezer, attackers will attempt to plant the defuser under the cover of smoke behind one of the wooden counters inside of Bar(A). Ash will provide value to the attacking team by acting as an entry fragger for attacking teammates inside of Cigar. Communicate with support players on your team and use your drones diligently to determine the defender positions inside of Cigar. After Ash has successfully eliminated the defensive presence inside of Cigar and Red Stairs, the player should maintain pressure near White Hallway. This will provide the attacking teams hard breacher with the needed flank watch in order to safely breach the Cigar-Freezer wall. After the Freezer wall has been breached, Ash should keep the initiative for attackers by establishing pressure inside of White Hall, near the top of White Stairs. This will oftentimes provide the entry fragger with an opportunity to completely clear the Cocktail(B) bomb site if done in tandem with the attacking teams primary route of assault inside of Freezer.
 
RIVER DOCK SPAWN LOCATION:
 
ATTACKING: [2F] FIREPLACE(A) - MINING(B) + [2F] READING(A) - FIREPLACE(B)
Due to these two bomb sites being so similar in nature, both bomb sites will be covered in one section of the guide.
 
Attackers will begin the round by establishing control over the third floor (similar to the way in which attackers played on the previous bomb site). After the attacking team has isolated all defensive presence to the second floor, Ash will maintain horizontal pressure near the Pillar Stairs. The Pillar room will be a highly valuable position for either team to have control over. Due to these two bomb sites being so vulnerable to vertical pressure, defenders will commonly remedy this situation by defending the bomb site from adjacent rooms like Pillar and 90 Hallway.
 
Ash’s primary responsibility will be to maintain control inside of Pillar while also applying horizontal pressure into either Reading or Mining while attacking teammates like Buck and Sledge are applying the vertical pressure from the third floor. Ash will want to focus horizontal pressure onto whichever one of these two rooms are being played as a bomb site.
 
CHRISTMAS SPAWN LOCATION:
 
ATTACKING: [1F] SERVICE(A) - COOKING(B)
The primary route of attack on this bomb site will be by the attacking team gaining control of Large and Small Bakery. This will allow attacking hard breachers like Thermite and HIbanna to breach the reinforced wall between Cooking(B) and Large Bakery. It is common for defenders like Kaid or Bandit to trick the Bakery-Cooking wall due to Cooking(B) being nearly impossible to defend after the wall has been breached. Ash will primarily be used as an entry fragger for attackers while establishing control inside of Large Bakery. The operator can use flashbang grenades to effectively eliminate defender utility inside of Large Bakery and provide teammates like Maverick and Sledge with the opportunity to use frag grenades on defenders playing behind the Bakery Counter. Ash may also be needed as a vertical soft-destructor inside of the second floor Mining Room if Sledge and Buck are not brought by attackers. If this is the case, Ash should not focus on control inside of Large Bakery and should instead eliminate defenders playing on the second floor as Mining and Train will need to be under attacker control in order for Ash to eliminate the defending teams entry-denial operator.
 
PARK SPAWN LOCATION:
 
 
Thank you for reading and I hope this was helpful for you guys.
 
If you are interested in more content or want to ask me questions, you can always find me on Twitch or connect with me via discord - I always enjoy discussing Siege with fellow enthusiasts; regardless of skill level.
Discord - https://discord.com/invite/TjGAPdM
Twitch - https://www.twitch.tv/footwork6

Guide for playing 'Ash' on 'Kafe'. +4
Guide for playing 'Ash' on 'Kafe'.
footwork.
footwork. footwork.
verified LV.20 S 15h

Guide for playing 'Ash' on 'Kanal'.

[DISCLAIMER: This guide is intended to be as bare bones as possible in order to give general advice to any new Rainbow Six: Siege players. In addition to this article being opinionated, I would like to also state that zero-sum strats in this game do not exist and the tell of a good Siege player is their decision making and adaptation to the changing battlefield.]
 
 
Kanal is a triple-level map (consisting of three floors) currently only found in ranked play. Although, that may be subject to change as the developers may add the map to the pro-league map roster after observing how the map plays in a competitive setting. The current architecture of the map is fairly balanced, advantages will change based on which site is being played and how the ban phase plays out at the beginning of the match.
 
Ash is a one armor, three speed attacking operator. Her gadget is the Breaching round: a hand-held grenade launcher which shoots an explosive breaching round that is capable of destroying soft surfaces like walls, flooring, barricades, and deployable shields. Ash is also a very valuable operator for eliminating a large amount of defending utility placed inside of bottlenecks like doorways and windows. Although Ash brings valuable utility for the attacking team, the operator is classified as an entry fragger. This means that it is Ash's job to eliminate defending players positioned inside of strategic locations needed by attackers in order to move the round forward. If you are confident in your ability to win gunfights, Ash will be one of the best operators to choose from in order to support an aggressive play style.
 
If you are to be in accordance with the current meta, Ash’s loadout should be as follows:
PRIMARY: R4-C Assault Rifle (Attachments to player preference)
SECONDARY: M45 MEUSOC (Attachments to player preference)
UTILITY: FLASHBANG GRENADES
 
ATTACKER SPAWN LOCATIONS:
 
ATTACKING: [2F] SERVER(A) - RADAR(B)
The primary route of attack on this bomb site will be by the attacking team breaching the reinforced wall on the south side of ‘Renovations’. This will provide the attackers with clear lines of sight directly into Radar(B) in addition to a direct route to the bomb site and opportunity to plant the defuser. Ash will primarily be used on this bomb site to establish a beachhead for attackers to carry out a more thorough site execution from. As the attacking teams Thatcher and Thermite are breaching the Renovations wall, Ash should be establishing control inside of Red Hallway and Green hallway. This will not only apply pressure onto the Server(A) and Radar(B) bomb sites but will also prevent first floor roamers from being able to use Red and Green stairs as a way of returning to the bomb site. Ash can then use this positioning to further establish control inside of Server(A) and effectively flank on-site defenders playing inside of Radar(B) and SkyBridge.
 
CONSTRUCTION SPAWN:
 
ATTACKING: [1F] COAST GUARD(A) - LOUNGE(B)
The primary route of attack on this bomb site will be by the attacking team gaining control of ‘Scuba’ and ‘Printer’ stairs, as well as the hallway-landing which separates the two. After establishing control of the northern stairwells, attackers will want to breach the reinforced wall between the lower-printer-stairs-landing and Lounge(B). This will completely expose the Lounge(B) bomb site as well as position attackers to plant the defuser in a variety of different safe plant spots inside of the B bombsite. As attackers are maintaining the primary route of attack on this bomb site, Ash should apply additional horizontal pressure onto defenders inside of Coast Guard(A) from Reception. This will force the defending team to split their attention and resources over multiple lines of attack and effectively open themselves up to potential flank routes like that of Main Stairs and Lower Bridge.
 
FLOATING DOCK SPAWN:
 
ATTACKING: [BSMNT] KAYAKS(A) - SUPPLY(B)
The primary route of attack on this bomb site will be by attackers gaining control of the first floor inside of Coast Guard and Lounge. The hatches located on the floors of these two rooms offer great lines of site and access points to the basement. It is very common for defenders to be playing inside of Bathroom and Lockers as they are located directly across the hall from the bomb sites and offer great adjacent positioning to the objective rooms. Ash will be used by the attacking team to establish control inside of Scuba. Ash should breach the building through the double window connecting Scuba to the outside. From this position the operator will be able to effectively prevent defenders from being able to use the Diving stairs as a rotation route back to the bomb site from the first floor. Ash will also be able to apply a great amount of horizontal pressure onto the bomb site from this position while additional attacking teammates are applying vertical pressure from the first floor inside of Coast Guard and Lounge.
 
SAILBOATS SPAWN:
 
ATTACKING: [1F] SECURITY(A) - MAP(B)
The primary route of attack on this bomb site will be by the attacking team establishing control over the second floor Server and Radar rooms located directly above the bomb site. The ceiling of Security(A)-Map(B) is destructible, making it advantageous for attackers to first focus on control of the second floor. Ash will be primarily valuable on this bomb site due to the operators ability to be able to establish a large amount of control inside of Kitchen by themselves. This will provide the attacking team with a huge advantage due to attackers being able to dedicate almost all of their resources to establishing control of the second floor inside of Radar and Server. After attackers have breached the ceiling of the bomb site and eliminated defenders inside of Map(B) and Security(A), they will be able to rotate to the first floor quickly and safely to link up with Ash inside of Kitchen and carry out their final push onto the Map(B) bomb site without having to worry about any defensive presence inside of Kitchen due to Ash’s entry fragging earlier in the round.
 
 
Thank you for reading and I hope this was helpful for you guys.
 
If you are interested in more content or want to ask me questions, you can always find me on Twitch or connect with me via discord - I always enjoy discussing Siege with fellow enthusiasts; regardless of skill level.
Discord - https://discord.com/invite/TjGAPdM
Twitch - https://www.twitch.tv/footwork6

Guide for playing 'Ash' on 'Kanal'. +4
Guide for playing 'Ash' on 'Kanal'.
footwork.
footwork. footwork.
verified LV.20 S 15h

Guide for playing 'Ash' on 'Consulate'.

[DISCLAIMER: This guide is intended to be as bare bones as possible in order to give general advice to any new Rainbow Six: Siege players. In addition to this article being opinionated, I would like to also state that zero-sum strats in this game do not exist and the tell of a good Siege player is their decision making and adaptation to the changing battlefield.]
 
Consulate is a triple-level map (consisting of three floors) found both in ranked play as well as professional. The current architecture of the map gives a significant advantage to the attacking team due to the high amount of exposure each bomb site is vulnerable to from the outside.
 
Ash is a one armor, three speed attacking operator. Her gadget is the Breaching round: a hand-held grenade launcher which shoots an explosive breaching round that is capable of destroying soft surfaces like walls, flooring, barricades, and deployable shields. Ash is also a very valuable operator for eliminating a large amount of defending utility placed inside of bottlenecks like doorways and windows. Although Ash brings valuable utility for the attacking team, the operator is classified as an entry fragger. This means that it is Ash's job to eliminate defending players positioned inside of strategic locations needed by attackers in order to move the round forward. If you are confident in your ability to win gunfights, Ash will be one of the best operators to choose from in order to support an aggressive play style.
 
If you are to be in accordance with the current meta, Ash’s loadout should be as follows:
PRIMARY: R4-C Assault Rifle (Attachments to player preference)
SECONDARY: M45 MEUSOC (Attachments to player preference)
UTILITY: FLASHBANG GRENADES
 
ATTACKER SPAWN LOCATIONS:
 
ATTACKING: [2F] MEETING(A) - OFFICE(B)
The primary route of attack on this bomb site will be by the attacking team rappelling on the second floor windows of Office(B), Meeting(A), Conector, and Bathroom. The attackers have a huge advantage on this bomb site due to the amount of control which can be had by just rappelling on the windows, attackers can cut off any and all rotates between Office(A), Meeting(B), Long Desk, and Yellow Stairs without even coming inside the building. Due to the amount of control which can be had from the outside, attackers can dedicate the majority of their personnel and resources safely from the outside while only having a few attackers actually enter the building. Ash will most commonly be used on this bomb site to establish an in-building presence for the attacking team. Ash should breach the objective building from either Garage or first floor Yellow Stairs doorway. This will allow the player to apply pressure onto defenders positioned at the top of Yellow Stairs. Ash should use her flashbang grenades to help eliminate any ADS placed by Jager at the top of Yellow Stairs. After attackers have eliminated the defending team's anti-projectile utility on Yellow Stairs, Ash should communicate with teammates like Maverick or Sledge so that they can use their frag grenades to eliminate players at the top of Yellow. After defenders have either fallen back to the bomb site or have been eliminated, Ash should then establish control over the top of Yellow Stairs and use this positioning to prevent defenders from entering the Office(B) bomb site while teammates plant the defuser.
 
RIOT BARRICADE SPAWN LOCATION:
 
ATTACKING: [1F] PRESS(A) - LOBBY(B)
The primary route of attack on this bomb site will be by the attacking team attempting to plant the defuser inside of the outside double door leading into Lobby(B) from the south of the bomb site. This is the most common strategy due to the safe and direct route to the bomb site the attacking team is given in addition to the attackers not needing too much map control in order to successfully plant the defuser. That being said, some map control is still required by attackers before planting. It is very common for defenders to have a presence inside of the second floor Meeting Room as any defenders with the ability to open the flooring of 2F Meeting can provide additional defenders on the second floor with a clear line of sight to the default plant spot inside of Lobby(B) without over exposing themselves to the outside. Ash will assist the attacking team by acting as an entry fragger while gaining control over the second floor. Attackers should breach the objective building through the Yellow Stairs window and Office windows and use these rooms as a beachhead to carry out a more thorough second floor roam clear. Ash should communicate with support teammates like Glaz and Thatcher while they drone the second floor Meeting Room and Conector Room for defender positions. Ash will be most effective as an entry fragger when the operator is supported by teammates droning the path ahead of them. This is because the more intel a player has on their opponent, the more accurately and intelligently they can deal with the situation.
 
POLICE LINE SPAWN LOCATION:
 
ATTACKING: [1F/BSMNT] TELLERS(A) - ARCHIVES(B)
The primary route of attack on this bomb site will be by the attacking team entering the building through the first floor Visa Entrance on the eastern side of the building and then proceed to gain control of Visa Office. However, before gaining control over Visa Office, the attacker must first deduce whether or not the defenders are playing on the second floor inside of Administrators Office as this will be the defending teams primary method for defending Tellers(A) due to their ability to open the flooring of Administrator's Office and use the vertical angles against the attackers approach from either Visa Entrance or Spiral Hallway. Ash will typically be needed by the attacking team to act as an entry fragger for clearing the second floor of the objective building. Ash should breach the building through the Office windows and diligently clear the entirety of the second floor of any defensive presence. It is common for attacking teams to position additional players on the windows of Administrator as this will generate an incredible amount of pressure onto defenders playing on the second floor. This will also provide Ash with the support that is typically required in order to safely and successfully isolate roamers to the first floor. Always remember that your team can maintain a man advantage at all times so long as attackers play calmly and intelligently when dealing with issues.
 
SIDE ENTRANCE SPAWN LOCATION:
 
ATTACKING: [BSMNT] CAFETERIA(A) - GARAGE(B)
The primary route of attack on this bomb site will be by the attacking team breaching the reinforced wall located on the west of the Garage(B) and planting the defuser in front of ‘White Van’. However, before breaching the reinforced wall, the attackers will need to gain control over the first floor Press Room and Lobby as these two rooms are located directly above the basement bombsites and provide attackers with the potential for a huge amount of vertical pressure. Ash should be used as an entry fragger for establishing control over the Press Room, AntiChamber, and Main Lobby located on the first floor. Similar to how the operator was supported on the previous bomb sites, Ash will be most effective when supported by teammates gathering intel as the operator is applying pressure. Ash should breach the objective building through the Main Lobby double door and diligently work their way through AntiChamber and the Press Room. After defenders have been isolated to the basement, Ash can then use her gadget to breach the flooring inside the Press Room near the Piano. This will expose on-site defenders like Bandit who are attempting to ‘trick’ the garage wall and destroy the attacking teams hard breaching capabilities. Ash can easily prevent this by maintaining vertical pressure through her breach hole made in the flooring until your team's hard breacher successfully opens the garage wall and plants the defuser.
 
GAS STATION SPAWN LOCATION:
 
Thank you for reading and I hope this was helpful for you guys.
 
If you are interested in more content or want to ask me questions, you can always find me on Twitch or connect with me via discord - I always enjoy discussing Siege with fellow enthusiasts; regardless of skill level.
Discord - https://discord.com/invite/TjGAPdM
Twitch - https://www.twitch.tv/footwork6

Guide for playing 'Ash' on 'Consulate'. +5
Guide for playing 'Ash' on 'Consulate'.
footwork.
footwork. footwork.
verified LV.20 S 15h

Guide for playing 'Ash' on 'Bank'.

[DISCLAIMER: This guide is intended to be as bare bones as possible in order to give general advice to any new Rainbow Six: Siege players. In addition to this article being opinionated, I would like to also state that zero-sum strats in this game do not exist and the tell of a good Siege player is their decision making and adaptation to the changing battlefield.]
 
Bank is a triple-level map (consisting of three floors) found both in ranked play as well as professional. The current architecture gives a slight advantage to the attackers being able to have control over large portions of the map without entering the building.
 
Ash is a one armor, three speed attacking operator. Her gadget is the Breaching round: a hand-held grenade launcher which shoots an explosive breaching round that is capable of destroying soft surfaces like walls, flooring, barricades, and deployable shields. Ash is also a very valuable operator for eliminating a large amount of defending utility placed inside of bottlenecks like doorways and windows. Although Ash brings valuable utility for the attacking team, the operator is classified as an entry fragger. This means that it is Ash's job to eliminate defending players positioned inside of strategic locations needed by attackers in order to move the round forward. If you are confident in your ability to win gunfights, Ash will be one of the best operators to choose from in order to support an aggressive play style.
 
If you are to be in accordance with the current meta, Ash’s loadout should be as follows:
PRIMARY: R4-C Assault Rifle (Attachments to player preference)
SECONDARY: M45 MEUSOC (Attachments to player preference)
UTILITY: FLASHBANG GRENADES
 
ATTACKER SPAWN LOCATIONS:
 
ATTACKING: [2F] CEO(A) - EXECUTIVE(B)
The primary route of attack on this bomb site will be by the attacking team entering the building through the second floor ‘Terrace’ located to the south east of the map. After gaining control over square stairs, the attackers will proceed to open the reinforced wall separating CEO(A) from Square. This will provide attackers with a direct route to the bomb site to plant the defuser. Ash should be used by the attacking team as an entry fragger. After attackers have breached the objective building and established a presence on the second floor portion of the Square Stairs, Ash should use her utility to eliminate any defensive presence inside of the Janitor Closet. Ash can use her flash bang grenades to eliminate Jager ADS which are commonly used by defenders to prevent attackers from being able to destroy the deployable shield typically placed inside of Janitor. After Ash uses her Breaching round to destroy the deployable shield, the operator will be able to effectively eliminate defenders inside of the Janitor Closet and force attackers to focus attention on the rotation hole made between the CEO(A) bomb site and Janitor closet. This strategy will prove to be most effective when in combination with Thermite and Thatcher breaching the reinforced wall separating Square Stairs and CEO(A).
 
PARKING SPAWN LOCATION:
 
ATTACKING: [1F] OPEN(A) - STAFF(B)
The primary route of attack on this bomb site will be by the attacking team gaining control over the second floor as the entire ceiling of 1F Open(A)-Staff(B) is able to be destroyed in order to gain a vertical advantage onto the first floor bomb sites. Ash will be used by the attacking team to establish second floor control at the beginning of the round. Ash should communicate with support teammates while they drone the second floor for defender positions inside of Stock Trading and Janitor Closet as these rooms will most likely be defended by enemy players. After attackers have isolated defenders to the first floor, Ash should then reposition to the first floor portion of Main Stairs and apply horizontal pressure onto the Open(A) bomb site from Metal. This will be the optimal way to clear the bomb site as it will force defenders to reposition from Open(A) into Staff(B) due to the multiple lines of pressure being applied from both the first and second floor.
 
JEWELRY SPAWN LOCATION:
 
ATTACKING: [1F] TELLERS(A) - ARCHIVES(B)
The primary route of attack on this bomb site will be by the attacking team gaining control of the second floor CEO Office as this will enable attackers to destroy the ceiling of the Tellers-Archives bomb site. Attackers will also focus on control of Kitchen and Open Area as this will enable attacking hard breachers like Hibanna and Thermite to breach the reinforced wall between Admin Office and Archives(B). Ash should be used as an entry fragger in establishing control over the first floor portion of Square Stairs and inside of Kitchen. This will position the player to effectively apply horizontal pressure onto the Archives(B) bomb site from the first floor. In addition to this, Ash will also be able to prevent defenders from being able to rotate back onto the bomb site from the second floor Square Stairs and Blue Stairs leading up from the basement.
 
ALLY SPAWN LOCATION:
 
ATTACKING: [BSMNT] CCTV(A) - LOCKERS(B)
The primary route of attack on this bomb site will be by the attacking team gaining control of the first floor Open Area and Kitchen as the hatches located on the floors are crucial in cutting off defenders rotating throughout the basement and two bomb sites. Ash will play an incredibly important role on this bomb site inside of Server and Blue Stairs. Due to attackers commonly wanting to breach the Server wall, Ash will need to assist teammates in this strategy by eliminating the defensive presence inside of Blue Stairs and Server. Ash should use flashbang grenades to eliminate anti-projective utility placed by defenders at the top of Blue Stairs. Jager ADS and Wamai Disc’s are commonly accompanied by a deployable shield placed inside of Blue Stairs with an operator like Mute or Smoke positioned behind it as this makes it incredibly difficult for attackers to challenge the gun fight in a close range environment. Ash will counter this by eliminating the deployable shield using the operators breaching round and then prefire the position of the defender playing on Blue Stairs. This will then provide attackers with the ability to close in on additional defenders playing inside of Server and breach the reinforced wall separating Server and CCTV(A).
 
 
Thank you for reading and I hope this was helpful for you guys.
 
If you are interested in more content or want to ask me questions, you can always find me on Twitch or connect with me via discord - I always enjoy discussing Siege with fellow enthusiasts; regardless of skill level.
Discord - https://discord.com/invite/TjGAPdM
Twitch - https://www.twitch.tv/footwork6

Guide for playing 'Ash' on 'Bank'. +4
Guide for playing 'Ash' on 'Bank'.
footwork.
footwork. footwork.
verified LV.20 S 15h

Guide to Playing Clash on Oregon

Oregon is on the larger side, but has some very direct avenues to site with quite tight choke points. Its three floors are a bit spread out and feature many destructible floors and ceilings. Three major staircases connect the map together, creating plenty of flank routes. The lobby in the East contains a set of stairs, as does the Security Corridor in the South, and the Big Tower in the North.
 
Clash, the menacing wall of a defender, was released during Operation Grim Sky. She is a three armor, one speed operator, but with her shield out suffers an even greater speed penalty in exchange for some serious protection. Her primary function is crowd control, delaying attackers while providing incredible intel for her team. Her potential for teamplay is amazing, but in some sense can be considered a liability as her fragging capability is quite low.
 
Clash’s Crowd Control Electro Shield, or CCE Shield, is very frustrating for attackers to deal with and requires significant coordination. When equipped, Clash’s front and sides are protected, and she can zap all attackers she is facing within a 12 meter distance, but she cannot melee, or use her gun. Her zaps slows attackers significantly and deal 5 damage per tick. The charge depletes completely within 5 seconds of continuous use, and after a brief delay begins to recharge at 20% per second. If the battery drains completely, you must wait until it is full before using it again. Keep your distance, and pace your battery so you are not easily rushed when it has drained. Keep in mind, when attackers are on rappel, you can deny their entry by standing in front of the window. You can also use your shield to trigger claymores; you will take some damage, but it is not lethal
 
CLASH’S COUNTERS & COUNTERING THEM
Thatcher’s EMPs and Twitch’s drone both temporarily disable your shield’s ability to zap. Kali’s rifle, Zofia’s concussion grenades, and enemy melee hits all stagger Clash, swinging her shield to the right, leaving her feet vulnerable. When this happens, turn left. A good tactic to deal with these scenarios is to stand behind cover that protects your legs, like deployable shields. Nomad, Capitao, and Gridlock are all serious threats, along with explosives, and flash bangs. Stay on the move and near anti-projectile gadgets.
 
CLASH’S LOADOUT
Clash brings the SPSMG9, a solid machine pistol equipped with a clean reflex sight and the flash hider. Generally you want to avoid taking gun fights with Clash, but in some situations it is necessary. It is also good for shooting drones and attacker gadgets. Whenever forced to whip out your gun, preferably duck into cover, or if necessary, spin left and crouch so your shield keeps you safe meanwhile.
 
Barbed wire is always a great secondary to bring with Clash due to its synergy with the CCE, but Impact Grenades are sometimes necessary for rotates, and can also be used to impact trick hatches or certain site walls. Practice using impact grenades perfectly so you can walk through the rotate without crouching or vaulting.
 
DEFENDER BOMBSITES
 
BOMB SITE 1 – Kids' Dorms (2F) & Dorms Main Hall (2F)
Attackers will have two major pushes available to them. One involves pushing from Master Bedroom and Armory to breach Games Room wall. The other involves taking control of Big Tower and breaching Attic to push. Often you will see an attempt to breach both of these. But be on the lookout for attackers pressuring windows surrounding site or flanking either of the nearby staircases.
 
An ADS on ping can help you delay an Attic push. This half wall protects your feet if you get staggered.
 
Open a rotate here, and reinforce the adjacent wall, as well as Games wall on ping.
 
Clash can ward off attackers flanking White Stairs.
 
Reinforce Trophy wall. Play over here to delay the Master Bedroom push if attackers focus this side.
 
 
BOMB SITE 2 – Kitchen (1F) and Dining Hall (1F)
Kitchen and Dining is a tricky site to hold. Attackers tend to push Small Tower and breach Dining wall. Otherwise they may push through Meeting Room to breach Kitchen wall. Be on the lookout for flanks coming through the surrounding hallways and Security Room. Kitchen is vulnerable to soft destruction breachers above, but the ceiling in Dining is largely indestructible. Extend into Showers to control the perimeter and delay the Small Tower push. *This site can be played by extending into Meeting Hall using some of the strategies covered in the next site.*
 
Clash is great for holding Kitchen Hallway.
 
Reinforce this Kitchen wall and open up a rotate to Security here.
 
Position aggressively in the hallway to control site perimeter.
 
The Showers Hallway is important to control as well.
 
Reinforce the main wall in Dining and open a rotate to Showers here.
 
If attackers ignore the perimeter and focus on vertical play, you can still be useful by impact tricking the hatch.
 
 
BOMB SITE 3 – Meeting Hall (1F) and Kitchen (1F)
Attackers like to focus on taking control of Big Tower to breach Attic and Meeting Hall, enabling a plant on the Stage. If they do focus Kitchen, they may push from Small Tower and above, and flank through Security, breaching Kitchen wall and hatch. Due to the overlap with the above site, much of the same information applies here as well. *This site could be played by extending into Dining using some of the strategies covered in the previous site*
 
Attackers will have a rough time flanking Meeting with Clash playing Split.
 
Fall back to here while your teammate sets up a crossfire on the other side of Split.
 
Set up a rotate here and use these reinforcements to keep attackers from splitting site in half.
 
Clash is also good at gathering intel on attackers while they try to take control of Stage. Reinforce hatch if nobody is playing Attic or open it if a defender is holding from above.
 
Clash can also be used to hold off Kitchen flanks, protecting Security and Kitchen Hall.
 
 
BOMB SITE 4 – Laundry Room (B) and Supply Room (B)
The basement has seen a major overhaul since the map rework. Attackers frequently push Blue Bunker to breach, and head into Meeting to open the hatch. This push can be defended by playing the Pillar in Boiler Room, and playing the Elbow connecting Supply to Bunker. They also like to push Small Tower to breach Freezer wall. Watch for attackers flanking Laundry via Lobby Stairs.
 
Clash is excellent at holding off the blue push while a teammate plays the Elbow on ping.
 
Freezer also has a long corridor which is great for Clash to delay.
 
Pipes Hallway is a good place to fall back to and still hold the perimeter with Clash.
 
Reinforce Laundry hatch to funnel attackers through Lobby Stairs and you can really slow down their push.
 
Make sure there are some rotates in site here and leading to Elbow.

Guide to Playing Clash on Oregon +23
Guide to Playing Clash on Oregon
drTaperdown
drTaperdown drTaperdown
verified LV.12 Big Chungus 21h

Drop console tips for the community ⬇️

Leave tips and tricks to help new or even good players learn something new🕹🎮

Drop console tips for the community ⬇️
Jts.17
Jts.17 Jts.17
LV.4 Lurker 6h

Just made a guide on Glaz and Kapkan in siege. Thoughts?

https://www.youtube.com/watch?v=eneThvkuM54

Just made a guide on Glaz and Kapkan in siege. Thoughts?
Peltlegs
Peltlegs Peltlegs
LV.3 Lurker 2h

Tips-Improving aim

So I got a couple of requests for tips on improving aim and because it's something a lot of people can benefit from I'm doing it. So I've got only a couple of tips for this but like I said before I'm no where near perfect at this game.
So the first tip is before going into any ranked games warm up in t-hunt, this is something a lot of people better than me also recommend but just go into a t-hunt and spend 5 or 10 minutes and just practice hitting those headshots and also maybe even practice recoil control with certain guns. It's a simple thing but it can definitely help you improve.
The second tip is to find a good sensitivity for you, I know people like to just copy what the pros and youtubers use but that's not always the best idea because you may not be comfortable with that sens so go into a t hunt and just play until you have a comfortable sens.
This last tip is a bit weird but make sure you are using the right sight for the style of play you're doing. If you're gonna hold longer angles then you may want to use an acog over holo or reflex, if you wanna push up close and get in their face then a holo or reflex might be better for you.

Hopefully these 3 tips actually help at least someone, if you got anything you want covered just let me know.

Tips-Improving aim
Shade Dizzy
Shade Dizzy Shade Dizzy
LV.25 Let’s play R6! 1d

Tips-operator roles

So I had this requested to me and basically this is gonna cover what operators are considered hard support and fragging so people can figure out what role they play. We'll start with the support operators:
A support operator generally includes someone who will anchor down on site and pretty much just lock down the sites and deny plant if it comes to it. Support operators also include hard breaches and Intel operators.
This includes operators like smoke, echo, maestro, clash, mute, mira, kaid, pulse and valk can be used as a support, thermite, thatcher, montagne, ace, kali and hibana.

Fraggers:
There's 2 different kinds of fraggers which are entry fraggers and just fraggers but they both have the job of killing people. Fragging ops usually tend to be 3 or 2 speeds but some people do use 1 speeds as fraggers. Operators that are usually used for fragging include vigil, jager, Ash, zofia, bandit, doc, amaru, iq, ying and cav.

Hopefully this helps some people figure out what role they play on a team, it is something I see people struggle with understanding in some games.

Tips-operator roles
Shade Dizzy
Shade Dizzy Shade Dizzy
LV.25 Let’s play R6! 19h

Echo

I dont know how people use Echo. His gun does a small amount of damage and his sidearm is good but,i dont want to depend on a pistol or smg the whole round. Can someone tell me how to use him pls. And pls dont take offense if he is you main its just a question.

Poll
Echo
Bird:)
Bird:) Bird:)
LV.10 Nomad 1d

im bored

anyone tryna play a quick game maybe cuz I’m bored bored bro

im bored
im bored
Bendawi6759
Bendawi6759 Bendawi6759
LV.4 Lurker 13h

Creating a Perm Squad

Any Plat+/Ex Diamonds/Champions with 1.0+ kd and 4.5+ kills a match. add me on psn: AgentArrow7

Im looking to get together a squad with good comms, good frags and overall good plays.

DM me or Add me whichever works.

Creating a Perm Squad
seven
seven seven
LV.7 OPFOR 13h

Posting tips?

So I'm definitely not the greatest at the game but would people want me to post tips? So people leave a comment of what they want covered and I'll make a post about it? Dunno, I just want something else to post besides memes

Posting tips?
Shade Dizzy
Shade Dizzy Shade Dizzy
LV.25 Let’s play R6! 2d

Guide to playing ‘Blackbeard’ in ‘Border’

Border is a narrow battlefield consisting of only 1F and 2F. The size of the battlefield is quite small, and there are windows, doors, and walls that are connected to the outside, so it is also a place where the two teams battle around these places. Objective Location has a unique structure with one on the 2F and three on the 1F, and most of the 2F floor is made of a breakable material, so for the offensive team, it would be good to infiltrate the 2F and try vertical play.
 
Because the size of the battlefield is quite small, the defensive team often uses the entire map to defend, and often do run-out plays from the window on the 1F or through the Balcony on the 2F. For this reason, the offensive team needs to be especially careful when checking the inside of the building from the outside. It would also be good for the offensive team to prepare Claymore Mine and set it up at the main run-out play points.
 
 
▲ In Border, three Objective Locations are located only on the 1F.
 
Blackbeard is an operator specialized for 1:1 engagement as he can install Rifle Shield on the front of his Primary Weapon. Rifle Shield can defend 50 damage, preventing headshots during a battle, which can be a significant advantage in Rainbow Six: Siege, where TTK is short in combat. In particular, he is especially powerful when the body part is covered and only the Rifle Shield part is put out, so it is usually used as a way to engage while rappelling on the exterior walls.
 
However, Blackbeard's primary Weapon performance is relatively low due to the strength of Rifle Shield. The Blackbeard's auto weapon, MK17 CQB Assault Rifle has a fairly high Damage of 49, but the Fire Rate is extremely low at 585 and has only 20 Capacities. Furthermore, the disadvantage of mounting the Rifle Shield is that it is very disadvantageous when faced suddenly with a defensive team because it has a penalty that significantly lowers mobility instead of decreasing the vertical recoil of the gun.
 
Border has a rather feeling out of place for Blackbeard, who has to engage at a distance because the building is small. If we have to engage, it would be better to check the inside through windows outside the building and enter the building if the risks are removed. It is also recommended to engage using the High-Damage Secondary Weapon D-50 if close-range engagement is expected.
 
 
▲ The D-50 has a very high Damage of 71, so it is better to use Secondary Weapon at close range.
 
 
▣ In case, the site is '1F Customs Inspections ~ 1F Supply Room'
 
There is an external wall at the outer Parking Lot Alley leading to the Detention, so if there is a hard-breacher, you should start by breaching this reinforced wall. The Detention is connected to the Supply Room and Custom's Inspections which is the Bombsite, so if you break through this wall, the offensive team will get a big advantage. In addition, there are two hatches that lead to Custom's Inspections in the Security Room on the 2F, so it is also possible to do vertical plays through the floor.
 
However, since Blackbeard’s ability is not related to hard breaching, and vertical play is limited only when Breach Charge is prepared, there is a feeling that he doesn't suit either side. Rather, it would be more appropriate to keep on eye on the run-out play by the defensive team while the hard-breacher is processing the breaching work, or to check the inside of the Bombsite through windows.
 
 
▲ If you breach the Detention wall, the Supply Room and the Custom Inspections will be close and the offensive team will have a huge advantage.
 
▲ Let's keep an eye on the defensive team doing run-out play while the hard-breacher is still in the breaching process.
 
▲ Entering from the Passport Check and breaking this wall is also a good idea.
 
▲ It's good to check the Supply Room directly from this window, but you can be attacked from the Exit Hallway on the left side.
 
▲ It would be better to penetrate the security room on the 2F, open the hatch and do vertical play through the floor.
 
 
▣ In case, the site is '1F Ventilation Room ~ 1F Workshop'
 
There is no place like the Detention External Reinforcement Wall described above, but one of the Bombsite, the Ventilation Room is completely exposed, so it would be good to attack mainly around here. Since there is no room for the defensive team to hide inside, it is also possible for the offensive team to enter here and install the defuser. However, the defensive team is likely to make a hole from Server Room to the Ventilation Room to defend the area, or to watch through the floor at the Armory Lockers on the 2F.
 
It is also a good idea to infiltrate the 2F first, as there are two hatches on the 2F each at the Armory Lockers and Archives that leads to the Bombsite area. As I said earlier, the defensive team will pierce the 2F floor, guard the Ventilation Room, and the 2F hatch, so if the rest of the offensive teams clear the 2F first, they will be able to proceed with the attack easily.
 
 
▲ As you can see, it will be easy to install defuser in the Ventilation Room because there is only a little place for the defensive team to hide.
 
▲ But this place is in danger of run-out plays from the 2F window of the Archives...
 
▲ If there is a defensive team at the Armory Lockers on the 2F, it will be difficult to take over.
 
▲ There are two hatches on the 2F, the Armory Lockers, and Archives, leading to Bombsite, so it would be good to occupy the 2F first.
 
 
▣ In case, the site is '1F Bathroom ~ 1F Tellers'
 
There is a wall that leads directly to the Tellers Bombsite here, so it would be good to first use a hard-breacher to breach here first. The wall has a window right next to it, which allows you to remove Shock Wire or Electroclaw installed behind the wall, and can also keep the defensive team in check for a Bandit Trick attempt. Therefore, it would be better to say that breaching this reinforced wall is almost inevitable.
 
The problem is after breaching the Tellers reinforced wall, the defensive team is likely to have other defending plans, assuming that the reinforcement wall will be breached. For example, there may be defenders around the Workshop or Bathroom, or they may be looking down the Tellers at the Office after opening the hatch on the 2F. For this reason, it would be better to first identify the situation around Bombsite with a drone and then try to enter.
 
Blackbeard is not suitable for close-range engagements, so it would be better to check inside through wall holes or windows breached by the hard-breacher. However, there are times when the defensive team does a run-out play at the Archives or Offices on the 2F, so let's be wary of these points and proceed with the checks.
 
 
▲ The Tellers has a window next to the outer reinforced wall, making it easy to check the defense gadgets or operators behind the wall.
 
▲ Because of this, it is almost inevitable for this wall to be breached.
 
▲ However, there is a high possibility that the defensive team is opening the hatch and waiting in the Office on the 2F, so we have to clear this place first.
 
▲ One of the offensive team can keep the Tellers in check from the South Balcony window on the 2F.
 
 
▣ In case, the site is '2F Armory Lockers ~ 2F Archives'
 
Since Objective Location has been placed on the top floor, the 2F, of course, it is impossible to do a vertical play. If the offensive team has a hard-breacher, they can breach the Armory Lockers wall at the West Balcony and attack the Armory Lockers, but in this case, the offensive team must first secure the Security Room, as the defensive team Roamer may lurk in the Security Room and do a surprise attack. Starting from here, the main strategy of the offensive team is to narrow down the area around Bombsite, divided into several routes.
 
As it is on the 2F, this place is one of the few places where Blackbeard becomes powerful with rappel plays. It is also possible to check through the North Window of the Armory Lockers or hang on to the North Balcony to aim for the Archives. Even if Blackbeard doesn’t do a rappel play, it will be nice if he takes charge of the angle, when the hard-breacher breaches the Armory Lockers wall or makes an angle through the Main Hallway wall at the Security Room. However, let's not forget to watch out for the defensive team's run-out play, regardless of which side you are checking.
 
 
▲ It would be nice if the hard-breacher breaches the Armor Lockers wall at the West Balcony, but you have to clear the Security Room first.
 
▲ Clearing the Security Room and successfully breaching the wall would be a great advantage.
 
▲ Make a Main Hallway angle through this wall at the Break Room.
 
▲ Or make a small hole here to secure the east Main Hallway angle.
 
▲ At the North Balcony, it is possible to check the Archives with a rappel play or to make an angle through the wall with the shooting.
 
▲ If you occupy the Offices and the hard-breacher makes an angle on this side, Blackbeard can keep his head out and keep the defensive team in check.
 
▲ The North Window of the Armory Lockers is also a good point for Blackbeard.

Guide to playing ‘Blackbeard’ in ‘Border’ +21
Guide to playing ‘Blackbeard’ in ‘Border’
RetroFlame77
RetroFlame77 RetroFlame77
verified LV.23 Good Leader 3d

WE HAVE A DUO

Hello! I have a friend that plays siege with me and we need 3 people to fill our squad. We are ranked Gold 2 and silver silver 2. (not the best I know). But we need a full squad. No trolling or throwing. Thanks.

WE HAVE A DUO
EmberBluebot
EmberBluebot EmberBluebot
LV.6 Nomad 2d

Always happens

When your on for an ace and the last guy falls

Always happens
4k god
4k god 4k god
LV.17 Sage 2d

Zofia vs ash

Ok so hear me out zofia is better than ash and here's why


1. Although ash is a 3 speed, zofia is a 2 speed but she makes up for that in being a 2 armor.

2. Zofia has breaches and concussions so her ability is much better than ash,s breacher

3. Zofia has acog enough said

4. Zofia has the withstand ability which can be helpful in some situations

5. Zofia has less of a affect from grizmots concussions etc.

6. Zofias elite is way better than ash,s elite although that's just cosmetics


There are a couple more reasons but I think I said enough if you want to try to change my mind try.

Though this is coming from a zofia main so I might be a little bias

Zofia vs ash
Midnight Fox
Midnight Fox Midnight Fox
LV.2 Lurker 3d

New player, lvl 63, bronze IV, need a coach or someone to give some tips, really bad at the game. 13

Hello! I am a 13 year old playing R6 and well yeah uh im trying to get good buuuuut its not working out. Maybe someone could help me with some tips or some coaching? I really love siege and my friends just blocked me because i couldnt win in a 2v2. Now I have noone to play with always playing alone casual and 60% of the time just losing and my teammates getting mad at each other or just like the randoma they are they would just spawnpeek and die or they would just TK for no reason. Im really sensitive when it comes to someone screaming at me or calling me bad stuff I just get too sensitive and then sad. And we can for sure play casual or ranked after for sure! But like I said I need some good tips or strategies from someone experienced, dont have alot of operators well atleast all the 1k operators, the year 2 operators: blackbeard, hibana, capitao, buck, jackal, zofia, frost, valkyrie, caveira, echo, mira, alibi. I main Zofia but for defenders I either do valkyrie or alibi. Ill be waiting till then, bye! :D

New player, lvl 63, bronze IV, need a coach or someone to give some tips, really bad at the game. 13
R6 is KEWL
R6 is KEWL R6 is KEWL
LV.10 PlayStation 3d

How I Play Ash

I dont know if its just me but i dont like rushing with Ash. I like using her more calmly because i can get more kills.I dont know,there will be a poll please vote. Also use your honest opion theres no right or wrong.

How I Play Ash
How I Play Ash
Bird:)
Bird:) Bird:)
LV.10 Nomad 3d

I need help getting back to the way i used to play

i used to always carry my team and my weight. i have a 1.3 overall k/d in ranked and a 1.5 k/d in the newest season. i stopped playing the game on my main account during blood orchard. My smurf account was plat II in wind bastion. Every time i loss into a ranked match my teammates are so bad and i got put down all the way to copper and i can’t get out. j carry my team with like 17 kills and we still lose. I need a squad who can help me get out of copper.

I need help getting back to the way i used to play
saturnn II
saturnn II saturnn II
LV.6 Nomad 3d

Rainbow six siege video on Montagne and rook

https://www.youtube.com/watch?v=AgZIBI-HkB8

Rainbow six siege video on Montagne and rook
Peltlegs
Peltlegs Peltlegs
LV.3 Lurker 3d

How to play Fuze 101

Hi! My name is Exotic (Aaron) and I wanna tell you how to play the most amazing operator in the game 🤤

Weapons: AK-12 is always superior if you wanna use a specified gun :) And his shield is a no no and the LMG is also good.

𝐖𝐡𝐚𝐭 𝐦𝐨𝐝𝐞 𝐬𝐡𝐨𝐮𝐥𝐝 𝐈 𝐩𝐥𝐚𝐲 𝐟𝐮𝐳𝐞 𝐨𝐧?

Hostage
Hostage
Hostage
Hostage
Hostage
Hostage

Reason why: he is chunky boy and he has cluster charges that deal a lot of damage if you are near them so why not go ahead and get 6 kills while you are at it :)


Fuze is an amazing operator though in all seriousness. His gadget could make an enemy run the other way and be distracted and boom. Ez kill

Always, ALWAYS! Use Fuze to distract enemies :)


𝐇𝐨𝐰 𝐜𝐚𝐧 𝐈 𝐝𝐨 𝐭𝐡𝐚𝐭?

Ask your team (don’t be scared) for comms on where the enemy is located or sitting.

Find a nearby window if they are on the second floor and place down the charge

If they are on first floor, I recommend going second floor and placing it above objective.


Well, that’s my short guide on how to use Fuze haha thanks for being here and also love you :)

How to play Fuze 101
How to play Fuze 101
ExoticEzerex
ExoticEzerex ExoticEzerex
LV.20 Sweaty 4d

Guide to playing 'Castle' in 'Kanal'

Kanal is a slightly larger battlefield connected with two two-story buildings. Unusually, the western building consists of a basement and 1F, while the eastern building consists of 1F and 2F, and two bridges connect these two buildings. The outer walls of the two buildings are painted red and blue, respectively, so the western building is called red and the eastern building is called blue.
 
The Objective Location is located each on the 1F and 2F at the Red Building, each on the 1F and basement at the Blue Building. Because each Bombsite is placed in a completely different location, there is a completely different style of battles for each Objective Location. Usually, the offensive team tries to enter while checking through windows or doors outside the building, while the defensive team must confront the offensive team and induce Roamer to catch the offensive team that entered the building.
 
 
▲ Kanal's Objective Location, Left Building is called Blue, Right Building is called Red
 
 
Castle is an operator that can install Armor Panels that are not pierced with bullets in places where barricades such as doors and windows can be installed. The Armor Panel serves to delay the offensive team and consume the explosives because it is completely destroyed only when explosive burst or 12 close attacks are made. If the Armor Panel is installed in the proper position, it will be able to block the angle that the defensive team inside the building can operate safely and prevent the offensive team from entering.
 
Because Castle can use a Super Shorty shotgun as a Secondary Weapon, he sometimes takes charge of the Remodel work to make holes in the area around Bombsite or make rotations during the Preferment Phase. If Castle is busy, it's better to get help from other team members because it's only a three-shot shotgun and Castle can't use Impact Grenade since the Steel Wave season.
 
 
▲ Castle's UMP45 has a low Fire Rate of 600 but has very low recoil, so you should aim for the headshot as much as possible in combat.
 
 
▣ In case, the site is '2F Server Room ~ 2F Radar Room'
 
2F is the top floor of the Red building, there is no risk of vertical attacks but a Balcony outside the 2F where the offensive team can stand on. The offensive team will climb up from this Balcony and try to check the inside through windows or doors, or breach the reinforcement wall of the Renovations, which is connected with the Radar Room. As this reinforced wall is particularly important, the defensive team uses Bandit, Kaid, and Mute.
 
There are windows in the Balcony that lead to Control Room Hallway or Server Room Corridor, through which the offensive team often checks the inside of Bombsite, so it would be good to block the angle with the Armor Panel. However, let's assume that the offensive team would destroy the Armor Panels anyway even we install those at the windows.
 
In some cases, the offensive team attacks through the red building window from the roof of the blue building, or enter the Printer Room on the 2F of the blue building and take a bridge to attack. If there is Castle, he can block the angle that can be attacked with Armor Panels, or block the printer room window and wait for the Armor Panel to burst.
 
 
▲ The offensive team often attacks through this window from the Blue building, so it would be good to block them with Armor Panels.
 
▲ One of the most frequently used angles of the offensive team, it is good to block it with Armor Panel, but we need to assume that it will soon be breached.
 
▲ Remember, there's another window the same as above on the Server Room side.
 
▲ The printer room on the 2F across the bridge, the offensive team often tries to enter through this place.
 
▲ It would be good to deploy the Proximity Alarm to detect the offensive team entering through the Bridge.
 
 
▣ In case, the site is '1F Security Room ~ 1F Map Room'
 
It’s right below the Radar Room ~ Control Room Bombsite described above, so vertical plays are done quite a lot here. This Bombsite is particularly vulnerable to attacks from the top, as there are even three hatches on the 2F. Thus, it would be better to employ more than one Roamer and place them upstairs.
 
There aren't many places for Clash to install Armor Panels on the 1F. Blocking the entrance to each Bombsite is not a good choice because it can interfere with the allies' course, and the windows don’t have such a good angle that the offensive team rarely uses it. Therefore, it may be better to install the Armor Panels on the 2F. Install the Armor Panels similar to those above, and identify the offensive team location by the breaching noise.
 
 
▲ Let's break the wall of the Security Room at the Projector Room and let the team pass by.
 
▲ It is recommended to pierce the wall of the Kitchen side at the Map Room and use the map widely.
 
▲ Frequently used entrance when the offensive team comes straight to the 1F
 
▲ Since there are three hatches connected to Bombsite on the 2F, it must be strengthened and protected.
 
▲ It would not be a bad idea to put Armor Panels to block multiple doors and windows leading to the 2F.
 
 
▣ In case, the site is '1F Coast Guard Meeting Room ~ 1F Lounge'
 
Bombsite is located on the 1F of the Blue Building, which is practically the top floor of the Blue Building as the 2F is the Coast Guard Roof. Because of this, usually, the offensive team will try to enter the 1F Recession and move toward the Archives or the Radio Room Hallway, or check and enter through the windows on the outer wall of the building.
 
Also on the 2F, there is a Printer Room connected to the Upper Bridge where vertical plays can be played to the Lounge on the 1F after breaking the floor, and the offensive team can penetrate the 1F by taking down the Blue Stairs right next to the Printer Room. As this place is where the offensive team launches attack easily, about one of the defensive teams needs to keep an eye on here. It is also a good choice for Castle to install Armor Panels in the Printer Room window.
 
 
▲ Radio Room exterior windows are often used by the offensive team, so it would be helpful to block them with Armor Panels.
 
▲ The lounge has two windows that lead to the outside, so it is vulnerable to rappel plays.
 
▲ If the offensive team does rappel plays, you can capture them at the opposite building Projector Room window.
 
▲ Vertical plays can be done even at the 2F Printer Room, so it would be very dangerous if attacked from multiple angles.
 
▲ Same as blocking the 2F of the Red building, install Armor Panels on the windows to block it.
 
▲ Hide under the Yellow Stairs and when the offensive team is detected by the Proximity Alarm on the Lounge wall, let's launch a surprise attack.
 
▲ Block the 2F White Stairs door with Armor Panels and shoot the approaching offensive team's foot.
 
 
▣ In case, the site is 'B1 Kayaks ~ B1 Supply Room'
 
It is the bottom floor of the Blue building, a closed place with no windows, doors, or walls that lead to the outside in the Bombsite. However, this place is also vulnerable to vertical plays because Bombsite is located just below the Coast Guard Meeting Room described above and there is a hatch that leads to the underground. In addition, the attacking team's hard-breacher often tries to breach the walls of the Pipes just next to the Supply Room.
 
If you are defending on the 1F, it is good for Castle to install Armor Panels in windows or doors that can enter the 1F from the outside. In particular, the effective area is the window leading from the Diving Alcove to the Diving Room or Locker Room, where if the Armor Panel is installed and exploded due to the offensive team's explosives, the noise will allow you to get the location of the offensive team.
 
 
▲ The hard-breacher will come to breach through the reinforced wall leading to the underground Pipes. There should be members to stop this in the Bathroom.
 
▲ Install the Armor Panel at the Locker Room window on the Diving Alcove side...
 
▲ And it is perfect to install another one at the Diving Room window on the Diving Alcove side.
 
▲ Be careful as the offensive team can try vertical play or hatch drop on the 1F.
 
▲ Because of this, it is not a bad choice to install Armor Panels on the 1F and block them.
 
*Thanks for the follows! (ups and comments too)

Guide to playing 'Castle' in 'Kanal' +23
Guide to playing 'Castle' in 'Kanal'
RetroFlame77
RetroFlame77 RetroFlame77
verified LV.23 Good Leader 6d

Guide to playing ‘Fuze’ in ‘Oregon’

Oregon is a medium-sized battlefield consisting of a basement, 1F and 2F. Got reworked in the Void Edge season, there were big and small changes, including the disappearance of the two-story Bombsite at the Big Tower and the addition of a new offensive route to the underground Bombsite, which had previously been advantageous for the defensive team. As a result, the map balance has been adjusted and more diverse aspects of engagement can be seen.
 
The Objective Location is located one on the 2F, two on the 1F and one on the underground. It is characterized that both Objective Locations on the 1F use Kitchen as Bombsite, and Kitchen is mostly the main target point when the offensive team attacks the 1F. Most Bombsites can be checked through windows that lead to the outside, so defensive teams usually prefer the basement because there are no such angles in the basement.
 
 
▲ Reworked Oregon's Objective Location, the basement or 2F is often chosen rather than the 1F.
 
 
Fuze is an operator that can detonate beyond a wall or floor using his dedicated equipment, Cluster Charge. A total of five stray bullets will be fired across if they are set up and fired on a destructive wall, floor or barricade, which cause explosive damage in a wide range, enabling the removal of defensive team gadgets at once. In addition, if lucky, it would be possible to catch an operator of the defensive team who could not avoid the stray bullet. Because of this, Fuze has a strong presence in vertical play, especially in Oregon, which has a lot of places to do vertical plays from the 2F to the 1F.
 
Fuze is also an operator notorious for its powerful firepower on all Primary Weapons. In particular, the Assault Rifle AK-12 is on of the highest-performing rifles of all offensive teams, and only Fuze and Ace can handle AK-12. Thanks to this, Fuze is also possible to play the role of Entry Fragger, who actively engages with the defensive team on the front line.
 
 
▲ AK-12 is one of the top guns in the offensive team, and only Fuze and Ace have a choice.
 
▲ When installing Cluster Charger on barricades, it is more effective to install them on top of the window with the body turned upside down while rappelling.
 
 
▣ In case, the site is '2F Kids' Dorms ~ 2F Dorm Main Hall'
 
Since Bombsite is placed on the 2F, it is not possible to do vertical play upstairs, but there are many windows connected to the outside around the Bombsite, making it easy to check. Especially, it is good have a member to go up to the Dining Hall Roof on the 2F, break the large window on the Dorm Main Hall to keep the inside in check and maintain the confrontation.
 
As there are no suitable walls or floors for Fuze to install Cluster Charges, so they must be installed mainly on window barricades. However, if you install it on a barricade, you should be careful because the defensive team can shoot at the window when they hear the Cluster Charger being installed. In addition, Cluster Chargers must be set up at the upper-side of the window if possible to spread the stray bullets wide, as they bounce off the floor and explode after a certain period when fired.
 
If you removed the gadgets inside the building with Cluster Chargers and drove out the defensive team, you'd better try to enter boldly. As mentioned above, Fuze is an operator who can engage actively with AK-12's powerful firepower.
 
 
▲ Before you open the window, if you use Cluster Chargers to clean up the surrounding gadgets...
 
▲ The gadgets around the windows are destroyed, making it easier to check or enter.
 
▲ It’s also good to enter the Armory window on the 2F and start the attack.
 
▲ It is possible to check through the Northern Kids' Dorms window, but be careful not to be checked from the Attic window.
 
▲ If you set up a Cluster Charger on the south side of the Game Room and fire it...
 
▲ You can destroy all the gadgets behind the Master Bedroom Walk In reinforced wall at the Game Room.
 
 
▣ In case, the site is '1F Kitchen ~ 1F Dining Hall'
 
The Objective Location is placed in the center of the 1F, so it will be effective if some of the offensive team will launch the attack around the Small Tower in front of the Dining Hall, while the other team members enter the Big Tower or Meeting Hall and attack the Kitchen.
 
To target the Dining Room, it is recommended to first spawn at the Junkyard and then enter through the Small Tower. Sometimes the defensive team Roamer lurks in the 2F Small Tower Office and hits the back of the offensive team entering the Dining Hall, and to prevent this situation, the offensive team must first completely clear the 1F and 2F of the Small Tower. Once the Small Tower Office has been cleared, Fuze can install the Cluster Chargers on the floor here and remove the defense gadgets behind the wall of the Small Tower.
 
In addition, there are many other attack routes, such as breaching reinforced walls of the Kitchen with team’s hard-breacher at the Meeting Room or doing vertical plays at Kids' Dorms on the 2F, so let's try to attack according to the situation.
 
 
▲ Spots to be careful when opening the Small Tower window, the defensive team may be keeping an eye on the window here.
 
▲ If you occupy the Small Tower Office on the 2F and detonate a Cluster Charger at this location, you can destroy the gadgets on the Dining Hall.
 
▲ If you have breached the Dining Hall reinforced wall, we can easily occupy Bombsite.
 
▲ You can access the Kitchen directly from the Kitchen Corridor through the outside window.
 
▲ It's also a good idea to try vertical play in Kids' Dorms, just above the Kitchen.
 
 
▣ In case, the site is '1F Meeting Hall ~ 1F Kitchen'
 
As described above, it is a unique structure as the Kitchen has been designated as Bombsite, but the other side is replaced by the Meeting Hall instead of the Dining Hall. The defensive team will try to break the wall leading to the Kitchen at Meeting Hall to create a rotation and defense focusing on Bombsite, which will put pressure to them as it will create more room to defense. On the other hand, the offensive team will get great advantage if they penetrate a place where the defensive team has not strengthened or has no defensive personnel.
 
It is highly likely that the defensive team skip reinforcing the Dining Hall side because it needs a lot of reinforces to completely block the Meeting Hall side. So, some of the offensive team can go past the Dining Hall in Small Tower and go after the Kitchen.
 
The rest of the offensive team is recommended to enter the Big Tower and then go after the Meeting Hall. If there is a hard-breacher, it would be good to breach through the reinforced wall that leads directly from the Big Tower to the Meeting Hall and check the bombsite, or to break through the wall of the 2F Big Tower, enter the Attic, and then open the hatch. If the attack had been carried out so far, it would have been difficult for the defensive team to hide in the Meeting Hall.
 
 
▲ If your team has a hard-breacher, you can breach and check through the wall of the Meeting Hall at the Big Tower.
 
▲ If you've opened the 2F Attic Hatch, there's almost no place for the defensive team to hide in the Meeting Hall.
 
▲ Entering from the Lobby on the 1F, you will be able to catch the defensive team hiding in the Split on the Meeting Hall.
 
▲ If the reinforce is concentrated in the Meeting Hall, it is highly likely that the defense on the Dining Hall will be poor.
 
 
▣ In case, the site is 'B Laundry Room ~ B Supply Room'
 
The basement is an objective location favored by the defensive team as a closed structure with no windows or doors to the outside. Unlike before, however, the new stairway from the 1F to the underground Freezer has increased the attack routes, making it not such a hopeless place for the offensive team.
 
Bombsite has been placed underground, but the floor on the 1F, just above the underground Bombsite, is made of non-destructive material, making it difficult to do vertical plays on the 1F. If there is a hard-breacher on your team, it would be nice to breach the hatches of the Meeting Hall and Lobby and launch an attack up here, but there's not much thing Fuze can do alone.
 
Often, the offensive team rush here by entering the Blue Bunker, which is close to Bombsite, through the Bunker at the Construction Site spawn. If there is a hard-breacher, you will be able to breach through the reinforced walls here and reach the Supply Room right away. In this case, it would be good for Fuze to engage with the defensive team that is guarding Blue Bunker using AK-12.
 
 
▲ After you come down on the Laundry Stairs, it is no longer possible to enter if Mira's Black Mirror is installed at that location.
 
▲ You can enter the Blue Bunker from the Construction Site, but be aware that there may be a defensive team at the marked location.
 
▲ If the team have succeed breaching here, the Supply Room is just around the corner. A very effective angle as the Black Mirror is frequently installed in the marked area.
 
▲ It's also a good idea to use the newly added route to the Freezer.

Guide to playing ‘Fuze’ in ‘Oregon’ +21
Guide to playing ‘Fuze’ in ‘Oregon’
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Guide to Playing Clash on Kanal

Kanal is made up of two towers joined by two bridges and contains three internal staircases, plus two secret ladders in the West basement. This all adds up to plenty of ways to navigate the map. Kanal also features plenty of windows for attackers and defenders to fight through. The Eastern tower consists primarily of first and second floor, and a smidgeon of basement. The Western tower is made up mostly of first floor and basement with very small bits of second floor leading to the roof.
 
Clash, the menacing wall of a defender, was released during Operation Grim Sky. She is a three armor, one speed operator, but with her shield out suffers an even greater speed penalty in exchange for some serious protection. Her primary function is crowd control, delaying attackers while providing incredible intel for her team. Her potential for teamplay is amazing, but in some sense can be considered a liability as her fragging capability is quite low.
 
Clash’s Crowd Control Electro Shield, or CCE Shield, is very frustrating for attackers to deal with and requires significant coordination. When equipped, Clash’s front and sides are protected, and she can zap all attackers she is facing within a 12 meter distance, but she cannot melee, or use her gun. Her zaps slows attackers significantly and deal 5 damage per tick. The charge depletes completely within 5 seconds of continuous use, and after a brief delay begins to recharge at 20% per second. If the battery drains completely, you must wait until it is full before using it again. Keep your distance, and pace your battery so you are not easily rushed when it has drained. Keep in mind, when attackers are on rappel, you can deny their entry by standing in front of the window. You can also use your shield to trigger claymores; you will take some damage, but it is not lethal
 
CLASH’S COUNTERS & COUNTERING THEM
Thatcher’s EMPs and Twitch’s drone both temporarily disable your shield’s ability to zap. Kali’s rifle, Zofia’s concussion grenades, and enemy melee hits all stagger Clash, swinging her shield to the right, leaving her feet vulnerable. When this happens, turn left. A good tactic to deal with these scenarios is to stand behind cover that protects your legs, like deployable shields. Nomad, Capitao, and Gridlock are all serious threats, along with explosives, and flash bangs. Stay on the move and near anti-projectile gadgets.
 
CLASH’S LOADOUT
Clash brings the SPSMG9, a solid machine pistol equipped with a clean reflex sight and the flash hider. Generally you want to avoid taking gun fights with Clash, but in some situations it is necessary. It is also good for shooting drones and attacker gadgets. Whenever forced to whip out your gun, preferably duck into cover, or if necessary, spin left and crouch so your shield keeps you safe meanwhile.
 
Barbed wire is always a great secondary to bring with Clash due to its synergy with the CCE, but Impact Grenades are sometimes necessary for rotates, and can also be used to impact trick hatches or certain site walls. Practice using impact grenades perfectly so you can walk through the rotate without crouching or vaulting.
 
DEFENDER BOMBSITES
 
BOMB SITE 1 – Server Room [2F] and Radar Room [2F]
 
Typically the preferred site, Server and Radar contain an external wall in Renovations. In addition to this whole cubby, reinforce the corner walls of the L-shaped hallway surrounding site. Attackers will breach any of these walls, but they tend to focus on the Cubby. They also may push through Upper Bridge or up the Red and Green Stairs. They also pressure the hallway windows from the balcony outside and the window in Control Room from the opposite roof.
 
Clash can waltz out Fire Escape to nab some quick intel on the attacking roster.
 
After a quick spawn peek hold Green Stairs a& hallway.
 
Alternatively, hold Bridge, where you can continuously peek windows for intel.
 
Printer Window is a good place to start when holding this side.
Sky Bridge South Window offers some pretty sweet views too, but don't get peeked from attackers on Sky Bridge North Window.
 
 
BOMB SITE 2 - Security Room [1F] and Map Room [1F]
 
This site can be pretty rough and requires either extending vertically into Server and Radar or horizontally into Kitchen and Model Room. Attackers typically take vertical control since the whole ceiling is destructible and there are three hatches to drop. They also may push into Kitchen from Museum or push Security from West Tower through Lower Bridge.
 
Stall out the Low Bridge push while holding Model Room.
 
Swing on over to pester attackers galumphing around in Museum.
 
Dip back into Maps as you recharge your battery. You can also just impact trick hatches if attackers get so frustrated with your antics they back off.
 
Impact trick Control Hatch through shotgun holes made here.
 
Impact Security Hatch through shotgun holes made here and on ping.
 
 
BOMB SITE 3 - Coast Guard Meeting Room [1F] and Lounge [1F]
 
This site is a decent third choice if your squad is more comfortable with holding the West tower, but it is quite tough to hold. All but a small portion of Lounge bears destructible flooring, so defending from below with C4s works in theory, as you can toss them up through the Lockers hatch. Extend the site into Radio for more wiggle room, making Lounge wall tougher to breach. If your team runs a pocket strat here, I recommend an Ace ban.
 
Protect Lounge wall, offering intel to a teammate nearby in Radio.
 
Stack some barbed wire on Yellow Stairs to alert you to flanking attackers.
 
Your teammate will play behind Radio desk on ping. These reinforcements are essential, but rather than impact holes, preferably use a shotgun to make these lines of sight.
 
You can also serve as an anchor on White Stairs, making it a pivotal position for your defense, particularly if you have roamers downstairs.
 
If attackers try flanking through Lower Bridge, simply smash your CCE button and shout at them. It works wonders!
 
 
BOMB SITE 4 - Kayaks [B1] and Supply Room [B1]
 
This is my favorite site on Kanal. It makes for some really interesting gameplay, and uniquely features a second basement, accessible via two ladders - one in Showers and one in Diving. Attackers most commonly push above, as well as through Supply Room Corridor. They may also pressure Lockers and Diving windows to threaten a hallway flank. When attackers begin to execute, watch for pushes coming down either staircase.
 
Attackers will try to push into Trench to breach the wall. Don't let them.
 
Dance on over to Supply Room to impact trick the hatch through shotgun holes made here and on ping.
 
Attackers may instead focus on Diving to breach this wall. Fend them off with the support of a teammate playing on ping.
 
Push right up to Diving Window for info on this area. This can be particularly spicy if you have a roamer playing on ping peeking off your callouts.

Guide to Playing Clash on Kanal +22
Guide to Playing Clash on Kanal
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Guide to Playing Clash on Bank

Bank is one of the original maps of Siege and has been thoroughly explored by the community, but of course there are still new tricks waiting to be uncovered. With three staircases and three spacious floors, Bank offers many options for roam play since it's so spread out and time-consuming to roam-clear. Anchoring is acceptable for sites though, especially if they have somewhere safe to sit on cameras, so you can drone for your roamers. The many windows in Lobby make it a very risky area to rotate through, but with proper game sense you can navigate your way through it to surprise opponents or pull off some late flanks.
 
Clash, the menacing wall of a defender, was released during Operation Grim Sky. She is a three armor, one speed operator, but with her shield out suffers an even greater speed penalty in exchange for some serious protection. Her primary function is crowd control, delaying attackers while providing incredible intel for her team. Her potential for teamplay is amazing, but in some sense can be considered a liability as her fragging capability is quite low.
 
Clash’s Crowd Control Electro Shield, or CCE Shield, is very frustrating for attackers to deal with and requires significant coordination. When equipped, Clash’s front and sides are protected, and she can zap all attackers she is facing within a 12 meter distance, but she cannot melee, or use her gun. Her zaps slows attackers significantly and deal 5 damage per tick. The charge depletes completely within 5 seconds of continuous use, and after a brief delay begins to recharge at 20% per second. If the battery drains completely, you must wait until it is full before using it again. Keep your distance, and pace your battery so you are not easily rushed when it has drained. Keep in mind, when attackers are on rappel, you can deny their entry by standing in front of the window. You can also use your shield to trigger claymores; you will take some damage, but it is not lethal
 
CLASH’S COUNTERS & COUNTERING THEM
Thatcher’s EMPs and Twitch’s drone both temporarily disable your shield’s ability to zap. Kali’s rifle, Zofia’s concussion grenades, and enemy melee hits all stagger Clash, swinging her shield to the right, leaving her feet vulnerable. When this happens, turn left. A good tactic to deal with these scenarios is to stand behind cover that protects your legs, like deployable shields. Nomad, Capitao, and Gridlock are all serious threats, along with explosives, and flash bangs. Stay on the move and near anti-projectile gadgets.
 
CLASH’S LOADOUT
Clash brings the SPSMG9, a solid machine pistol equipped with a clean reflex sight and the flash hider. Generally you want to avoid taking gun fights with Clash, but in some situations it is necessary, particularly when you need to trade kills or establish cross-fires. It is also good for shooting drones and attacker gadgets. Whenever forced to whip out your gun, preferably duck into cover, or if necessary, spin left and crouch so your shield keeps you safe meanwhile.
 
Barbed wire is always a great secondary to bring with Clash due to its synergy with the CCE, but Impact Grenades are sometimes necessary for rotates, and can also be used to impact trick hatches or certain site walls. Practice using impact grenades perfectly so you can walk through the rotate without crouching or vaulting.
 
DEFENDER BOMBSITES
 
BOMB SITE 1 – Executive Lounge (2F) & CEO Office (2F)
 
This site is extremely exposed to windows on the West and North side, particularly the Lobby windows. It also has a few breachable walls on the East side of CEO which should certainly be reinforced. Janitor Closet should be opened up and played to choke out attackers pushing in. Watch for flanks through Lobby, and beware attackers pushing Stock Trading Office and Main Stairs to the South.
 
Square Skylight is the most common push. You can stall this out and get some intel, but back off if attackers enter Stock.
 
Retreat into Janitor when attackers enter Stock. Set it up with these reinforcements and rotates.
 
Clash is a great operator for Lobby Overwatch. Some teams prefer instead to push this way. Keep them from making it up Spiral Stairs.
 
The long hallways surrounding site are great for Clash to stall out attackers. You can play them to support a defender playing in Elevator.
 
 
BOMB SITE 2 – Staff Room (1F) & Open Area (1F)
 
This is definitely the least popular site, mostly because it is so spread out. All of Staff Room's ceiling is indestructible leaving anchors relatively safe. Attackers will almost certainly pressure site from Alley outside, and push into Square Skylight to the Northeast to open Staff Room wall. Expect attackers to enter above as well and destroy the ceiling of Open Area from Stock Room, perhaps opening site hatches. Having a pocket strat for this site can grant the occasional win by catching your opponents by surprise.
 
Don't be afraid to peek Printer window for early intel on attacker spawns.
 
Delay attackers pushing Office Hallway. Clash is a great operator for watching this flank and can quickly rotate to impact trick hatches.
 
Get info on attackers trying to breach North Staff wall. A shield on ping gives your feet cover so you aren't easily countered.
 
Hatches need to be reinforced so attackers can't completely ignore you and enter site vertically. If they try to ignore you and go for hatches, you can impact trick them!
 
Stock hatch can be impact tricked through shotgun holes by the printer and the table.
 
Janitor Hatch can be tricked from Administration Office through holes created here and on ping.
 
 
BOMB SITE 3 – Tellers' Office (1F) & Archives (1F)
 
Tellers and Archives have entirely destructible ceilings. Due to this, roaming top floor to slow the push is necessary to protect anchors. Attackers will likely pressure site from Lobby, possibly rappelling on windows. They also may push into Open Area to open the Archives wall connecting to Admin Office. Skylight Stairwell is easily accessible from outside too, so beware of flank watches posting on the skylight, Servers stairs, or Electrical Room.
 
Clash can be used for overwatch on Square Skylight. Head up the stairs if it's safe to get info on attackers up top floor.
 
Use the window sill for cover if there's a Kali or Zofia.
 
You can also get plenty of info on Lobby and stall out the push, using Tellers' desk to help keep your feet safe.
 
The desk and filing Cabinet in Tellers' Office also offers good cover for your feet when you back off into site.
 
 
BOMB SITE 4 – Lockers (B) & CCTV Room (B)
 
This site has seen the most play, and its meta has grown quite stale. Attackers almost always push through Servers and breach the CCTV wall to plant. You should also keep an eye out for attackers pushing up Garage or through the nearby stairs, named Main Stairs. It is also very common for attackers to take Open Area and breach the hatches there. There are two other main hatches; one in Lobby and one in the Elevator by Main Stairs. Servers hatch can be played reinforced to delay the Servers push, or opened and played against attackers once they push in below it.
 
Reinforce Server hatch and stall out the Dirt push. use the desk on ping to keep your feet safe.
 
You can also play Server Stairs to get info on Square Skylight and slow attackers pushing down the steps.
 
Clash is also a great operator for Garage overwatch. Use black car as cover for your feet.
 
You can also deny attackers pushing down Garage Stairs.

Guide to Playing Clash on Bank +21
Guide to Playing Clash on Bank
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They didn’t expect Amaru.

Clean sweep with great teamwork and great callouts

They didn’t expect Amaru.
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When they get cocky on a 1v4

When they get cocky on a 1v4
When they get cocky on a 1v4
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LV.8 Champion 6d

Guide to playing ‘Thatcher’ in ‘Theme Park’

Theme Park is a medium-sized battlefield consisting of only 1F and 2F. During the Shifting Tides season, there was a map remake, resulting in a slight reduction in the size of the battlefield and changes in the structure of the building. Same as before, the Objective Location is located two on the 2F and two on the 1F, of which the 2F Bunk ~ Day Care and 1F Lab ~ Storage has not changed much, while the east side of the building on the 1F Armory ~ Throne Room and 2F Initiation Room ~ Office are entirely new.
 
There are many windows on the outer wall of the building, so it is also a place where defensive teams often try spawn kills or run-out plays. For this reason, it would be better for the offensive team to prepare Claymore Mine or use an operator like Nomad who can respond to the run-out play. Of course, the offensive team can use these windows to check the inside of the building from the outside, so let's make the right use of them.
 
 
▲ The 1F Armory ~ Throne Room has only a few offensive team route and needs to create a new angle with the hard breacher.
 
 
Thatcher is an operator that can use EMP Grenade as a dedicated equipment. The EMP Grenade is a throwable equipment that can destroy or neutralize all electronic equipment of the defensive team within the range, so it is good to use it where defensive team equipment is expected to be concentrated. In particular, EMP Grenade can easily destroy Shock Wire and Electroclaw installed behind the reinforced wall, which is why Thatcher often works along with the hard breacher and breaches through major reinforced walls on the battlefield.
 
Thatcher is also an operator with a wide selection of Primary Weapon. However, unlike other S.A.S operators, the combination of M590A1 Shotgun and SMG-11 cannot be used because the SMG-11 Machine Pistol cannot be used as a Secondary Weapon. Perhaps that is why the Assault Rifle AR33 and L85A2 are more preferred. Among them, AR33 can attach Angled Grip, and L85A2 has the advantage of low recoil and stable, so you can choose according to your taste.
 
 
▲ Compared to L85A2, AR33 can attach Angled Grip and has a slightly higher Fire Rate with a lower Capacity of 25.
 
 
▣ In case, the site is '2F Initiation Room ~ 2F Office'
 
Since Bombsite is located in the center of the two-story building, it would be good for the offensive team to enter from both sides of the building and press the Bombsite by surrounding it. Some of the offensive team can go up to the Cafe Entrance in the west and enter through Cafe or Upper Ark, while others use their rappels to get to the Castle Entrance in the east, then enter Cash Stash or Dragon Stairs and press the Bombsite.
 
If there is a hard-breacher in the team, it would be good for Thatcher to move together with the hard-breacher and assist in breaching work. Usually, it is common to go to the Bunk with the hard breacher and breach through the reinforced wall leading to the Initiation Room, or to the reinforcement wall from Yellow Corridor to Office. If there are no equipment like Shock Wire attached on the back of the reinforced wall or no hard-breacher on the team, use EMP Grenade mainly where the main equipment of the defensive team is installed to support the team.
 
 
▲ You can check the Initialization Room through the Control Room window by rappelling on the outer wall of the building.
 
▲ Right above, there is a hatch that leads to the Control Room, which allows you to drop through it.
 
▲ You can come up to the Castle Entrance and enter the door at the Cash Stash.
 
▲ After entering the Cafe, let's support the hard breacher so that they can break the wall leading from the Yellow Corridor to the Office.
 
▲ It is also a good idea to try breaching from the Bunk to the Initiation Room.
 
 
▣ In case, the site is '2F Bunk ~ 2F Day Care'
 
With Bombsite leaning west of the 2F, the offensive team can reach Bombsite immediately once they enter the Cafe or the Upper Arcade. However, it is difficult to enter deeper as the defensive team will counteract them inside the Day Care Bombsite or at the Yellow Corridor, so usually some of the offensive teams enter from different directions and pressure them from both sides.
 
If the team uses a hard-breacher, Thatcher must enter the Café, check the defensive team and assist breaching the reinforced wall of the Day Care at the Cafe Corridor. In contrast to what was described above, it is also a good idea to breach the reinforced wall leading to the Bunk at the Initiation Room. Doesn’t matter where, let's keep on eye for Roamers from attacking the hard-breacher.
 
There is also a way to attack through the Break Room window on the southern outer wall of the building. In particular, attacking this area when there is an engagement at the Café, can greatly confuse the defense direction of the defensive team. However, since this place is vulnerable to the run-out play of the defensive team Roamer coming from other windows, it is better to have Claymore Mine installed under the window.
 
 
▲ The primary goal is to break through the wall leading to the Day Care at the Café Corridor, but it won't be easy if there are defensive team hiding on both sides.
 
▲ On the right side, it's good to have at least one person to check from the exterior window of the Upper Arcade.
 
▲ Or it would be effective to create a new angle at the Bunk from the Initiation Room as opposed to the one above.
 
▲ You can check through the Break Room window hanging on the southern wall of the building with the rappel.
 
▲ However, there are times when a run-out play is played through these windows while rappelling, so be careful.
 
▲ It would be helpful to install a Claymore Mine in advance, but since there are three windows, let's always be careful.
 
 
▣ In case, the site is '1F Armory ~ 1F Throne Room'
 
While the interior space of the Armory ~ Throne Room is large, there is no other way to enter the Bombsite except the entrance, so it is not a bad place for the defensive team to defend. Unlike other Bombsites, there are no windows that can check the inside from outside the building, and there are even no hatches that leads directly from the 2F to Bombsite. Vertical play is possible on the 2F, but this is also limited because the floor of the Initiation Room, which is just above the Throne Room, is made of non-destructive material.
 
For this reason, it is also a place where it is necessary to create a new angle by using a hard-breacher. There are three locations for the breaching work: Barrel Room, Maintenance, and Yellow Corridor. Among them, the Barrel Room and Maintenance are comparatively safe, so let's move together and support the hard-breacher.
 
You can do vertical plays towards the Armory at the Office and Waiting Room on the 2F. If Thatcher has the Breach Charge, he can burst here to create an angle. However, it is not that effective if the defensive team hides to the Throne Room side. So, let's just use it to drive out the defensive team hiding in the Armory.
 
 
▲ The Blue Room on the 1F is an entrance shared by both Bombsites and is likely to be equipped with various gadgets by the defensive team.
 
▲ Same for the Dragons Stairs entrance, there are only two entries, so you must make a new angle.
 
▲ Breach the Throne Room reinforcement wall at the 1F Barrel Room or...
 
▲ Breach through the reinforced wall leading to the Throne Room at the Maintenance and create a new angle.
 
▲ The 2F Initiation Room, just above the Throne Room, has an unbreakable floor and vertical plays cannot be done.
 
▲ The floors of the Office and Waiting Room on the 2F are breakable, so vertical plays can be done, but only on the Armory side.
 
 
▣ In case, the site is '1F Lab ~ 1F Storage'
 
Contrary to the Armory ~ Throne Room described above, Lab ~ Storage has a small Bombsite area and even a window connected to the outside, so the defensive team is quite at a disadvantage. In addition, if the offensive team do vertical play at the Cafe or Upper Arcade on the 2F, there is no room for the defensive team to hide inside Bombsite. Due to this reason, the defensive team often play defense by minimizing the number of players inside Bombsite and employing many Roamers. Therefore, the offensive team must be aware of Roamer's surprise attack.
 
First of all, it would be good to start the attack by climbing up to the 2F through the west Terrace and entering the Cafe. Here, you can either do vertical play through the floor or go down the stairs to the 1F and enter Bombsite. You don't have to insist on creating a new angle here, as the only wall the hard-breacher has to breach is the Joint Corridor wall. Let's also use the EMP Grenade where the main defense gadgets are located.
 
 
▲ The Storage side window is connected to the outside, so it would be nice if one person could hold this angle continuously.
 
▲ In addition, there is also an external window at the Arcade Toilet which leads directly to Storage, making it easier to penetrate.
 
▲ You can create an angle to attack the defensive team hiding inside Bombsite if you blow up the 2F Arcade Upper or Café floor.
 
▲ If you have spawned from the Bumper Cars and entered, you can break through this wall to secure an angle to look at the Yellow Corridor in a long distance.
 
▲ It is also a good idea to make an angle through the Lab wall at Barrel Room on the 1F.
 
*Thanks for all your ups and comments!

Guide to playing ‘Thatcher’ in ‘Theme Park’ +23
Guide to playing ‘Thatcher’ in ‘Theme Park’
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Guide for playing 'Buck' 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.
 
Buck is a two armor, two speed attacking operator. His ability is known as the ‘Skeleton Key’ which is a mini shotgun attachment placed on the bottom of the operator's primary weapon. Buck is a soft-breacher and is used to destroy obstacles like un-reinforced walls and flooring as a method of providing the attacking team with dynamic angles that can be used to eliminate defenders as well as defending utility. The operator is similar to Sledge as a soft-breacher although Buck is unique in that the operator has the ability to destroy the ceilings from the ground floor. This is an incredibly valuable advantage as it provides attackers with the ability to destroy the flooring underneath defenders on certain second floor bomb sites.
 
If you are to be in accordance with the current meta, Buck’s loadout should be as follows:
PRIMARY: C-8 ASSAULT RIFLE (Attachments to player preference)
SECONDARY: MK1 9MM (Attachments to player preference)
UTILITY: FLASHBANG GRENADES
 
ATTACKING SPAWN LOCATIONS:
 
ATTACKING: [2F] SERVER(A) - RADAR(B)
The primary route of attack on this bomb site will be by the attacking team breaching the reinforced wall on the south side of ‘Renovations’ as this will provide the attackers with clear lines of sight directly into Radar(B) in addition to direct access to the bomb site to plant the defuser. Buck will play an incredibly influential role on this bomb site by establishing control on the first floor inside of Map Room and Security. From this position the player will have the ability to use Bucks Skeleton Key to breach the flooring of Renovations and eliminate any entry denial utility placed on the reinforced wall separating Renovations from the outside. This will be important for the attacking team as it will allow your team's hard breacher to successfully breach the Renovations wall. Buck can also use his Skeleton Key inside of Cafeteria, located on the first floor, as this will expose defending players inside of Server to vertical pressure from Cafeteria.
 
SAILBOATS SPAWN LOCATION:
 
ATTACKING: [1F] COAST GUARD(A) - LOUNGE(B)
The primary route of attack on this bomb site will be by the attacking team gaining control of ‘Scuba’ and ‘Printer’ stairs, as well as the hallway-landing which separates the two. After establishing control of the northern stairwells, attackers will want to breach the reinforced wall between the lower-printer-stairs-landing and Lounge(B). This will completely expose the Lounge(B) bomb site as well as position attackers to plant the defuser in a variety of different safe plant spots inside of the B bombsite. Buck can add value to the attacking team by establishing control over the basement inside of Bathroom and Scuba. This will enable the player to use Buck’s Skeleton Key to breach the flooring of Lounge(B) bomb site and eliminate any entry denial utility placed on the reinforced wall inside of Lounge(B) separating the objective from the Printer Stairs. Buck will also be able to use the Skeleton Key to breach the flooring of Coast Guard(A) and expose defenders inside of the bomb site to vertical pressure from the basement inside of Supply.
 
FLOATING DOCK SPAWN LOCATION:
 
ATTACKING: [BSMNT] KAYAKS(A) - SUPPLY(B)
The primary route of attack on this bomb site will be by attackers gaining control of the first floor inside of Coast Guard and Lounge as the hatches located on the floors of these two rooms offer great lines of site and access points to the basement. It is very common for defenders to be playing inside of Bathroom and Lockers, located directly across the hall from the bomb sites in the basement. Buck will be used by the attacking team to breach the ceiling of the Supply(B)-Kayak(A). Attackers will need to establish control on the first floor inside of Coast Guard and Reception. After isolating defenders to the basement, Buck will then want to breach the flooring inside of Coast Guard and Lounge as this will expose defender positions inside of the bomb site as well as adjacent rooms such as Scuba and Lockers. Buck can also breach the flooring of Reception as this will expose defenders playing inside of Showers and force them to reposition to either the bomb site or deeper into lockers.
 
CONSTRUCTION SPAWN LOCATION:
 
ATTACKING: [1F] SECURITY(A) - MAP(B)
The primary route of attack on this bomb site will be by the attacking team establishing control over the second floor Server and Radar rooms located directly above the bomb site. The ceiling of Security(A)-Map(B) is destructible, making it advantageous for attackers to first focus on control of the second floor. Buck will be an invaluable operator for the attacking team to have on their roster due to the soft-destruction which will need to be carried out by attackers. Buck can act as an entry fragger for the attacking team while supporting teammates gather intel on the positions of defenders playing inside of Radar and Server. It will be important for the attacking team to use their utility intelligently while establishing control of the second floor and eliminating off-site defenders. Attackers need to keep in mind that they will also need to have some degree of utility which can be used during the final site execution towards the end of the round. In other words, don’t use all of your utility in one place.
 
Thank you for reading and I hope this was helpful for you guys.
 
If you are interested in more content or want to ask me questions, you can always find me on Twitch or connect with me via discord - I always enjoy discussing Siege with fellow enthusiasts; regardless of skill level.
Discord - https://discord.com/invite/TjGAPdM
Twitch - https://www.twitch.tv/footwork6

Guide for playing 'Buck' on 'Kanal'. +4
Guide for playing 'Buck' on 'Kanal'.
footwork.
footwork. footwork.
verified LV.20 S 7d

Guide for playing 'Buck' 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.
 
Buck is a two armor, two speed attacking operator. His ability is known as the ‘Skeleton Key’ which is a mini shotgun attachment placed on the bottom of the operator's primary weapon. Buck is a soft-breacher and is used to destroy obstacles like un-reinforced walls and flooring as a method of providing the attacking team with dynamic angles that can be used to eliminate defenders as well as defending utility. The operator is similar to Sledge as a soft-breacher although Buck is unique in that the operator has the ability to destroy the ceilings from the ground floor. This is an incredibly valuable advantage as it provides attackers with the ability to destroy the flooring underneath defenders on certain second floor bomb sites.
 
If you are to be in accordance with the current meta, Buck’s loadout should be as follows:
PRIMARY: C-8 ASSAULT RIFLE (Attachments to player preference)
SECONDARY: MK1 9MM (Attachments to player preference)
UTILITY: FLASHBANG GRENADES
 
RIOT BARRICADE SPAWN LOCATION:
 
ATTACKING: [2F] MEETING(A) - OFFICE(B)
The primary route of attack on this bomb site will be by the attacking team rappelling on the second floor windows of Office(B), Meeting(A), Conector, and Bathroom. The attackers have a huge advantage on this bomb site due to the amount of control which can be had by just rappelling on the windows, attackers can cut off any and all rotates between Office(A), Meeting(B), Long Desk, and Yellow Stairs without even coming inside the building. Due to the amount of control which can be had from the outside, attackers can dedicate the majority of their personnel and resources safely from the outside while only having a few attackers actually enter the building. Buck will provide the largest amount of value to the attacking team by establishing control on the first floor inside of Press Room, Lobby, and AntiChamber. This will position the player to use the operator's Skeleton Key to breach the ceiling of the first floor and effectively expose defenders playing inside of Meeting(A), Connector, and Office(B). After attackers have successfully eliminated all defenders inside of Office(B), Buck should be positioned inside of AntiChamber and use the breaches in the ceiling he made earlier to prevent defenders from re-establishing a foothold near the Office(B) bomb site.
 
POLICE LINE SPAWN LOCATION:
 
ATTACKING: [1F] PRESS(A) - LOBBY(B)
The primary route of attack on this bomb site will be by the attacking team attempting to plant the defuser inside of the outside double door leading into Lobby(B) from the south of the bomb site. This is the most common strategy due to the safe and direct route to the bomb site the attacking team is given in addition to the attackers not needing too much map control in order to successfully plant the defuser. That being said, some map control is still required by attackers before planting the defuser. It is very common for defenders to have a presence inside of the second floor Meeting Room as, any defenders with the ability to open the flooring of 2F Meeting Room, can provide any defenders on the second floor a clear line of sight to the default plant spot inside of Lobby(B) without over exposing themselves to the outside. Buck will provide the largest amount of value to the attacking team by assisting teammates in establishing total control over the second floor. After isolating defenders to the first floor and basement, Buck should then position himself inside of the second floor Meeting Room, Connector, and Office as these rooms will allow Buck to expose defenders on the first floor through the ceiling. Buck should remain on the second floor for the entirety of the round and maintain vertical pressure onto defenders playing inside of Lobby(B) and Press(A) while attacking teammates apply ground level pressure from the Lobby(B) double doorway and Yellow Stairs.
 
SIDE ENTRANCE SPAWN LOCATION:
 
ATTACKING: [1F/BSMNT] TELLERS(A) - ARCHIVES(B)
The primary route of attack on this bomb site will be by the attacking team entering the building through the first floor Visa Entrance on the eastern side of the building and proceeding to gain control of Visa Office. Before gaining control over Visa Office, the attacker must first deduce whether or not the defenders are playing inside of the second floor Administrators Office as this will be the defending teams primary method for defending Tellers(A) due to their ability to open the flooring of Administrator's Office and use the vertical angles against the attackers approach from either Visa Entrance or Spiral Hallway. Buck will be an incredibly important operator for attackers to have on their roster due to the operators soft-breaching capabilities. After isolating defenders to the first floor and Basement, Buck should open the flooring inside of the 2F Vending, Printer, and Admin Office as this will allow attackers to flush out defenders playing anywhere on the first floor inside of Tellers(A), Visa, or Tellers Hallway. Similar to the Lobby-Press bomb sites, Buck should maintain vertical pressure onto defenders for the entirety of the round from the second floor as this will be the only way to effectively maintain control over the Tellers(A) bomb site until attacking teammates can establish a physical presence on the first floor inside of Tellers(A) and Visa.
 
GAS STATION SPAWN LOCATION:
 
ATTACKING: [BSMNT] CAFETERIA(A) - GARAGE(B)
The primary route of attack on this bomb site will be by the attacking team breaching the reinforced wall located on the west of the Garage(B) and planting the defuser in front of ‘White Van’. However, before breaching the reinforced wall, the attackers will need to gain control over the first floor Press Room and Lobby as these two rooms are located directly above the basement bombsites. Buck will be a great operator to bring for this exact purpose. Attacking teammates like Buck, IQ, and Sledge should work together to effectively establish control over the first floor Lobby and Press rooms as this will provide Buck with the ability to breach the ceiling above the bomb site- in particular, above the main wall inside of Garage(B) which separates the bomb site from the outside. Buck should breach the flooring inside the Press room directly adjacent to the Piano in order to expose defenders like Kaid or Bandit playing near the White Van. After assisting the attacking teams hard breacher in opening the Garage(B) wall, Buck should the reposition to the bottom level of Spiral Stairs and apply horizontal pressure onto defenders inside of Cafeteria(A) while the bulk of the attacking team applies pressure from Yellow Stairs and the Garage(B) outside breach hole.
 
Thank you for reading and I hope this was helpful for you guys.
 
If you are interested in more content or want to ask me questions, you can always find me on Twitch or connect with me via discord - I always enjoy discussing Siege with fellow enthusiasts; regardless of skill level.
Discord - https://discord.com/invite/TjGAPdM
Twitch - https://www.twitch.tv/footwork6

Guide for playing 'Buck' on 'Consulate'. +4
Guide for playing 'Buck' on 'Consulate'.
footwork.
footwork. footwork.
verified LV.20 S 7d

Guide for playing 'Buck' 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.
 
Buck is a two armor, two speed attacking operator. His ability is known as the ‘Skeleton Key’ which is a mini shotgun attachment placed on the bottom of the operator's primary weapon. Buck is a soft-breacher and is used to destroy obstacles like un-reinforced walls and flooring as a method of providing the attacking team with dynamic angles that can be used to eliminate defenders as well as defending utility. The operator is similar to Sledge as a soft-breacher although Buck is unique in that the operator has the ability to destroy the ceilings from the ground floor. This is an incredibly valuable advantage as it provides attackers with the ability to destroy the flooring underneath defenders on certain second floor bomb sites.
 
If you are to be in accordance with the current meta, Buck’s loadout should be as follows:
PRIMARY: C-8 ASSAULT RIFLE (Attachments to player preference)
SECONDARY: MK1 9MM (Attachments to player preference)
UTILITY: FLASHBANG GRENADES
 
ATTACKING SPAWN LOCATIONS:
 
ATTACKING: [2F] CEO(A) - EXECUTIVE(B)
The primary route of attack on this bomb site will be by the attacking team entering the building through the second floor ‘Terrace’ located to the south east of the map. After gaining control over square stairs, the attackers will proceed to open the reinforced wall separating CEO(A) from Square as this will provide attackers with a direct route to the bomb site to plant the defuser. Buck should breach the objective building through the Dirt Tunnel - located directly next to the Jewelry spawn location. After breaching the building and safely establishing control inside of Server and Blue Stairs, Buck should eliminate any defenders playing in or around the first floor Archives. This will then provide the operator with the ability to use his Skeleton Key to breach the ceiling of Tellers-Archives and expose defenders playing on the bomb site inside of CEO(A) and Executive(B). Buck will also be able to reliably eliminate any entry denial utility placed on the CEO(A) reinforced wall which separates the bomb site from the top of Square Stairs. After assisting the attacking teams hard breacher in opening the site wall, Buck should then reposition to the Main Lobby and try to apply pressure onto defenders from the top of Main Lobby Stairs and Banana. This will create a type of pincer attack and force defenders to split the attention across multiple routes of assault.
 
ALLY ACCESS SPAWN LOCATION:
 
ATTACKING: [1F] OPEN(A) - STAFF(B)
The primary route of attack on this bomb site will be by the attacking team gaining control over the second floor as the entire ceiling of 1F Open(A)-Staff(B) is able to be destroyed in order to gain dynamic angles into the bomb site. Buck will provide a tremendous amount of value to the attacking team with the operators Skeleton Key ability. After attackers have successfully isolated all of the defensive presence to the first floor, Buck can breach a massive amount of the ceiling of Open(A) with his shotgun gadget from inside of 2F Stock Trading. Buck should keep his positioning on the second floor for the entirety of the round. The operators breach holes will be most effective if an attacking player can spend all of their time and attention using them - Buck should maintain vertical pressure onto defenders inside of Open(A) from the second floor Stock Trading while attacking teammates apply horizontal pressure from either the first floor Metal Detector or Archives.
 
JEWELRY SPAWN LOCATION:
 
ATTACKING: [1F] TELLERS(A) - ARCHIVES(B)
The primary route of attack on this bomb site will be by the attacking team gaining control of the second floor CEO Office as this will enable attackers to destroy the ceiling of the Tellers-Archives bomb site. Attackers will also focus on control of Kitchen and Open Area as this will enable attacking hard breachers like Hibanna and Thermite to breach the reinforced wall between Admin Office and Archives(B). Buck will be needed on this bomb site for primarily the same reason the operator was brought on the previously mentioned Open-Staff bomb sites. Attackers will need to establish second floor control inside of CEO and Executive in order to breach the ceiling of the first floor bomb sites inside of Tellers(A) and Archives(B). This will provide the attacking team with the ability to eliminate any entry denial utility placed on the wall separating Open and Archives(B) - allowing the attacking teams hard breacher to successfully breach the site wall.
 
PARKING SPAWN LOCATION:
 
ATTACKING: [BSMNT] CCTV(A) - LOCKERS(B)
The primary route of attack on this bomb site will be by the attacking team gaining control of the first floor Open Area and Kitchen as the hatches located on the floors are crucial in cutting off defenders rotating throughout the basement and two bomb sites. Buck will not be used for his soft-breaching capabilities on this bomb site, however, the operator can still provide value to the attacking team by acting as an entry fragger. Buck should spawn at the Back Alley spawn location with the rest of the attacking team to assist teammates in establishing control inside of Open Area and the first floor portion of the Square Stairs. This will then provide attackers with the ability to breach the reinforced hatches inside of Open Area and Office which will allow attackers to apply vertical pressure onto the CCTV(A) bomb site and Blue Hallway. Buck can also use his stun grenades to burn any anti-projectile utility placed on the Blue Stairs by defenders. This will allow attacking teammates like Ash and Zofia to use their explosive launchers to eliminate the deployable shield that is commonly used inside of Blue Stairs by defenders as a way of defending Server.
 
Thank you for reading and I hope this was helpful for you guys.
 
If you are interested in more content or want to ask me questions, you can always find me on Twitch or connect with me via discord - I always enjoy discussing Siege with fellow enthusiasts; regardless of skill level.
Discord - https://discord.com/invite/TjGAPdM
Twitch - https://www.twitch.tv/footwork6

Guide for playing 'Buck' on 'Bank'. +4
Guide for playing 'Buck' on 'Bank'.
footwork.
footwork. footwork.
verified LV.20 S 7d

Guide for playing 'Buck' 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.
 
Buck is a two armor, two speed attacking operator. His ability is known as the ‘Skeleton Key’ which is a mini shotgun attachment placed on the bottom of the operator's primary weapon. Buck is a soft-breacher and is used to destroy obstacles like un-reinforced walls and flooring as a method of providing the attacking team with dynamic angles that can be used to eliminate defenders as well as defending utility. The operator is similar to Sledge as a soft-breacher although Buck is unique in that the operator has the ability to destroy the ceilings from the ground floor. This is an incredibly valuable advantage as it provides attackers with the ability to destroy the flooring underneath defenders on certain second floor bomb sites.
 
If you are to be in accordance with the current meta, Buck’s loadout should be as follows:
PRIMARY: C-8 ASSAULT RIFLE (Attachments to player preference)
SECONDARY: MK1 9MM (Attachments to player preference)
UTILITY: FLASHBANG GRENADES
 
ATTACKER SPAWN LOCATIONS:
 
ATTACKING: [2F] OFFICE(A) - INITIATION(B)
The primary route of attack on this bomb site will be by the attacking team gaining control over Dragon Stairs, Cash room, and Control Room. After establishing control over the eastern most rooms of the second floor, the attacking team will breach the reinforced wall separating Initiation(B) room from Control room as this will provide attackers with significant control over Initiation(B) allowing them to plant the defuser. Buck can provide value to the attacking team on this bomb site by establishing control on the first floor inside of Armory. This will position the player to use the operators Skeleton Key on the ceiling of Armory and effectively expose defenders playing inside of Office(A) as the flooring of this entire bomb site can be destroyed by any attacking soft-breacher. Buck will also be capable of eliminating any entry denial utility placed on the reinforced walls separating Office(A) from Cash and Yellow Hallway. Communicate with the attacking teammates to determine which route of attack will make the most sense based on where defenders are positioning themselves after Buck has breached the Office flooring.
 
BUMPER CAR 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). Buck will provide the most amount of value to the attacking team by establishing control on the first floor inside of Drug Storage. This will enable the player to breach the flooring of Cafe and eliminate any defenders playing inside of Cafe as well as eliminate any defending utility. After Buck has assisted teammates in establishing control over Cafe and Arcade Hallway, the operator should then reposition to the first floor Barrel room and breach the ceiling. This will expose defenders playing inside of 2F Bunk(A) as well as allow the player to eliminate any defensive entry-denial utility placed on the wall separating Bunk(B) and Initiation.
 
TEA CUPS SPAWN LOCATION:
 
ATTACKING: [1F] ARMORY(A) - THRONE(B)
The primary route of attack on this bomb site will be by the attacking team establishing control over bottom Arcade and Barrels as the reinforced wall separating 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. Buck will provide the most value to the attacking team by establishing control on the second floor inside of Office. This will enable the attacking team to breach the flooring of Office and eliminate any defending operators playing inside of Armory(A) as well as eliminate any entry-denial utility placed on the wall separating Armory(A) and Yellow Stairs. Buck will also most likely be needed to assist the attacking team by using his flash bang grenades to burn any of Jager’s or Wamai’s gadgets placed on the bomb site as a way of preventing attackers from using frag grenades to eliminate entry-denial utility or defending players positioned inside of Armory(A) or Throne(B).
 
MAIN ENTRANCE SPAWN LOCATION:
 
ATTACKING: [1F] LAB(A) - STORAGE(B)
The primary route of attack on this bomb site will be by the attacking team establishing control over the second floor Upper Arcade, Cafe, and Yellow Hallway as the flooring inside of these rooms can be destroyed in order to open up lines of sight down onto the two bomb sites as well as the first floor bathroom which is not one of the bomb sites but is commonly used by defenders to defend Storage(B). Other than breaching the flooring of 2F Cafe, Buck will not be used very frequently for soft-breaching capabilities. However, Buck can still provide value to that attacking team by assisting teammates in acting as an entry fragger for the attacking team while control over the second floor is being established. After attackers have isolated all defenders to the first floor, Buck should reposition to the first floor inside of Barrels. Buck can then use the Skeleton Key to breach the soft wall separating Barrels and 1F Arcade Hallway. This will open up a new line of sight from Barrels that looks directly through the Drug Lab(A) bomb site and will allow Buck to prevent defenders from using the doorway connecting Lab(A) to Storage(B).
 
Thank you for reading and I hope this was helpful for you guys.
 
If you are interested in more content or want to ask me questions, you can always find me on Twitch or connect with me via discord - I always enjoy discussing Siege with fellow enthusiasts; regardless of skill level.
Discord - https://discord.com/invite/TjGAPdM
Twitch - https://www.twitch.tv/footwork6

Guide for playing 'Buck' on 'Theme Park'. +4
Guide for playing 'Buck' on 'Theme Park'.
footwork.
footwork. footwork.
verified LV.20 S 7d

Guide for playing 'Buck' on 'Kafe'.


[DISCLAIMER: This guide is intended to be as bare bones as possible in order to give general advice to any new Rainbow Six: Siege players. In addition to this article being opinionated, I would like to also state that zero-sum strats in this game do not exist and the tell of a good Siege player is their decision making and adaptation to the changing battlefield.]
 
Kafe is a triple-level map (consisting of three floors) found both in ranked play as well as professional. The current architecture of the building is fairly balanced since the rework of the map.
 
Buck is a two armor, two speed attacking operator. His ability is known as the ‘Skeleton Key’ which is a mini shotgun attachment placed on the bottom of the operator's primary weapon. Buck is a soft-breacher and is used to destroy obstacles like un-reinforced walls and flooring as a method of providing the attacking team with dynamic angles that can be used to eliminate defenders as well as defending utility. The operator is similar to Sledge as a soft-breacher although Buck is unique in that the operator has the ability to destroy the ceilings from the ground floor. This is an incredibly valuable advantage as it provides attackers with the ability to destroy the flooring underneath defenders on certain second floor bomb sites.
 
If you are to be in accordance with the current meta, Buck’s loadout should be as follows:
PRIMARY: C-8 ASSAULT RIFLE (Attachments to player preference)
SECONDARY: MK1 9MM (Attachments to player preference)
UTILITY: FLASHBANG GRENADES
 
ALL ATTACKER SPAWN LOCATIONS:
 
ATTACKING: [3F] BAR(A) - COCKTAIL(B)
The primary route of attack on this bomb site will be by the attacking team gaining control over Cigar. This will allow attackers to breach the reinforced wall separating Cigar and Freezer and, in turn, flush out any defenders playing inside of Freezer. After eliminating defenders inside of the Freezer, attackers will attempt to plant the defuser under the cover of smoke behind one of the wooden counters inside of Bar(A). Defenders will commonly bring Mira and use her Black Mirror inside of Cocktail(B) so that the gadget is overlooking Bar(A). Attackers can counter this by taking an operator like Buck and, using the Skeleton Key, the player can breach the flooring underneath the Mira and eliminate the window from the second floor Reading Room. This will also be advantageous for attackers as Buck will be in an actionable position to actively hunt down second floor roamers attempting to use nitro-cell underneath attacking teammates positioned inside of Cigar and Christmas.
 
RIVER DOCKS SPAWN LOCATION:
ATTACKING: [2F] FIREPLACE(A) - MINING(B) + [2F] READING(A) - FIREPLACE(B)
Due to these two bomb sites being so similar in nature, both bomb sites will be covered in one section of the guide.
 
Attackers will begin the round by establishing control over the third floor (similar to the way in which attackers played on the previous bomb site). After the attacking team has isolated all defensive presence to the second floor, Buck will be used to breach the flooring in certain strategic areas that will expose defenders playing on any of the relevant bomb sites.
 
In the event that defenders are inside of [2F] FIREPLACE(A) - MINING(B), Buck will use his Skeleton Key to breach the flooring inside of Christmas and Cigar. The breach holes made in these rooms will expose every possible position in which defenders would be able to anchor from on this bomb site (excluding Fireplace due to the bomb sites ceiling being hard).
 
In the event that defenders are inside of [2F] READING(A) - FIREPLACE(B), Buck will use his Skeleton Key to breach the flooring inside of Cocktail and Bar. Although this will expose a large amount of the second floor Reading(A) bomb site, attackers still need to be aware of defenders playing in positions adjacent to that bomb site that cannot be made as vulnerable as easily. Such locations include: Fireplace(B), Pillar, Pillar Stairs, and Laundry.
 
Although both of these two bomb sites are quite difficult to defend, that does not always mean that they are easy to attack. As an attacker, it can be very tempting to spend the entire round on the third floor. All the while, not establishing any form of horizontal pressure on the second floor in which a final site execution can be carried out from. Hold yourself, as well as your teammates, accountable for small mistakes like these - it will oftentimes be the difference between a win and a loss.
 
CHRISTMAS MARKET SPAWN LOCATION:
 
ATTACKING: [1F] SERVICE(A) - COOKING(B)
The primary route of attack on this bomb site will be by the attacking team gaining control of Large and small Bakery. This will allow attacking hard breachers like Thermite and HIbanna to breach the reinforced wall between Cooking(B) and large Bakery. It is common for defenders to Kaid or Bandit trick the Bakery-Cooking wall. This is because defending Cooking(B) is almost impossible to do after the wall has been opened. Buck will be assisting the attacking teams hard breachers by establishing control of the second floor inside of Mining and Train. From this position the player will be able to breach the flooring inside of Mining and eliminate any entry denial utility placed on the Cooking(B) wall. This will also position Buck to breach additional portions of the Cooking(B) ceiling and force defenders to fall back to positioning deeper inside of Service(A). This will provide the attacking team with a perfect window in which to plant the defuser inside of the Cooking(B) bomb site. Buck can add even more value to the attacking team after the defuser has been planted as the operator will be able to eliminate any defenders trying to disarm the defuser from the breach holes made earlier inside of Mining.
 
PARK SPAWN LOCATION:
 
Thank you for reading and I hope this was helpful for you guys.
 
If you are interested in more content or want to ask me questions, you can always find me on Twitch or connect with me via discord - I always enjoy discussing Siege with fellow enthusiasts; regardless of skill level.
Discord - https://discord.com/invite/TjGAPdM
Twitch - https://www.twitch.tv/footwork6

Guide for playing 'Buck' on 'Kafe'. +4
Guide for playing 'Buck' on 'Kafe'.
footwork.
footwork. footwork.
verified LV.20 S 7d

Guide for playing 'Buck' 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.
 
Buck is a two armor, two speed attacking operator. His ability is known as the ‘Skeleton Key’ which is a mini shotgun attachment placed on the bottom of the operator's primary weapon. Buck is a soft-breacher and is used to destroy obstacles like un-reinforced walls and flooring as a method of providing the attacking team with dynamic angles that can be used to eliminate defenders as well as defending utility. The operator is similar to Sledge as a soft-breacher although Buck is unique in that the operator has the ability to destroy the ceilings from the ground floor. This is an incredibly valuable advantage as it provides attackers with the ability to destroy the flooring underneath defenders on certain second floor bomb sites.
 
If you are to be in accordance with the current meta, Buck’s loadout should be as follows:
PRIMARY: C-8 ASSAULT RIFLE (Attachments to player preference)
SECONDARY: MK1 9MM (Attachments to player preference)
UTILITY: FLASHBANG GRENADES
 
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. The primary responsibility of Buck will be to breach the first floor through the Main Entrance located on the westernmost side of the objective building. After establishing control inside of Bottom Metal, Vent, and Workshop, Buck will then proceed to use the Skeleton Key to breach the flooring of Armory(A) and eliminate any entry-denial placed on the reinforced wall inside of Box. This will allow the attacking teams hard breacher to breach the wall separating the second floor west balcony and Armory(B). Buck can also use his Skeleton Key to open the flooring of Archives(A) and eliminate any utility placed by defenders like Mute Jammers and Jager trophy Systems inside of the bomb site.
 
VALLEY SPAWN LOCATION:
 
ATTACKING: [1F] BATHROOM(A) - TELLERS(B)
The primary route of attack on this bomb site will be by the attacking team breaching the reinforced wall separating Tellers(B) from the outside - located on the north eastern wall of the first floor. Attackers will also typically need control of the second floor ‘Offices’ as it is very common for defenders to defend Bathroom(A)-Tellers(B) vertically from the second floor. Buck will be a vital operator for the attacking team on this bomb site. In addition to the operator being able to apply a large amount of vertical pressure onto the defenders inside of Tellers(B), Buck will also be incredibly valuable for attackers attempting to establish second floor control inside of Office. Due to defenders typically not having reinforcements on the walls separating Archives and Short Hall from Fountain and Office, Buck can provide a significant advantage to attackers by being able to quickly breach these walls and expose defenders on the second floor from a variety of dynamic angles. After establishing Office control on the second floor, Buck can then breach the ceiling of the first floor and expose defender positioning inside of Tellers(B).
 
EAST VEHICLE SPAWN LOCATION:
 
ATTACKING: [1F] SUPPLY(A) - CUSTOMS(B)
The primary route of attack on this bomb site will be by the attacking team breaching the south-western reinforced wall leading from the outside into Detention. Attackers will also commonly attempt to gain control over the second floor CCTV and Break Room as these positions will provide great vertical control over the two first floor bomb sites. Buck will be used very similar to the way in which the operator was used on the previously mentioned Tellers-Bathroom bomb sites. The difference on this bomb site being that, instead of establishing control inside of Office and Fountain, Buck will be prioritizing control inside of CCTV and Break Room located above the bomb site on the second floor. The optimal way to gain control over these rooms is to have multiple attackers apply pressure on CCTV and Break Room from multiple directions. Buck should establish control inside of 90 Hallway and use the operators Skeleton Key to breach the walls separating Break Room and Long Hall. Defenders will almost never anticipate this and will be forced to shift their second floor defense deeper into CCTV. This will then expose defenders to the additional attackers positioned outside of CCTV on the second floor West Balcony.
 
WEST VEHICLE SPAWN LOCATION:
 
ATTACKING: [1F] WORKSHOP(A) - VENT(B)
The primary route of attack on this bomb site will be by the attackers establishing full control of the second floor Armory-Archives rooms located directly above the Workshop(A)-Vent(B) bomb sites. After gaining control of the second floor, attackers will breach the reinforced hatches located inside of Armory Desk and Archives in addition to destroying the flooring of the second floor as this will allow attackers full vertical control of the two ground floor bomb sites. Buck should breach the objective building from the second floor West Balcony and establish control over the second floor Armory and Archives. After eliminating the defensive presence inside of Armory, Buck will want to immediately breach the ceiling above the default rotation connecting Workshop(A) and Ventilation(B). This will prevent defenders from being able to safely access Vent(B) after attackers establish control over the second floor. Maintaining vertical pressure on the rotation between the two bomb sites will provide attackers with a significant advantage in that attackers will be able to keep the Ventilation(B) bomb site clear of any defensive presence. This will then give the attacking team a great opportunity to plant the defuser inside of Vent(A).
 
Thank you for reading and I hope this was helpful for you guys.
 
If you are interested in more content or want to ask me questions, you can always find me on Twitch or connect with me via discord - I always enjoy discussing Siege with fellow enthusiasts; regardless of skill level.
Discord - https://discord.com/invite/TjGAPdM
Twitch - https://www.twitch.tv/footwork6

Guide for playing 'Buck' on 'Border'. +3
Guide for playing 'Buck' on 'Border'.
footwork.
footwork. footwork.
verified LV.20 S 7d

Guide to Playing Kaid on Villa

Villa, the Italian map of operation Para Bellum, features three floors, and three staircases that enable bold flanking plays to be made, especially through the poorly watched basement. In addition to these many flanking routes, all sites lack an external wall, so multiple rooms need to be pushed through when attacking. These features make it a generally defender-favored map.
 
Kaid, the Moroccan defender, has some of the greatest potential for creative expression. He is a three armor one speed operator and is quite rigidly an anchor. His role is primarily focused around breach denial, though he also has potential for drone denial. He is a great operator to main and fits universally into both simple, and elaborate setups.
 
Kaid’s Rtila Electroclaw can be tossed out and will stick to any surface, activating after a brief delay. Any reinforcements, barbed wire, or deployable shields in a 2 meter radius will become electrified, even through walls. Electrified surfaces zap and destroy all electronic gadgets in close proximity, including defender gadgets, so ask your teammates to move their gadgets if they are too close to something you wish to electrify. When placed in the middle of 3 adjacent reinforced walls, all 3 will be electrocuted.
 
KAID’S COUNTERS & COUNTERING THEM
You can use your Electroclaws to “trick” walls, picking them up before they are destroyed by Thatcher’s EMPs or Kali’s Lance and immediately placing them back to destroy breach gadgets. IQ and Twitch are also notable counters to Kaid, as are explosives. But when barbed wire is cleverly electrified, Twitch’s drone will be kept away. Electrified surfaces will destroy Ash’s breaching rounds. And you can protect your Electroclaw from IQ in some instances by using bulletproof furniture. Finally, Kali can destroy your Electroclaws, but when you offset their placements, if she is unable to determine their exact location, she may misfire her Lance.
 
KAID’S LOADOUT
Kaid has access to the TCGS12, an incredibly lethal, high-skill shotgun which fires slug rounds. 1 and 2 armor attackers within 18 meters will die in 2 torso shots. This is Kaid’s only gun which can accommodate an ACOG, and is useful for opening up rotations and lines of sight. Alternatively, you may run the AUG A3, a modest submachine gun which does feature a shallow dropoff curve, boasting 26 damage after bottoming out, a fair bit higher than most SMGs. It is also extremely easy to handle when equipped with a vertical grip and compensator. The pick comes down to preference as both are viable.
 
Kaid brings one of two sidearms, each offering seriously high stopping power. The LFP586 revolver has high penetration, making it great for opening small holes mid round to toss a C4 through. The .44 magnum is a semi-automatic pistol equipped with a low-powered scope. It’s great to bring if you want a long-range sight, but has super high recoil, making it difficult to chain shots together. It is a bit of a meme cannon too, ideal for scoring those 30 meter 1 tap spawn peeks. The Nitro Cell is the more powerful of the two secondary gadgets, great for denying plants and landing kills from safe positions without exposing yourself. Barbed Wire is sometimes necessary for the team however, and is more powerful when electrified.
 
 
DEFENDER BOMBSITES
 
BOMB SITE 1 – Aviator Room [1F] and Games Room [2F]
 
Aviator Room and Games Room connect to each other through Vault and are surrounded by a few hallways and Study. Attackers like to push from Study and invest utility into opening either of the walls. They may also pressure “90 hallway” from the window by Vault. Other than that, watch for flanks coming from Landing by Red Stairs, or Lobby Stairs.
 
This wall in Games can be comfortably tricked from behind Bar. This rotate lets you watch Landing from Bar.
 
Shoot out the top of Aviator wall so you can toss a nitro at attackers in Study. This rotate gives good lines of sight for the anchor in Vault.
 
If someone is already taking care of the main walls, you can secure the flank electrifying these four walls and barbed wire.
 
Vault should be kept shut as well. You can electrify the single panel and the drone hole with some barbed wire.
 
Hiding an EC under the bench on ping can electrify Red Stairs to deter rushes.
 
 
BOMB SITE 2 – Trophy Room [2F] and Statuary Room [2F]
 
This site is almost as popular as the former, and is the preference for some teams. Attackers nearly always take control of Master Bedroom and breach Statue wall. Bathroom can be played, and even Closet can be played to delay this as long as possible. Teams often push through Landing and sometimes Trophy Entrance, coming from Red Stairs and 90 Hall. Astronomy Room is very crucial to hold onto and whoever controls it influences the round outcome heavily.
 
You can trick the main wall and toss nitros over at attackers in Bedroom.
 
Set up Astro in this way if you are on destruction duty. Melee the Globe on ping to give more space to move around. When playing here a great place to hold is behind the Desk.
 
Electrifying bathroom with an EC below can keep breachers and drones at bay.
 
Place your EC here to electrify the Bathroom setup.
 
Break the chairs on either side of Owl to anchor here between the windows.
 
 
BOMB SITE 3 – Living Room [1F] and Library [1F]
 
This site is perhaps the least popular, mostly because it is extremely large and holding it requires spreading out your resources. Attacking teams typically take control of Lobby and Piano to breach Desk wall in Library. Otherwise they may take Kitchen and Dining to focus on pushing Living Room. Whether or not they breach above to flush out anchors depends on their playstyle and familiarity with attacking the site. Be careful of Mudroom and Toilet as they each offer attackers quick access to site.
 
This is the main wall for attackers to breach. If you have an ADS nearby, go prone so you are safe to trick the wall and keep it shut.
 
This is the Main wall from the other side and the Connector wall. Electrify them both and some barbed wire to disrupt attacker droning.
 
You can use an EC to electrify triple wall in Living Room to play here. Toss a C4 over holes in the top at attackers by Red Stairs. Open a rotate to Connector and pop the hatch to allow more options for moving around.
 
Hide an EC in the Cabinet to electrify the two single panels. Open holes in the top to toss nitros at attackers pushing from Kitchen.
 
 
BOMB SITE 4 – Kitchen [1F] and Dining Room [1F]
 
Attacking teams will usually take Master Bedroom to play vertically and enable a Laundry push. It is also common to see them hold Living Room and Mudroom or Piano so they can cut off roamers attempting to return to site. Be careful of rushes coming through the basement either up the stairs by China Room, or Pantry. Memorial Room is a good place to hold Dining without playing inside it.
 
You can trick Laundry wall if you reinforce the wall on ping. You can also shoot out the top of both for nitro play.
 
The tipped over table on ping offers great cover for anchors. Reinforce these two walls but open a line of sight on the right to contest attackers pushing in China.
 
Electrify the single in China and some barbed wire to secure the flank.
 
Similarly you can protect the flank from Pantry.
 
If you do not intend to trick Laundry wall, and would rather play Memorial, reinforce this wall, and the one on ping. Open lines of sight instead of reinforcing the other wall to give an angle onto Dining.
 
This EC can keep drones out of Memorial if the other walls are taken care of.
 
 
I have quite a few Kaid guides by now and more to come! Check out some of my older ones for more advanced tips on how to cleverly place your electroclaws and find similar situations on other maps!
https://moot.us/lounges/10/boards/1560/posts/4138041/guide-to-playing-kaid-on-clubhouse
https://moot.us/lounges/10/boards/1560/posts/4117858/guide-to-playing-kaid-on-oregon
https://moot.us/lounges/10/boards/1560/posts/4181101/guide-to-playing-kaid-on-consulate

Guide to Playing Kaid on Villa +23
Guide to Playing Kaid on Villa
drTaperdown
drTaperdown drTaperdown
verified LV.12 Big Chungus 8d

BEST VALKYRIE CAM SPOTS!!!👍👍👍👇👇👇

Watch "Rainbow Six Siege BEST Valkyrie Cam Spots on BANK" on YouTube
https://youtu.be/7IYVASum8U8

BEST VALKYRIE CAM SPOTS!!!👍👍👍👇👇👇
AverageGaming R6
AverageGaming R6 AverageGaming R6
LV.6 Assassin 8d

Guide to Playing Kaid on Theme Park

Theme Park, the Chinese map of operation Blood Orchid, is an abandoned spooky amusement park which has since been repurposed for rather devious activity. It features two very spread out floors and three staircases as well as two roof hatches. The map is essentially rectangular in shape, being split in half East to West. The choice between four viable bomb sites, and the time it takes for attackers to completely roam clear tends to leave the defending team in favor.
 
Kaid, the Moroccan defender, has some of the greatest potential for creative expression. He is a three armor one speed operator and is quite rigidly an anchor. His role is primarily focused around breach denial, though he also has potential for drone denial. He is a great operator to main and fits universally into both simple, and elaborate setups.
 
Kaid’s Rtila Electroclaw can be tossed out and will stick to any surface, activating after a brief delay. Any reinforcements, barbed wire, or deployable shields in a 2 meter radius will become electrified, even through walls. Electrified surfaces zap and destroy all electronic gadgets in close proximity, including defender gadgets, so ask your teammates to move their gadgets if they are too close to something you wish to electrify. When placed in the middle of 3 adjacent reinforced walls, all 3 will be electrocuted.
 
KAID’S COUNTERS & COUNTERING THEM
You can use your Electroclaws to “trick” walls, picking them up before they are destroyed by Thatcher’s EMPs or Kali’s Lance and immediately placing them back to destroy breach gadgets. IQ and Twitch are also notable counters to Kaid, as are explosives. But when barbed wire is cleverly electrified, Twitch’s drone will be kept away. Electrified surfaces will destroy Ash’s breaching rounds. And you can protect your Electroclaw from IQ in some instances by using bulletproof furniture. Finally, Kali can destroy your Electroclaws, but when you offset their placements, if she is unable to determine their exact location, she may misfire her Lance.
 
KAID’S LOADOUT
Kaid has access to the TCGS12, an incredibly lethal, high-skill shotgun which fires slug rounds. 1 and 2 armor attackers within 18 meters will die in 2 torso shots. This is Kaid’s only gun which can accommodate an ACOG, and is useful for opening up rotations and lines of sight. Alternatively, you may run the AUG A3, a modest submachine gun which does feature a shallow dropoff curve, boasting 26 damage after bottoming out, a fair bit higher than most SMGs. It is also extremely easy to handle when equipped with a vertical grip and compensator. The pick comes down to preference as both are viable.
 
Kaid brings one of two sidearms, each offering seriously high stopping power. The LFP586 revolver has high penetration, making it great for opening small holes mid round to toss a C4 through. The .44 magnum is a semi-automatic pistol equipped with a low-powered scope. It’s great to bring if you want a long-range sight, but has super high recoil, making it difficult to chain shots together. It is a bit of a meme cannon too, ideal for scoring those 30 meter 1 tap spawn peeks. The Nitro Cell is the more powerful of the two secondary gadgets, great for denying plants and landing kills from safe positions without exposing yourself. Barbed Wire is sometimes necessary for the team however, and is more powerful when electrified.
 
 
DEFENDER BOMBSITES
 
BOMB SITE 1 – Initiation Room [2F] and Office [2F]
 
Initiation and Office are split apart by Waiting Room, which is itself quite exposed and risky to play in. This makes it easy for attackers to cut off rotations between sites when attacking from the West, forcing defenders to rotate instead through the hallway between Cash and Control Room. Beware the roof hatches above Yellow Corridor and Control Room providing attackers quick access to site. The site can also be held by extending into Cash and Control or instead stretching into Bunk and Cafe for more elaborate setups.
 
Reinforce Control Room wall and use this EC to deny breaching and droning when combined with barbed wire. This half wall and the Shrine make for good cover when anchoring here. The wall on the left can be reinforced, or a rotate into Bunk can be made.
 
When reinforcing Bunk wall hide your EC here in Throne so it isn't easily shot out by attackers in Control.
 
Place barbed wire in these two locations on ping then pop the hatch to limit attacker maneuverability.
 
Drop the hatch and slap an EC here in Armory to electrify the wire, thereby limiting attacker droning as well.
 
Remodel Office in this way, reinforcing the wall on my Crosshair as well. You can anchor in Vault. The reinforcement on ping keeps attackers from getting wallbangs on anchors from Bunk.
 
Electrify Cash wall and some barbed wire to keep drones from coming through Office Showers.
 
 
BOMB SITE 2 – Bunk [2F] and Day Care [2F]
 
A rather popular site, Bunk and Day Care are surrounded by three hallways and Break Room. Attackers will likely push from Cafe, and possibly up Yellow or Arcade Stairs. Be wary as well of the hatch in the hallway by the vending machine that attackers may drop. The other push comes from Cash and Control in through Initiation to breach Bunk wall. There is also always the threat of attackers rappelling into Break Room to flank site.
 
Reinforce the main wall in Bunk leading to Initiation and make a rotate in the middle of the wall between sites. Anchor on ping using the furniture as cover.
 
It takes two ECs to do so but you can electrify all four panels of this wall and plenty of barbed wire in the hallway, making a Cafe push quite difficult.
 
Reinforce these two panels in Break Room and make a rotate leading to Arcade Balcony. You can anchor on ping by the fridge or rotate over to this position to contest attackers down on this end.
 
Extending into Office gives you more room to work with, and helps to better control the flank. Simply ask a teammate to reinforce the single panel in Cafe and you are good to go!
 
 
BOMB SITE 3 – Armory [1F] and Throne Room [1F]
 
This is widely considered to be the most defender-favored site. The reason for this is because there are many different ways to deny breaching of the three reinforced walls, and the ceiling above Throne Room is indestructible. Given that the tops of the panels can be shot open, impact tricking is viable, or teammates can throw C4s over the reinforcements, and of course traditional breach denial operators work well. Be sure someone is keeping an eye on Split from either side to easily trade kills on attackers pushing through.
 
Make a hole above Barrels wall to toss your nitro at attackers going for the breach. From here you can cover Split.
 
You can do the same with Maintenance wall as well.
 
This anchor position in Throne Room is difficult for attackers to uproot you from, particularly if you are sitting on an ADS.
 
If you are playing in Armory instead, bring a nitro for the same sort of toss, or vertical play, since the ceiling is destructible. If wall gets opened, you can retreat to ping, where attackers have to turn around to shoot at you.
 
Playing by the furnace is powerful too, offering some long lines of sight, especially when you open holes in the base of the wall on ping. The ceiling above this position is indestructible too!
 
If you are paired with multiple operators working to keep the walls shut, consider keeping hatch shut with an EC. Some barbed wire here is helpful too.
 
 
BOMB SITE 4 – Lab [1F] and Storage [1F]
 
This site can be defended in a few ways. One option is to send a few roamers above to to cover site entrances using holes in the flooring. Another is to extend the defense into Armory and Throne Room by reinforcing East and West Throne Wall, effectively granting control over the site flank and creating a safe area for roamers above to retreat using Split hatch. To complete this strategy someone should open a line of sight onto Yellow Stairs from Armory using a shotgun. Attackers tend to push upstairs to establish vertical control, but if they get a pick by Bathroom or Storage they may simply rotate to site to plant.
 
Reinforce this entire hallway wall and protect these three panels with an EC on ping.
 
Make a small rotate by Lockers and anchor on ping. Keep a nitro in your pocket for vertical play, or tossing over the reinforcements at attackers in the hallway.
 
Making an elevated vault hole here creates a 1-way rotate so attackers cannot simply vault into Storage and rush Lab. Avoid using this rotate though if an attacker is outside the window though!
 
This is my preferred setup for this site, and requires the reinforcements of a teammate, but gives more perimeter control. Split hatch can be opened if you have roamers looking to retreat, or reinforced.
 
 
That's it for my Kaid guides! Check out some of my older ones for more advanced tips on how to cleverly place your Electroclaws and find similar situations on other maps!
https://moot.us/lounges/10/boards/1560/posts/4138041/guide-to-playing-kaid-on-clubhouse
https://moot.us/lounges/10/boards/1560/posts/4117858/guide-to-playing-kaid-on-oregon
https://moot.us/lounges/10/boards/1560/posts/4181101/guide-to-playing-kaid-on-consulate
https://moot.us/lounges/10/boards/1560/posts/4280974/guide-to-playing-kaid-on-kafe-dostoyevsky

Guide to Playing Kaid on Theme Park +23
Guide to Playing Kaid on Theme Park
drTaperdown
drTaperdown drTaperdown
verified LV.12 Big Chungus 8d

Fail and win 🤐

Fail and win  🤐
Fail and win 🤐
Deadsec_98
Deadsec_98 Deadsec_98
LV.9 Nomad 8d

*Looking for people to permanently play ranked with*

I am currently silver after playing placements with 1 friend but looking for team to play ranked with aiming for high gold. Make sure PC 12-15 decent KD. No toxic. Team player! And Europe!

*Looking for people to permanently play ranked with*
The_real_Siri
The_real_Siri The_real_Siri
LV.2 Lurker 8d

Guide to Playing Kaid on Kafe Dostoyevsky

Kafe Dostoyevski is a tightly packed map, with three floors, three staircases, and two roof hatches. The many rooms are a bit clustered and connected by hallways. The third floor has an open layout with a skylight above shining down on a set of balconies. The balcony railings can be safely vaulted for a quick rotate to second floor. Doing so lands you in the sizable Pillar Room which offers little in terms of cover. This open area is surrounded by a few hallways linking a cluster of rooms together. The first floor again has an open restaurant area with hallways leading to the sectioned-off Kitchen, which can be broken down into a few compartments, and the Bakery rooms.
 
Kaid, the Moroccan defender, has some of the greatest potential for creative expression. He is a three armor one speed operator and is quite rigidly an anchor. His role is primarily focused around breach denial, though he also has potential for drone denial. He is a great operator to main and fits universally into both simple, and elaborate setups.
 
Kaid’s Rtila Electroclaw can be tossed out and will stick to any surface, activating after a brief delay. Any reinforcements, barbed wire, or deployable shields in a 2 meter radius will become electrified, even through walls. Electrified surfaces zap and destroy all electronic gadgets in close proximity, including defender gadgets, so ask your teammates to move their gadgets if they are too close to something you wish to electrify. When placed in the middle of 3 adjacent reinforced walls, all 3 will be electrocuted.
 
KAID’S COUNTERS & COUNTERING THEM
You can use your Electroclaws to “trick” walls, picking them up before they are destroyed by Thatcher’s EMPs or Kali’s Lance and immediately placing them back to destroy breach gadgets. IQ and Twitch are also notable counters to Kaid, as are explosives. But when barbed wire is cleverly electrified, Twitch’s drone will be kept away. Electrified surfaces will destroy Ash’s breaching rounds. And you can protect your Electroclaw from IQ in some instances by using bulletproof furniture. Finally, Kali can destroy your Electroclaws, but when you offset their placements, if she is unable to determine their exact location, she may misfire her Lance.
 
KAID’S LOADOUT
Kaid has access to the TCGS12, an incredibly lethal, high-skill shotgun which fires slug rounds. 1 and 2 armor attackers within 18 meters will die in 2 torso shots. This is Kaid’s only gun which can accommodate an ACOG, and is useful for opening up rotations and lines of sight. Alternatively, you may run the AUG A3, a modest submachine gun which does feature a shallow dropoff curve, boasting 26 damage after bottoming out, a fair bit higher than most SMGs. It is also extremely easy to handle when equipped with a vertical grip and compensator. The pick comes down to preference as both are viable.
 
Kaid brings one of two sidearms, each offering seriously high stopping power. The LFP586 revolver has high penetration, making it great for opening small holes mid round to toss a C4 through. The .44 magnum is a semi-automatic pistol equipped with a low-powered scope. It’s great to bring if you want a long-range sight, but has super high recoil, making it difficult to chain shots together. It is a bit of a meme cannon too, ideal for scoring those 30 meter 1 tap spawn peeks. The Nitro Cell is the more powerful of the two secondary gadgets, great for denying plants and landing kills from safe positions without exposing yourself. Barbed Wire is sometimes necessary for the team however, and is more powerful when electrified.
 
 
DEFENDER BOMBSITES
 
BOMB SITE 1 – Bar [3F] and Cocktail Lounge [3F]
 
Bar and Cocktail are typically attacked from the roof through the hatches and skylight. It is also quite common for attackers to rappel on the windows. These rappelled attackers can be countered with nitro cells or run outs. Attackers will almost always seek to establish control of Cigar Lounge, so delaying this push as long as possible is always a great strategy. Beer Fridge can be completely reinforced to protect anchors, or rotates can be opened up to keep defenders mobile. In the current meta attackers mostly attempt to plant Bar.
 
This setup showcases a hold from below with nitro cells, centered around anchoring in Library. Hiding your EC in this way makes it difficult for attackers to remove it if Thatcher is banned.
 
Reinforcing the bathroom in this way and making this rotate facilitates a more mobile defense. So does the rotate at the top of White Stairs. The ping in Beer Fridge is a classic anchor position.
 
Setup Cocktail this way to rotate safely to Bar without exposing yourself to Skylight. Break the vase on ping to anchor in this corner without exposing yourself to Pillars window.
 
Electrify Red wall and shock off the drone hole with an EC hidden from the window in the flooring. You can also lie on ping to trick the wall if nobody is pressuring the window.
 
An extra EC can be hidden in Pillars next to Mining to shock barbed wire in Bar keeping drones from getting past Cigar Shop and "new drop."
 
 
BOMB SITE 2 – Fireplace Hall [2F] and Mining Room [2F]
 
Fireplace and Mining are connected by Train Museum and surrounded by hallways. The roof of Fireplace is indestructible, but it is quite small with little cover. There are two hatches above site to reinforce, one above the hallway by Red Stairs, and one above Train. Attackers will likely take control of Cigar Lounge above to play vertically, so reinforcing the wall at the top of red stairs and playing in Cigar Lounge can help eat up utility and time. The site flooring is mostly destructible, so playing below with nitros is viable too. This is uncommon, making it unexpected and difficult to counter.
 
These are the two main hatches near site. Fireplace ceiling is not destructible, but the rest of site is, so consider bringing that nitro cell.
 
Either trick Fireplace wall or drop hatch and rip that nitro out for some vertical play. These floor holes enable contesting upside down window rappels from below, and tossing your nitro up at attackers planting on the table.
 
Complete the setup for Fireplace with these electrified reinforcements and barbed wire.
 
This EC electrifies the setup immediately above.
 
This is a great anchor position to contest Mining window. It is better with a Mira window, so keep Twitch drones out of the nearby drone hole with some electric wire.
 
This EC pairs with the setup immediately above. It is hidden below so attackers cannot easily remove it when playing vertically from above.
 
This EC requires very precise placement, but can take care of the triple wall on Mining without being shot out from Mining window. This nitro blasts any attackers hopping in Red Stairs window. Play nearby to defend each.
 
 
BOMB SITE 3 – Reading Room [2F] and Fireplace Hall [2F]
 
A defense of Reading and Fireplace shares a lot of overlap with a defense of Mining and Fireplace. Attackers may implement a lot of the same strategies as above, but may also focus on White Stairs more, and Pillars Room. The site can be extended laterally into Train Museum to help with flank watch. When attacking vertically, they will place more emphasis on Bar and Cocktail above Reading. The outcome of the round often depends heavily on your team's ability to delay attackers top floor without dying in the process. Roamers can also rotate to first floor and flank late in the round by coming up the stairs.
 
This is the main Reading wall.
 
Consider hiding the above EC here instead. Attackers will NEVER find it!
 
This is a great anchor position, and can deny attackers trying to swing in Fireplace window. You may want a nitro handy for vertical play. Break the small table on ping and tuck into that corner to hold White Stairs.
 
With this setup you can trick Laundry Hatch. Check that your roamers don't want it as an escape before reinforcing it though.
 
Reinforce this wall and the one on ping for defenders holding Cocktail and the top of White Stairs.
 
Electrify Beer Fridge wall at the top of White with this sneaky EC.
 
 
BOMB SITE 4 – Kitchen Service [1F] and Kitchen Cooking [1F]
 
Kitchen is a super spacious site surrounded by hallways. Much of the ceiling is destructible but the site itself offers plenty of equipment and protective counters for cover. Attackers may choose to focus on breaching above to clear out Cooking and breach Bakery wall to pull a plant off. Or else they may focus on the backside, breaching Freezer instead. Watch for flanks coming in Service door from the Coat Check hallway.
 
This is the main wall in Kitchen. Either preplace your EC or give tricking the wall a shot.
 
Electrify this wall and barbed by the nearby drone hole to keep Twitch drones out of this side.
 
When anchoring in Cooking, this is a good position to hold but can be placed under quite a bit of pressure, especially if the wall is opened.
 
This EC can keep drones out of Freezer while keeping the wall shut.
 
You may have a Bandit or Mute already and instead use your utility to keep the hatch shut!
 
Set up site with these reinforcements to make more positions playable, but add this rotate for better maneuverability. Anchor on ping and toss nitros through the holes in the wall at attackers in Restaurant Bar.
 
Or play this position by Sink. But be ready for vertical pressure as the ceiling above is destructible.
 
 
I have quite a few Kaid guides by now and more to come! Check out some of my older ones for more advanced tips on how to cleverly place your electroclaws and find similar situations on other maps!
https://moot.us/lounges/10/boards/1560/posts/4138041/guide-to-playing-kaid-on-clubhouse
https://moot.us/lounges/10/boards/1560/posts/4117858/guide-to-playing-kaid-on-oregon
https://moot.us/lounges/10/boards/1560/posts/4181101/guide-to-playing-kaid-on-consulate

Guide to Playing Kaid on Kafe Dostoyevsky +28
Guide to Playing Kaid on Kafe Dostoyevsky
drTaperdown
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verified LV.12 Big Chungus 9d

need people

need 3 to 4 people to play custom on house

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LV.3 Lurker 9d

Guide for playing 'Buck' 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.
Buck is a two armor, two speed attacking operator. His ability is known as the ‘Skeleton Key’ which is a mini shotgun attachment placed on the bottom of the operator's primary weapon. Buck is a soft-breacher and is used to destroy obstacles like un-reinforced walls and flooring as a method of providing the attacking team with dynamic angles that can be used to eliminate defenders as well as defending utility. The operator is similar to Sledge as a soft-breacher although Buck is unique in that the operator has the ability to destroy the ceilings from the ground floor. This is an incredibly valuable advantage as it provides attackers with the ability to destroy the flooring underneath defenders on certain second floor bomb sites.
If you are to be in accordance with the current meta, Buck’s loadout should be as follows:
PRIMARY: C-8 ASSAULT RIFLE (Attachments to player preference)
SECONDARY: MK1 9MM (Attachments to player preference)
UTILITY: FLASHBANG GRENADES
 
OUTBACK SPAWN LOCATIONS:
 
ATTACKING: [2F] LAUNDRY(A) - GAMES(B)
The primary route of attack on this bomb site will be by the attacking team entering the building through the top of Garage and the Shark Stairs second floor window. After establishing control over all second floor rooms east of Games(B), the attacking team will proceed to breach the reinforced wall between Mechanical Bull (Bull) and Games(B) as this will provide attackers with a direct route to plant the defuser inside of the Games(B) bomb site. Due to the second floor Dorms room commonly being under a large amount of contention, Buck will provide attackers with a unique advantage over the defenders inside of Dorms and Yellow stairs by breaching the objective building through the Back Entrance. After establishing control over Back Entrance and Nature Hallway, Buck will use his Skeleton Key to breach the first floor ceilings which will effectively expose defenders inside of Dorms and Yellow stairs. This will also provide Buck with the ability to eliminate any defender utility (like a Jager Trophy System or Mute’s Electronics Jammer) inside of Dorms. Being able to eliminate defenders' utility inside of Dorms will provide attackers with a definitive advantage. After assisting teammates establish control inside of Dorms, Buck can then reposition to the bottom of Piano stairs and essentially repeat the process underneath Piano.
POSITIONING: [2F] LAUNDRY(A) - GAMES(B)
 
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. Bucks primary role on this bomb site will be to establish attacker control over the first floor Restaurant, Kitchen, and Gear. These three rooms will prove to be essential for a successful attacking round for two primary reasons: 1) Buck will be positioned to breach the flooring of both bomb sites as well as adjacent rooms like Mechanical Bull and Storage, 2) Maintaining control over the first floor will prevent defenders from being able to use nitro-cell underneath attacker positions. After assisting teammates in establishing full control over the second floor Mechanical Bull, Buck can then reposition to the first floor portion of Garage and use the Skeleton to breach the flooring underneath commonly held defensive positions. This will force defenders to divide their attention from the attacking teams primary assault inside of Games and Mechanical Bull.
POSITIONING: [2F] PARTY(A) - OFFICE(B)
 
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. Buck will add the most value to the attacking team by assisting teammates in establishing full control over the second floor Laundry and Piano. This will provide attackers like Buck, Sledge, Zofia, and Ash with the ability to completely destroy the ceiling of both bomb sites as well as the Bathroom connector room. Buck will be optimally used if he stays on the second floor, above the bomb site, so as to consistently maintain vertical pressure on defensive positions while the bulk of the attacking team establishes control inside of Nature Hallway; adding horizontal pressure onto the defenders playing inside of Nature(A) and Bushranger(B).
POSITIONING: [1F] NATURE(A) - BUSHRANGER(B)
 
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). Buck will provide the largest amount of value to the attacking team by prioritizing control over the second floor Mechanical Bull, Party, and Office. Maintaining control over the second floor is going to be the definitive advantage attackers have for a successful round on this bomb site. Defenders typically understand this and, as a result, place a very large amount of resources into the defense of the second floor. On some occasions, defenders will place such a large amount of man power and utility on the second floor that it makes the most sense for attackers to instead rush the bomb site from an overlooked route of attack like that of Lounge or Restaurant. In fact, this can serve as good advice for player development: Always look at the entirety of the battlefield and determine the optimal route of attack to take BEFORE taking action. There is typically an alternative route of attack with much less resistance that is available to attackers - usually, all you need to do is stop and look.
POSITIONING: [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 Twitch or connect with me via discord - I always enjoy discussing Siege with fellow enthusiasts; regardless of skill level.
Discord - https://discord.com/invite/TjGAPdM
Twitch - https://www.twitch.tv/footwork6

Guide for playing 'Buck' on 'Outback'. +5
Guide for playing 'Buck' on 'Outback'.
footwork.
footwork. footwork.
verified LV.20 S 9d

Guide for playing 'Buck' 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.]
 
I would also like to give a small shout-out to mohdx19 for the 600 token donation.
Thank you for the generosity.
 
 
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.
 
Buck is a two armor, two speed attacking operator. His ability is known as the ‘Skeleton Key’ which is a mini shotgun attachment placed on the bottom of the operator's primary weapon. Buck is a soft-breacher and is used to destroy obstacles like un-reinforced walls and flooring as a method of providing the attacking team with dynamic angles that can be used to eliminate defenders as well as defending utility. The operator is similar to Sledge as a soft-breacher although Buck is unique in that the operator has the ability to destroy the ceilings from the ground floor. This is an incredibly valuable advantage as it provides attackers with the ability to destroy the flooring underneath defenders on certain second floor bomb sites.
 
If you are to be in accordance with the current meta, Buck’s loadout should be as follows:
PRIMARY: C-8 ASSAULT RIFLE (Attachments to player preference)
SECONDARY: MK1 9MM (Attachments to player preference)
UTILITY: FLASHBANG GRENADES
 
ALL OREGON SPAWN LOCATIONS:
 
ATTACKING: [2F] KIDS(A) - DORMS(B)
The primary route of attack on this bomb site will be by the attacking team entering the building through the Big Tower located on the north side of the building. After establishing control over all of Big Tower, attackers will breach the reinforced wall on the second floor level of Big Tower separating Attic and Big Tower. This will then provide attackers with a clear pathway through the Attic to get into the Kids(A) bomb site and plant the defuser. Due to the flooring of the second floor bomb sites being primarily soft, Buck will be a great operator for the attackers to have on their roster. Buck will typically be most valuable to the attacking team due to his ability to eliminate the defending team's entry denial utility placed on reinforced walls. Depending on the route of attack your team decides to pursue, Buck will need to either establish control inside of the first floor Meeting room or the first floor Classroom. If the attacking teams Hard breacher want to open the reinforced wall separating Master Bedroom and Dorms(B), Buck will need to establish control inside of the Main Lobby and Classroom located on the first floor. Buck will then want to destroy the ceiling of Classroom as this will expose the entry denial utility preventing Thermite from breaching the wall. If the attacking team's Hard Breacher wants to breach the Attic wall, Buck will need to establish control inside of the Meeting room, located on the first floor, and then use his Skeleton Key to destroy the ceiling of Meeting. This will then expose any entry denial utility placed on the second floor inside of Attic. It is common for Buck to Communicate with teammates on the second floor and ask them to ping the wall so that you have a precise location to use your Skeleton Key - this will save utility as you will not have to use ammunition to guess where the entry-denial utility is placed.
POSITIONING: [2F] KIDS(A) - DORMS(B)
 
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. Buck will be used to breach the flooring of the second floor and expose defender positions inside of Kitchen(A) and Dining(B). Communicate with teammates to establish full control of the second floor and isolate all defenders to the first floor. Typically, it is a good idea for the attacking teams entry fragger to breach the second floor through the Master Bedroom balcony while an additional attacker, like Buck, is positioned on the Bunks Double Window. This will allow attackers to catch defending roamers on the second floor attempting to rotate back down the White Stairs and return to the bomb site. After establishing full control over the second floor, Buck should use the Skeleton Key to breach the flooring inside of Kids as this will apply heavy vertical pressure onto defenders playing inside of Dining(B) as well as provide Buck with the ability to eliminate any entry denial utility placed on the wall separating Dining(B) and Small Tower.
POSITIONING: [1F] KITCHEN(A) - DINING(B)
 
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. Buck will play a very similar role as that which was done on the previously mentioned Dining-Kitchen Bomb site, The only difference here being that Buck will want to Breach the flooring inside of Dorms so that the Kitchen(B) bomb site is entirely exposed. This will force defenders to either rotate off the bomb site and reposition into Dining/Lockers, or reposition into Meeting(A). In the event that defenders reposition into Meeting(A), Attackers will have the option to either continue their primary Assault inside of Big Tower or, change their direction of attack entirely into Kitchen(B). I believe changing the direction of attack to be the tactically superior decision as attackers would be taking the route of least resistance by applying pressure on the bomb site with the least amount of defensive presence.
POSITIONING: [1F] MEETING(A) - KITCHEN(B)
 
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. Although there are not a large amount of soft-breaching opportunities given to attackers on this bomb site, Buck can still provide value to the attacking team by being the attacking teams active entry fragger as well as utilizing the operator’s flashbang grenades to eliminate Jager ADS’s placed inside of Barrels. After eliminating the defending teams anti-projectile utility (Wamai Disc or Jager ADS) Buck will then take the lead into the BSMNT Construction and establish a beachhead for attackers to breach the wall separating Construction and Supply(B). After the wall has been opened, Buck should reposition to either the bottom of Main Stairs or Freezer. This will split the defending teams man power over two fronts as well as allow Buck to open up new opportunities for the attacking team by eliminating the defending teams ability to utilize ‘long hall’ as a highway between the bomb sites. This will effectively cut the two bomb sites down the middle and isolate the defending team between two rooms.
POSITIONING: [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 Twitch or connect with me via discord - I always enjoy discussing Siege with fellow enthusiasts; regardless of skill level.
Discord - https://discord.com/invite/TjGAPdM
Twitch - https://www.twitch.tv/footwork6

Guide for playing 'Buck' on 'Oregon'. +5
Guide for playing 'Buck' on 'Oregon'.
footwork.
footwork. footwork.
verified LV.20 S 9d
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