R6S dropshot?

I'm new to the game, and started playing after the dropshot nerf, is it still a ting though? And what actually was the nerf?

gamer695790284 LV.1 Mootie 12d
R6S dropshot?

Rainbow Six Siege RANKED LFS

Need a 5 Stack, Good callouts, 13 and up, Gold or higher, need good players, I'm doing Placement matches.

FireTiltZ LV.2 Lurker 12d
Rainbow Six Siege RANKED LFS

Guides

Sterling Parsons LV.2 Lurker 12d
Guides

3v3 house

Need three people to 3v3

TonicReflex2K LV.1 Mootie 12d
3v3 house

Guide to Playing Mozzie on Oregon

Rumor has it the Cyborg Apes are coming ya'll... Ready your weapons and bunker down in this rickety old building located in Oregon. Intel suggests they have drones, so definitely bring a Mozzie.
 
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. Intel and intel denial are always key components to a defensive setup, but Mozzie’s pest perform particularly well on this map due to its size and clear cut attacking routes.
 
Mozzie, the Australian defender, has a very unique playstyle that is somewhere in between Echo, Valkyrie, and Vigil. He is a two armor two speed operator, fit for roamers and anchors alike, making him great for solo queuing. He excels in disrupting enemy intelligence, and if you play your cards right, he brings amazing information to you and your teammates. In addition to having top tier utility, Mozzie performs amazingly in firefights, not to mention his Commando 9 has the BEST reload animation in the game.
 
Mozzie’s pest launcher fires out spider-like robots that latch onto nearby drones, hacking them, granting Mozzie controls instead. He comes equipped with three pests which can block off narrow choke points that attackers commonly drone, effectively locking down entire areas of the map, especially when paired with Mute. He can also hunt drones as soon as the prep phase begins, heading straight to doorways near drone spawn locations and sniping some of those RC cars to use right off the bat. You can position captured drones near site and leave them, or hide in a safe location and hop on cams to cruise them around and hunt attackers.
 
 
MOZZIE’S LOADOUT
Mozzie has the choice between the Commando 9 and the P10 Roni. The Commando is more reliable, with a more shallow damage drop-off curve and a higher magazine capacity. But the P10 Roni shreds in CQB with a higher fire rate and virtually no recoil. It is arguably a matter of preference, and the attachments you equip on either gun boil down to preference as well. I prefer the Commando with a holo sight, angled grip, and muzzle break.
 
Mozzie brings the SDP 9mm, a well-rounded pistol with a decently high ammo-count. It is best equipped with the muzzle break, but the silencer can be useful in some situations, such as shooting out drones or claymores while flanking. For his secondary gadget, he nearly always brings a nitro cell because it is significantly more powerful than the alternative barbed wire. The C4 also synergizes with his Pests, because vision from hacked drones can be used to set up kills. Additionally, the nitro can be used to blow open rotations when getting pinched. There may be some situations though where your team decides they need barbed wire, so you do have that option available, and I will showcase good locations to place it for those who prefer it. It is also worth noting that barbed wire can hide your pests, but shoot your pest first and place the wire after.
 
 
DEFENDER BOMBSITES
 
BOMB SITE 1 – Kids' Dorms (2F) & Dorms Main Hall (2F)
 
Attackers will likely pressure this site from up to three different areas, including the North from Big Tower and Attic, the West from Small Tower and White Stairs, and the South/East from Master Bedroom and Lobby Stairs. Hard breachers will be opening Attic wall, or Games Room wall. If you anchor, you can sit on your drones in Kids’ Dorms while you gather intel and give callouts. If you roam, you can play in Meeting Room, or Security.
 
Games Room is one of the main walls and needs to be reinforced. A drone hole sits behind this keg so go ahead and plug it up with a spider bot.
 
Slap a pest on White stairs to keep your flank from being droned.
 
Attic wall is the other most important set of reinforcements. This pest will keep the drones at bay.
 
Sit on ping if you anchor to stay safe while droning. A pest on this window will be your best friend, that is, if you can even make friends with spiders.
 
Trophy is a serious chokepoints that's rough for attackers to push through. Make it even more tedious by throwing down pests on these doorways!
 
 
BOMB SITE 2 - Kitchen (1F) and Dining Hall (1F)
 
Kitchen and Dining is a tricky site to hold, with many hallways surrounding it. Attackers will likely push Small Tower and may also choose to push from Big Tower or Lobby, surrounding the site's flank, or breach from above in Dorms. You can anchor on site in Kitchen to give callouts and pilot captured drones. Otherwise, consider roaming in Meeting Hall or Basement where you can delay a Kitchen push.
 
This is the main wall which nearly always gets opened by a Thermite charge placed on the soft ceiling above. If your team prefers this site, ban him. A pest on this doorway will help any teammates that want to aggressively peek Small Tower.
 
This is the other main wall that demands a set of reinforcements. It can be breached from Meeting Hall. This two-for-one pest protects the doorway and the drone hole!
 
Lay a pest just inside Security doorway. This room is pivotal to hold. If attackers take control they can cut the site in half.
 
Extending site into Showers with a pest and some reinforcements can help control the site perimeter.

Let's be honest, if you don't watch the flank, who will? Run this setup and lurk in the hallways surrounding site.
 
 
BOMB SITE 3 - Meeting Hall (1F) and Kitchen (1F)
 
Attackers will probably focus on pushing Meeting Hall, in which case they will breach from Big Tower, or Lobby. If they do focus Kitchen, they will try to take Security and push from Dining. Due to the overlap with the above site, much of the same information applies here as well.
 
This is the main wall in Meeting Hall. and this drone hole gives easy access to site, so block it off with a spider bot.
 
Reinforce either wall of Split and keep your flank from getting droned with a pest, preferably hidden in barbed wire.
 
A pest on each of these doors will slow the attackers' drone game and may score you a free RC car. Just be sure to immediately take control and zip it on out before they shoot it.
 
Run this setup for Kitchen and scoot on out to shut down attackers with your nasty roam game.
 
 
BOMB SITE 4 - Laundry Room (B) and Supply Room)
 
The basement has seen a major overhaul since the map rework. Attackers frequently push Construciton to breach those walls, and head into Meeting to open the hatch. This push can be defended by lurking in Boiler Room. They also like to push Laundry through Lobby and Freezer. If you'd rather roam and try to waste time, you can play in Meeting and Kitchen, with the option of rotating upstairs and flanking Lobby.
 
These are the most important walls to reinforce. Hurry to throw them down then head upstairs and use your pests to keep attackers from droning you out.
 
This hatch in Freezer is one of the most important. You can also drop a pest on the stairs here to really keep attackers out.
 
A pest hidden in barbed wire here along with a reinforcement on Lobby hatch and Lobby stairs make Laundry a little more roomy for anchors.
 
A pest right on my crosshair shuts down attackers droning out Back Stairs.
 
Remember, Mozzie's best friends are Mute and Vigil. Together you three can make a team of drone warriors super uncomfortable. But Mozzie as a solo pick is always great too.

Guide to Playing Mozzie on Oregon +20
drTaperdown drTaperdown LV.8 Bamboozled 12d
Guide to Playing Mozzie on Oregon

Tips for returning player

I had a long break from Siege, maybe 5-6 months and I'm coming back now. Any tips or any new metas since I left? Thanks :)

vxrfyyy vxrfyyy LV.2 Lurker 13d
Tips for returning player

How to server change

https://youtu.be/yDVYqJBl9AA

Masaki.GzxU Masaki.GzxU LV.3 Lurker 12d
How to server change

Just started and need tips

I just started on pc and need a guide

gamer271262697 LV.1 Mootie 13d
Just started and need tips

Looking for 2 more players atleast silver or gold (Good Players)

DabloonsPlaysYT DabloonsPlaysYT LV.2 Lurker 13d
Looking for 2 more players atleast silver or gold (Good Players)

Newly Joined Operators "Ace" and "Melusi"

With the Operation Steel Wave update, Ace and Melusi have newly joined the Rainbow team. Especially, newly joined operators have unique dedicated equipment with an excellent weapon loadout, which is considered to be powerful, unlike other operators added in other seasons. For this reason, even it’s early in the season, many users compete to pick those operators, and it is also frequently appearing in rank.
 
This time, I will organize the features and roles of new operators for the new update, and learn how to properly utilize the dedicated equipment of new operators on the battlefield.
 
 
 
 
▣ “Ace” the Hard Breacher with the Best Assault Rifle ‘AK-12’
 
It is noteworthy that Ace is a newly added hard breacher to the offensive team following Thermite, Hibana, and Maverick. Ace's exclusive equipment, S.E.L.M.A. AQUA BREACHER (aka S.E.L.M.A.) is hydraulic breaching equipment that can pierce not only the regular wells but also the walls reinforced by the defensive team.
 
S.E.L.M.A. is throwing equipment that attaches to the wall and explodes. It deploys two more times in the downward direction, eventually drilling a large hole. Ace also has three S.E.L.M.A.s, enable him to create additional angles depending on its use.
 
Ace's S.E.L.M.A. has the following differences compared to other hard breachers breaching equipment.
 
 
▲ In the attached place, it explodes the size of Mira’s Black Mirror and makes two additional holes in down word.
 
 
˙ Unlike the other breaching equipment, it works hydraulically, so it does not produce visual effects such as glare, tinnitus, and dust when it explodes (instead, it creates visual effects like water splashing on the screen) and does not cause much damage even if you stand close to the explosion point.
 
̇ S.E.L.M.A. is directly thrown and attached, enabling safe breaching at a long distance like Hibana. This can be used to safely destroy Mira's Black Mirror from a long distance.
 
˙ Thermite and Maverick should be close to the reinforced wall during breaching work, and Hibana should hold the pallet Launcher during the breaching work, but Ace only needs to throw S.E.L.M.A., making him be much safer.
 
 
▲ Because Ace can throw the S.E.L.M.A. breaching equipment, he can safely work on hard breaching in the far distance.
 
▲ Ace can pick the Smoke Grenade as a gadget, enable him to throw the Smoke as soon as the breaching work is done.
 
 
˙ It takes quite a time until the S.E.L.M.A. makes a huge hole. The breaching speed is in the order of Thermite > Hibana > Ace > Maverick. Because the S.E.L.M.A. breaches one by one and creates noise, it can be destroyed by the defenders while working.
 
˙ Ace carries a total of three S.E.L.M.A.s, enable him to breach the most number of walls among the hard breachers. However, when breaching the reinforced hatch, it requires two S.E.L.M.A.s.
 
˙ Unlike Thermite or Hibana, Ace can install the S.E.L.M.A. on the Deployable Shield or Goyo’s Volcan Shield to destroy.
 
˙ Unlike Hibana’s breaching equipment, Ace’s S.E.L.M.A. can be removed by the Jager’s ADS or Wamai’s Mag-NET while in air.
 
 
▲ You can attach the S.E.L.M.A. on the Deployable Shield or Goyo’s Volcan Shield to destroy.
 
▲ However, if you install the S.E.L.M.A. on the floor, it only explodes once, so the additional S.E.L.M.A. is required to open the reinforced hatch.
 
 
Another advantage of Ace is an excellent loadout, especially the AK-12 choice for Primary Weapon. The AK-12 is one of the best of the offensive teams' weapons, boasting a monster performance with 850 Fire Rate and 45 Damages. It is not even difficult to control recoil under attachment, so it can perform well in long distances skirmish.
 
However, Fuze was the only operator who could use the AK-12, so to use the AK-12, the players have to play Fuze that was somewhat out of the current meta. While this happening, ACE, which is 2 Speed / 2 Armor with a hard breaching capability, came out with the AK-12, allowing players whom to choose Ace instead of Fuze.
 
So Ace is not only able to play the role of hard breacher, but also as an Entry Frager. Trust the function of AK-12 and actively jump into the angle and engage against the enemies. It would be nice to play by sticking S.E.L.M.A. to the reinforced wall, throwing a Smoke Grenade inside, jumping into the hole, and kill the enemies with the AK-12.
 
 
▲ If you hesitated to use the AK-12, because Fuze is 3 Speed operator, now you have an alternative, “Ace”.
 
 
 
▣ "Melusi" Who Changed the Defending Meta with the Ability 'Banshee'
 
Melusi is a 3 Speed / 1 Armor operator and has Impact Grenade and Nitro Cell, so it can play both the roamer and sub-anchor. As dedicated equipment, it has a deployable bulletproof tool called ‘Banshee Sonic Defense’ (aka Banshee), which is in the highlight as Ace with its outstanding performance.
 
Banshee slows down the attackers and continuously generates noise when the offensive team approaches within a radius of 6 meters based on the installed point. It also has a bulletproof feature that cannot be destroyed by shooting and can only be destroyed by using close-range attacks or explosives. Melusi carries three of them and can greatly delay the enemies if they are distributed and installed in appropriate locations.
 
It is more effective when used with the team defending gadgets like Volcan Shield, ADS, and, Remote Gas Grenade. More detailed effects on Banshee are listed below.
 
 
▲ You can hide around and as soon as you hear the Banshee activating sound, you can run-out and catch the enemy slowing down.
 
 
˙ Banshee can be destroyed by the close-range attack, but closer you get, you will be slower.
 
˙ Even though Banshee slows down the operator’s speed, but not slowing down the aiming speed. So, keep in mind.
 
˙ While within the range of Banshee, the slow effect does not additionally add by Clash’s CCE Shield or Barbed Wire.
 
 
▲ Banshee can be destroyed by the close-range attack, but closer you get, you will be slower, so it’s quite risky.
 
▲ If you use it with the Smoke’s Remote Grenade, Goyo’s Volcan Shield, and Maestro’s Evil Eye, it gives a synergy effect.
 
 
˙ Ash’s Breaching Round, Zofia’s KS79 Lifeline, and Kali LV Explosive Lance can destroy Banshee in the far distance.
 
˙ Thatcher’s EMP Grenade or Twitch’s Shock Drone Taser can deactivate Banshee for a few seconds.
 
˙ Even though Nøkk activates the Presence Reduction, if it moves within the range of Banshee, Banshee will activate.
 
˙ If the attacker gets Finka’s Adrenalin Boost, it will get less effect by Banshee.
 
˙ Iana’s Gemini Replicator doesn’t activate Banshee.
 
 
▲ Because the Banshee is bulletproof equipment, it forces the attackers to use the explosives.
 
▲ With Twitch’s Shock Drone, it can deactivate Banshee for a few seconds.
 
▲ Even though Nøkk activates the Presence Reduction, it still is detected by the Banshee.
 
 
Melusi uses Lesion’s T-5 SMG and Frost's Super 90 shotgun as a primary weapon. Among them, the T-5 SMG is a weapon that belongs to a fairly good function among defensive teams' weapons because the Fire Rate is 900 with decent recoil. Especially, while Lesion is 2 speeds, Melusi is 3 speeds, showing better ability. It is more attractive due to the availability of equipping the Impact Grenade and Nitro Cell, which can be used for multi-purposes.
 
Perhaps because Banshee's regional defense was so strong, players began to assume that Melusi had become a meta-changer for the defense team as soon as the season began. Due to the following reason, the Test Server had a patch that changed Melusi's Deployable Shield to Nitro Cell, and in the future Y5S2.1 Patch will also reduce the range of Banshee to 4 meters and reduce the sound of the Banshee effect.
 
 
▲ Melusi uses Lesion’s signature weapon T-5 SMG.
 
 

Newly Joined Operators "Ace" and "Melusi" +13
RetroFlame77 RetroFlame77 LV.21 Good Leader 13d
Newly Joined Operators "Ace" and "Melusi"

Guide for playing 'Doc' on 'Coastline'.

[DISCLAIMER: This guide is intended to be as bare bones as possible in order to give general advice to any new Rainbow Six: Siege players. In addition to this article being opinionated, I would like to also state that zero-sum strats in this game do not exist and the tell of a good Siege player is their decision making and adaptation to the changing battlefield.]
 
Coastline is a double-level map (consisting of two floors) found both in ranked play as well as professional. The current architecture of the map gives a large advantage to the attacking team due to the ease of access attackers have to map control from the outside of the building.
 
Doc is a one speed, three armour defending operator. Doc’s ability is the ‘Stim Pistol’; a projectile gadget which shoots medical stims, capable of healing teammates with low HP as well as reviving teammates who are in a DBNO state. Doc is most commonly used for the operators MP5 which can be customized to have an ACOG equipped as an optic. Due to the MP5’s low recoil, the ACOG can be highly useful if used to hold long angles on the bomb site. This makes Doc ideal as an anchor.
 
If you are to be in accordance with the current meta, Doc’s loadout should be as follows;
-PRIMARY - MP5 (WITH ACOG)
-SECONDARY - LFP586 (Revolver)
-UTILITY - Can vary based upon the needs of the team. (Personally, I always bring Barbed wire.)
 
 
DEFENDING: [2F] BILLIARDS(A) - HOOKAH(B)
The primary route of attack on this bomb site will be by the attacking team rappelling on the double window of Billiards(A) and the single window of Hookah(B) while vertical soft destructors like Buck and Zofia gain control of the first floor Sunrise bar and proceed to destroy the ceiling of Sunrise - the flooring of Hookah(B). Doc can be useful on this bomb site inside of Billiards(B). From this position you will have access to a variety of long-angles which can be incredibly effective at preventing attackers from establishing control over the two bomb sites from the second floor windows. The Billiards(B) double window will likely be the most heavily contested window by attackers as there are a variety of angles which can be held on the BIlliards(B) bomb site from ‘Ruins*’ (*the collection of stone formations located directly adjacent to the main building.)
POSITIONING: [2F] BILLIARDS(A) - HOOKAH(B)
 
DEFENDING: [2F] THEATER(A) - PENTHOUSE(B)
The primary route of attack on this bomb site will be by the attacking team gaining control over the second floor VIP room from the second floor balcony located on the north side of the building. After gaining control over VIP and Hall of Fame, attackers will breach the reinforced wall between VIP and Penthouse(B) as this will provide attackers with a safe and clear pathway to the default plant spot in the corner of Penthouse(B) by the master bed. Doc is commonly played on site inside of Theater(A) as there are multiple long-angles which can be held that can prevent attackers from entering VIP as well as Hall Of Fame. As an anchor on this bomb site you will also be responsible for communicating with teammates what attackers are doing as they approach the bomb site - if you notice that attackers have breached the VIP wall and are planting the defuser, communicate the plant location to a teammate with a nitro-cell as this will be the most effective way to prevent attackers from planting the defuser inside of Penthouse(B).
POSITIONING: [2F] THEATER(A) - PENTHOUSE(B)
 
DEFENDING: [1F] BLUE(A) - SUNRISE(B)
The primary route of attack on this bomb site will be by the attacking team entering through the Pool Entrance located on the north western corner of the building. Attackers will 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’. Doc will be most useful when played inside of Blue(A). Attackers will commonly try to flank defenders inside of Sunrise(A) by gaining control over Cool Vibe Stairs and Kitchen, Doc can help prevent this by playing near the ‘jungle’ exit (located underneath the default camera outside of Blue(A)). Use caution when playing in this position as attackers can also flank through the ‘long hall’ or through the ‘court-yard’.
POSITIONING: [1F] BLUE(A) - SUNRISE(B)
 
DEFENDING: [1F] KITCHEN(A) - SERVICE ENTRANCE(B)
The primary route of attack on this bomb site will be by the attacking team planting the defuser inside of the doorway of service entrance leading to the outside exit - located on the eastern side of the building. Attackers will also commonly attempt control of the second floor VIP, Theater, and Penthouse rooms as this will allow attackers to destroy the ceiling of Kitchen(A) and Service(B). Doc should be positioned inside of Service Entrance(B), behind the B bomb. From this position, the operator's long-range capabilities will be highly valuable in preventing attackers from entering the bomb site through the Service Entrance(B) single doorway. The largest weak point of this position will be from above; if attackers gain control over the 2F VIP and Master Bedroom, the ceiling of your position will commonly be destroyed - forcing you to relocate to a more passive location like ‘beer corner’ or ‘bathroom’.
POSITIONING: [1F] KITCHEN(A) - SERVICE ENTRANCE(B)
 
Thank you for reading and I hope this was helpful for you guys.
 
If you are interested in more content or want to ask me questions, you can always find me on my social media accounts:
TikTok - FTWRK
Twitch - footwork6

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

Guide to Playing Mozzie on Bank

Next time you find yourself in need of a drone, give Mozzie a call. If he's feeling generous he may just loan you one. Believe me... he has plenty.
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.
 
Mozzie, the Australian defender, is super fun to play and can be very helpful for his team. He is a two armor two speed operator with a flexible playstyle, fit for roamers and anchors alike, making him great for solo queuing. He excels in disrupting enemy intelligence, and if you play your cards right, he brings amazing information to you and your teammates. In addition to having top tier utility, Mozzie performs amazingly in firefights, not to mention his Commando 9 has the BEST reload animation in the game.
 
Mozzie’s pest launcher fires out spider-like robots that latch onto nearby drones, hacking them, granting Mozzie controls instead. He comes equipped with three pests which can block off narrow choke points that attackers commonly drone, effectively locking down entire areas of the map, especially when paired with Mute. He can also hunt drones as soon as the prep phase begins, heading straight to doorways near drone spawn locations and sniping some of those RC cars to use right off the bat. You can position captured drones near site and leave them, or hide in a safe location and hop on cams to cruise them around and hunt attackers.
 
 
MOZZIE’S LOADOUT
Mozzie has the choice between the Commando 9 and the P10 Roni. The Commando is more reliable, with a more shallow damage drop-off curve and a higher magazine capacity. But the P10 Roni shreds in CQB with a higher fire rate and virtually no recoil. It is arguably a matter of preference, and the attachments you equip on either gun boil down to preference as well. I prefer the Commando with a holo sight, angled grip, and muzzle break.
 
Mozzie brings the SDP 9mm, a well-rounded pistol with a decently high ammo-count. It is best equipped with the muzzle break, but the silencer can be useful in some situations, such as shooting out drones or claymores while flanking. For his secondary gadget, he nearly always brings a nitro cell because it is significantly more powerful than the alternative barbed wire. The C4 also synergizes with his Pests, because vision from hacked drones can be used to set up kills. Additionally, the nitro can be used to blow open rotations when getting pinched. There may be some situations though where your team decides they need barbed wire, so you do have that option available, and I will showcase good locations to place it for those who prefer it. It is also worth noting that barbed wire can hide your pests, but shoot your pest first and place the wire after.
 
 
DEFENDER BOMBSITES
PIC
 
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. With Mozzie, you can play in Meeting, or can roam below and try to land some nitro kills.
 
Reinforce these four walls and place a pest between the windows to keep attackers from sending drones through.
 
A teammate should open a rotate hole into Janitor, and blow the hatch. You can help hold this by placing a pest on the doorway and one by the drone hole.
 
Reinforce these four walls. Having a defender sit in the elevator on ping is very helpful, and Mozzie can play spot decently. If you do play there, have a teammate open the hatch for you.
 
This hallway wall is critical, especially if someone plays elevator. You can stack barbed wire in these two locations on the stairs, and use it to hide your pest.
 
As a roamer, immediately start hunting drones in prep phase. You can play in Archives or Open Area and aim to land these C4s.
 
 
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. With Mozzie you could anchor, or hide in basement while you drone out the attacker push for your eventual flank.
 
Reinforce these two walls, and the two next to them. They are the most important. A pest on this doorway to Server Stairs and one in Electrical Room work together to help keep this area from being droned out.
 
This wall leading to Loan Office should be reinforced as well. A pest in this Barbed Wire keeps site from being droned from this direction. You may also capture a drone on this ping during Prep phase.
 
The site can be opened through Admin Office to extend into Archives and Tellers' Office for more room to play around. In this case, reinforce this wall and place a pest here.
 
Even when your team doesn't open up into Archives, it is good to roam in here to protect site walls. A pest on this doorway and a barricade on the window help you accomplish that goal.
 
 
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. If you choose to anchor on site, be ready to deal with the vertical pressure. If instead you roam, you can hide in basement while droning. Otherwise roam in Open Area, hiding in a cubicle to drone.
 
Similar to above, place a pest on this doorway, and one on the window.
 
These three reinforcements are the most important. A pest on this ping is great, but less so if Thatcher has not been banned.
 
Just like before, reinforce this wall and place a pest on this doorway. But place it on the North side so it potentially isn't destroyed by an EMP.
 
This wall should be reinforced, and a pest can be placed on this doorway. Ask a teammate to pop this hatch so anchors can rotate out if needed.
 
Whether you roam or not, deny drones from coming in these windows. You can hide captured drones in CEO and Executive to help anchors land nitros from below. You also might capture an early drone and find some picks in these locations.
 
 
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 room and breach the CCTV walls. 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 above. There are four hatches in total and all should be reinfroced, especially the two in Open Area. If you anchor, sit in vault or Lockers while you drone. If instead you roam, you can play upstairs and eventually flank, especially if they don't clear you out. But at higher tier play, most teams will notice if a roamer is top floor and clear it.
 
Since Server is the typical focus, stack your pests around here to disrupt droning and delay the push as much as possible. Barbed wire in Dirt is useful if someone is playing in Server, but a nitro is better for plant denial if you are anchoring in Vault.
 
This pest on the underside of the desk cannot be shot out once the hatch is opened.
 
A pest on the stairs can be super helpful especially if you have a shotgun player holding stairs.
 
This reinforcement and barricade are optional but can make playing Server and moving through this area more comfortable.
 
If you roam, start drone hunting asap and make sure these hatches get reinforced. If playing up top and you expect to be pushed, use these pests to score a drone or two.
 
Gotta love Mozzie. Nobody wants to drone on attack, but on defense? Ohhhhh yeaaahhhh.

Guide to Playing Mozzie on Bank +20
drTaperdown drTaperdown LV.8 Bamboozled 14d
Guide to Playing Mozzie on Bank

Guide for playing 'Doc' 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.
 
Doc is a one speed, three armour defending operator. Doc’s ability is the ‘Stim Pistol’; a projectile gadget which shoots medical stims, capable of healing teammates with low HP as well as reviving teammates who are in a DBNO state. Doc is most commonly used for the operators MP5 which can be customized to have an ACOG equipped as an optic. Due to the MP5’s low recoil, the ACOG can be highly useful if used to hold long angles on the bomb site. This makes Doc ideal as an anchor.
 
If you are to be in accordance with the current meta, Doc’s loadout should be as follows;
-PRIMARY - MP5 (WITH ACOG)
-SECONDARY - LFP586 (Revolver)
-UTILITY - Can vary based upon the needs of the team. (Personally, I always bring Barbed wire.)
 
 
DEFENDING: [2F] OFFICE(A) - INITIATION(B)
The primary route of attack on this bomb site will be by the attacking team gaining control over Dragon Stairs, Cash Stash, 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 room from Control room as this will provide attackers with significant control over Initiation(B) allowing them to plant the defuser. This bomb site doesn't have any flag-ship positions for Doc. By that I just mean that there aren't a large number of influential positions for Doc to be played in. I would recommend playing the operator inside of Initiation(B) behind ‘pillar’. From this spot you will be able to contest attackers as they attempt to execute a plant inside of the Control-Initiation(B) breach.
POSITIONING: [2F] OFFICE(A) - INITIATION(B)
 
DEFENDING: [2F] DAYCARE(A) - BUNK(B)
The primary route of attack on this bomb site will be by the attacking team entering the building through the hatch located on the roof of the Control Room. Attackers will then proceed to establish control over all second floor rooms east of the second floor yellow hall doorway; this will provide attackers with flank protection while the attacking teams hard breacher opens the reinforced wall separating Initiation room and Bunk(B). Attackers may also commonly enter the building through the second floor Cafe located directly across the hall from Daycare(A). I would recommend playing Doc at the end of the ‘arcade balcony’ (located adjacent to Daycare(A) and Bunk(B)). Communicate with a teammate to set up a deployable shield as cover while playing on the ‘arcade balcony’ - this will also provide you with the ability to see attackers and line up your shot before actually peeking due to the new re-work of the deployable shield.
POSITIONING: [2F] DAYCARE(A) - BUNK(B)
 
DEFENDING: [1F] ARMORY(A) - THRONE(B)
The primary route of attack on this bomb site will be by the attacking team establishing control over bottom Arcade and Barrels as the reinforced wall separating is a common access point for attackers to breach and plant the defuser. Control over lower Arcade is important for attackers to have as it will provide a buffer zone for the attacking teams flank watch to use to protect friendly hard breachers from the defending teams roamers. Doc should be played inside of Armory(A). From this position, you will be in a great spot to prevent attackers from either rushing the ‘dragon doorway’ or prevent attackers from entering the Throne(B) bomb site after breaching the maintenance/barrels wall(s). When playing in this position, be cautious of attackers either breaching the wall separating Armory(A) or breaching the ceiling above (this ceiling is particularly dangerous as it is the only portion of the Armory-Throne bomb site ceiling which is soft.)
POSITIONING: [1F] ARMORY(A) - THRONE(B)
 
DEFENDING: [1F] LAB(A) - STORAGE(B)
The primary route of attack on this bomb site will be by the attacking team establishing control over the second floor Upper Arcade, Cafe, and Yellow Hallway as the flooring inside of these rooms can be destroyed in order to open up lines of sight down onto the two bomb sites as well as the first floor bathroom which is not one of the bomb sites but is commonly used by defenders to defend Storage(B). Doc should be played on the second floor in the aforementioned rooms. This is because it is important for defenders to have a heavy presence on the second floor in order to waste the attacking teams time or, if possible, eliminate any attackers attempting to gain control over the second floor. I would recommend communicating with the rest of your team and have additional defenders assist you on the second floor as it can be challenging to do so independently.
POSITIONING: [1F] LAB(A) - STORAGE(B)
 
Thank you for reading and I hope this was helpful for you guys.
 
If you are interested in more content or want to ask me questions, you can always find me on my social media accounts:
TikTok - FTWRK
Twitch - footwork6
 

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

Guide for playing 'Doc' 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.
 
Doc is a one speed, three armour defending operator. Doc’s ability is the ‘Stim Pistol’; a projectile gadget which shoots medical stims, capable of healing teammates with low HP as well as reviving teammates who are in a DBNO state. Doc is most commonly used for the operators MP5 which can be customized to have an ACOG equipped as an optic. Due to the MP5’s low recoil, the ACOG can be highly useful if used to hold long angles on the bomb site. This makes Doc ideal as an anchor.
 
If you are to be in accordance with the current meta, Doc’s loadout should be as follows;
-PRIMARY - MP5 (WITH ACOG)
-SECONDARY - LFP586 (Revolver)
-UTILITY - Can vary based upon the needs of the team. (Personally, I always bring Barbed wire.)
 
 
DEFENDING: [2F] ARMORY(A) - ARCHIVES(B)
The primary route of attack on this bomb site will be by the attackers gaining control over CCTV and Break room located on the north side of the second floor. After establishing control over CCTV-Break room, attackers will then proceed to breach the reinforced wall of the outside balcony leading into the Armory(A) bomb site; attackers will then plant the defuser in or around the breach hole made by the hard breachers. Doc should be playing inside of the Fountain room - adjacent to the Archives(B) bomb site. From this position, you will have access to an incredibly powerful long angle which can allow you to prevent any attackers from vaulting the Archives(B) window all the way from the opposite end of Fountain.
POSITIONING: [2F] ARMORY(A) - ARCHIVES(B)
 
 
DEFENDING: [1F] BATHROOM(A) - TELLERS(B)
The primary route of attack on this bomb site will be by the attacking team breaching the reinforced wall separating Tellers(B) from the outside - located on the north eastern wall of the first floor. Attackers will also typically need control of the second floor ‘Offices’ as it is very common for defenders to defend Bathroom(A)-Tellers(B) vertically from the second floor. Doc should be playing on the first floor, inside of the Bathroom(A). Bathroom(A) is connected to the rest of the building with a long hallway which leads to the primary first floor intersection (the open area of metal hallway, directly underneath the default camera.) This provides Doc with a good opportunity to use the operators low recoil and long range capabilities to the players advantage as the Bathroom(A) is a relatively safe location to play inside of and hold a long-angle looking down the adjacent long hall.
POSITIONING: [1F] BATHROOM(A) - TELLERS(B)
 
DEFENDING: [1F] SUPPLY(A) - CUSTOMS(B)
The primary route of attack on this bomb site will be by the attacking team breaching the south-western reinforced wall leading from the outside into Detention. Attackers will also commonly attempt to gain control over the second floor CCTV and Break Room as these positions will provide great vertical control over the two first floor bomb sites. Doc should be playing by the connector window, located in between Detention and Supply(A). This will be a great spot for you to get the most out of Doc’s long-range capabilities by either holding a long-angle from the connector to the Supply(A) window, or by holding an aggressive long-angle through the detention wall after it has been breached by attackers. Use caution when playing in this position as it is very common for attackers to use frag grenades to eliminate defenders playing in this position.
POSITIONING: [1F] SUPPLY(A) - CUSTOMS(B)
 
DEFENDING: [1F] WORKSHOP(A) - VENT(B)
The primary route of attack on this bomb site will be by the attackers establishing full control of the second floor Armory-Archives rooms located directly above the Workshop(A)-Vent(B) bomb sites. After gaining control of the second floor, attackers will breach the reinforced hatches located inside of Armory Desk and Archives in addition to destroying the flooring of the second floor as this will allow attackers full vertical control of the two ground floor bomb sites. Doc can be played in a variety of positions on this bomb site. I believe the most influential way to play the operator would be similar to the way in which I had previously explained how to play Doc on 2F Armory-Archives. Due to attackers commonly dedicating a large amount of resources to the second floor, Doc will be well positioned inside of Fountain to help contest the inevitable push from attackers entering the building through the second floor Archives Window.
POSITIONING: [1F] WORKSHOP(A) - VENT(B)
 
 
Thank you for reading and I hope this was helpful for you guys.
 
If you are interested in more content or want to ask me questions, you can always find me on my social media accounts:
TikTok - FTWRK
Twitch - footwork6
 

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

Try not to laugh Rainbow six siege edition

Watch "Rainbow Six Siege: TRY NOT TO LAUGH!" on YouTube
https://youtu.be/qZcxxgJPjHY

Phade_Away360 Phade_Away360 LV.25 Shadow 14d
Try not to laugh Rainbow six siege edition

Daily seige tip #1

Always check for a claymore on the planted defuser so you don’t kill yourself after clutching!

RaG3 Fuzzy LV.3 Lurker 14d
Daily seige tip #1

You can comment or go to poll.

Poll
56000ping 56000ping LV.5 Lurker 14d
You can comment or go to poll.

Reworked House Preview

On June 16th, the House, the oldest battlefield in SIEGE, was reworked with the Operation Steel Wave update. Although the size of the building got wider than before, it is still smaller than other battlefields. After the rework, the House added many windows, doors, and walls allowing attackers to check inside the bombsite from the outdoor. Therefore, I am estimating defending the bombsite will not be easy.
 
I can feel the nostalgia of the House before the rework, and in fact, about half of the structures stayed the same, so the users who have played the House battlefield before will not get lost. This time, I will take a look at the features of the newly updated House, focusing on parts different from before Rework, and find out how to launch an attack.
 
 
▲ Instead of removing the objective location placed in the ‘basement ~ 1F’, a new objective location is added on the 2F.
 
 
 
▣ 2F - Car Room ~ Pink Room / Master Bedroom ~ Car Room
The 2F now has two objective locations and the Bombsite, ‘Car Room’, is overlapping. Either site, there is quite a distance between A Bomb and B Bomb, and because the size of the 2F is not so large, the defenders have to block the entire 2F.
 
On the 2F of the building, there are many windows for the offensive team to check from outside or try to infiltrate. On top of that, there is even a Master Bedroom reinforced wall connected to the outside, so if the offensive team uses a hard breacher and pierces the wall, they can take a huge advantage. On the other hand, the defensive team has to install the defending gadgets around to delay the entry of the offensive team.
 
 
▲ The Car Room, where the bombsite is overlapped, is the most important place on the 2F.
 
▲ The original Workshop finally finished the construction and turned into the Pink Room.
 
▲ There is a Play Room connecting the Reading Room and Car Room. In this room, it has a window leading outside, so be cautious.
 
▲ Reading Room has two windows and stairs leading 1F.
 
▲ Master Bedroom has two walls leading outside, so the reinforcement is highly essential.
 
▲ The hallway leading to the Pink Room. If Melusi’s Banshee is installed here, the attackers will have a hard time entering through this hallway.
 
 
 
▣ 1F - TV Room ~ Music Room
 
On the 1F, both the TV Room and the Music Room, where Bombsite is located, are allowed to enter as soon as one barricade is broken from the outside. If the offensive team throws Stun Grenade or Smoke Grenade inside the Bombsite and tries to force into the field with Montagne and others, it will be quite difficult to stop.
 
The defensive team must hide in an invisible blind spot, and then block the enemies as soon as they enter. Of course, this would require setting up the Barbed Wire, Deployable Shield, or Melusi's Banshee Sonic Defense to slow down the offensive team's entry as much as possible. It would also be good to have Jager's ADS or Wamai's Mag-NET installed to prepare for the throwing objectives, like Stun Granade, Frag Granade, and Ying's Candela.
 
It would be nice if some of the attackers enter through the Office ~ Dining Room, which is located opposite, and then press the Bombsite simultaneously from both sides. If ACE throws S.E.L.M.A. Aqua Breacher into the Kitchen reinforced wall from the Dining Room, it could disturb the defending operators hiding inside the Bombsite.
 
 
▲ If you break one single barricade, you can see straight into the TV Room.
 
▲ Similarly, if you break this barricade, you can enter into the Music Room directly.
 
▲ If there is an operator who can attach the ACOG sight, like Rook or Doc, it can check the Music Room entrance in the far distance.
 
▲ Or the defenders can attempt run-out through that barricade to surprise attack.
 
▲ The defenders should install tons of defending gadgets on the entrance and hide on the circled spot.
 
▲ Some of the attackers can attempt infiltrating through the Front Balcony to approach to the Office.
 
▲ If you have reached Kitchen through the Dining Room, breach the Music Room wall to seize a new angle.
 
 
 
▣ Basement - Garage ~ Gym
 
Unlike the 1F / 2F, the basement is where the defensive team has an advantage. Originally, before the Rework, the defensive team had a hard time blocking this site because it was too difficult to save the Garage reinforced wall. However, now the stress has released because one of the external reinforced walls becomes invalid on hard breaching. Even as the rest of the reinforced walls are checkable by drilling the floor at the 1F Office, it made it even harder for the attackers to enter.
 
Instead of disappearing one side of the outer wall, the door is added on the left side, making the attackers enable them to enter through this door. However, if the defense team has the Barbed Wire, Deployable Shield, or Melusi's Banshee Sonic Defense installed here, it won’t be easy to get through the Garage Entrance.
 
Similarly, the Depot, close to the Gym Bombsite, was originally possible to breach the wall connected to the Gym, but it is now been changed so that the offensive team cannot make a new angle. For this reason, the offensive team must enter only through the door that leads directly to the Gym, which will be very risky.
 
 
▲ Instead of the three reinforced walls are not being breached, the Garage Entrance is added on the left.
 
▲ Two reinforced walls on the right are possible to work on breaching…
 
▲ But the defenders can break the 1F Office floor and irritate hard breaching work. Therefore, securing safety is required.
 
▲ Of course, the attackers will rush into the Office to catch the defending roamer looking down the basement.
 
▲ Newly added Garage Entrance. If the Barbed Wire or Melusi’s Banshee is installed, it would be hard to pass through.
 
▲ It also has a hatch on the top, making it vulnerable to the defending roamer waiting upstairs.
 
▲ Even though the attacker attempts to enter through the Depot side, it will not be easy.
 

Reworked House Preview +21
RetroFlame77 RetroFlame77 LV.21 Good Leader 14d
Reworked House Preview

Guide to playing ‘Frost’ in ‘Outback’

Outback is a mid-sized battlefield consisting of 1F and 2F. The Objective Locations are generated two on each floor. Among those objective locations, 1F objective locations allow the attackers to attempt a vertical play, making the defenders extra caution while defending the site. For this reason, the defensive team prefers the Objective Location on the 2F.
 
Because of the existence of multiple windows around the building, the attackers have many windows to attempt infiltration. However, due to the complicated structure inside the building, the attackers have to carefully approach by clearing the defending roamers. On the other hand, the defense team must constantly harass and delay the offensive team by using the internal structure of the building.
 
 
▲ Outback Objective Location, Objective locations are generated two on each floor.
 
 
Frost's Welcome Mat is a deadly device that can make the enemy in down condition, but the enemies are not easily get caught in a trap. For this reason, it is usually installed underneath the window and used as a way to make the offensive team shoot the Welcome Mat while they enter. If the defender checks this moment, it can easily stop the enemy entering, so Frost usually acts as an anchor.
 
Depending on the Objective Location, there may not have a window or no suitable place to install the Welcome Mat. In this case, if you select the Deployable Shield as a Gadget, you can try the Deployable Shield Setup, which you install the Welcome Mat behind the Deployable Shield, to block the enemy. However, this setup also has a disadvantage that both the Welcome Mat and Deployable Shield could be torn down at once by the offensive team's explosives.
 
 
▲ Usually, the players choose the automatic 9mm C1 Submachine Gun, but because the fire rate is extremely low, it requires time to get used to it.
 
 
 
▣ In case, the site is located at '2F Laundry ~ 2F Games Room'
 
Here, the offensive team will try to climb up the 2F Motor Balcony and begin checking through the windows around Bombsite. The defense team should hide on the blind side and when the attackers enter, cooperate with the roamer to defend.
 
It would be helpful if you set up the Welcome Mat underneath a window and keep an eye on it. Dorms, Showers, and Mechanical Bull windows are suitable to try this. Among those places, Dorms and Showers windows can be handled by one person from the Showers side.
 
Other than that, Back Stairs or Piano Stairs, which can come up to the 2F, are also a suitable place to install the Welcome Mat. When attackers climb up the stairs, they often don't care about their feet because they usually aim at doors where the defenders might be.
 
▲ Window 1, where the attackers must open. Hide behind the blindside and wait for the moment the enemy enter.
 
▲ Window 2, where the attackers must open. Likewise, hide behind the blindside and wait.
 
▲ Games Room deployable shield setting. It can be destroyed by the Frag Grenade, so keep in mind.
 
▲ The attackers often attempt to enter through the Mechanical Bull window.
 
▲ If you install the Welcome Mat on the stairs, it works quite well.
 
 
 
▣ In case, the site is located at '2F Party Room ~ 2F Office'
 
Similarly, there are plenty of windows for the offensive team to try to enter around the Bombsite. There are quite a few good places to install the Welcome Mat, such as the Garage Lounge window on both sides, the Electrical Room behind the Party Room, the Mezzanine, and Mechanical Bull windows, so try install it in the appropriate location.
 
Occasionally, the attacker enters from the Dorms and approaches the Games Room. Frost’s primary weapon is less lethal than the attacking team, so if you encountered the enemy, fall back and catch with the team roamer, instead of engaging alone.
 
 
▲ Because the Garage Lounge window has an obstacle to cover, the attackers often attempt entering through this window.
 
▲ The opposite side of the Garage Lounge window. Likewise, it has an obstacle, covering the shooting angle in a certain place.
 
▲ If the attackers enter through the Electrical Room window, the bombsite will be exposed in danger, so install the Welcome Mat at this point.
 
▲ Setting up the Deployable Shield like this would make you much easier to defend the enemy approaching from the Mezzanine.
 
 
 
▣ In case, the site is located at '1F Nature Room ~ 1F Bushranger Room'
 
If the objective location has been generated on the 1F, the defenders need to consider the enemy’s hatch drop or Vertical play from the 2F. Therefore, it is necessary to operate a roamer on the 2F. Even worse, the attackers can attempt breaching the Bushranger Room reinforced wall, so the defenders need to cover the whole area.
 
There aren't many places to install the Welcome Mat here except for the Bathroom window and Reptile Hallway window. However, you can use it by installing the Deployable Shield at the entrance of each site and the Welcome Mat behind.
 
Because the attackers often attempt penetrating the 2F, install the Welcome Mat on the 2F, similar to ‘Laundry ~ Games Room’, and work as a sub-anchor. If you make a hole on the 2F Back stairs floor, you may catch the enemy hard breacher breaching the Bushranger Room reinforced wall.
 
 
▲ The Bathroom has a window directly leading outside, so the attackers often attempt to enter this window.
 
▲ Not bad to install the Welcome Mat on the Reptile Hallway window.
 
▲ Other than that, 1F doesn’t have a suitable installation point unless you do the Deployable Shield Setup.
 
▲ If you make a hole here, you can have an angle to shoot the enemy hard breacher breaching the Bushranger Room.
 
 
 
▣ In case, the site is located at '1F Compressor Room ~ 1F Gear Store'
 
The Objective Location is located in the middle of the building and two Bombsites are lined up parallel, so the offensive team is attacking from various directions. Of course, there is a risk of vertical play from the 2F, so the defenders need to cover a wide area.
 
There are no suitable places to install the Welcome Mat except for the Waiting Room window leading to the Gear Store or the window behind the Garage Stairs. That's why it might be better to use the Deployable Shield Setup at the Bombsite entrance or use it in the 2F Electronic Room or the Garage Lounge to catch the offensive team moving into the 2F office.
 
 
▲ If the attacker rushes to the Gear Store, they might get caught by the Welcome Mat installed on the Waiting Room.
 
▲ Underneath of the Garage Stairs, it has a window leading outside, so the attackers often attempt entering through this window.
 
▲ Deployable Shield Setup to block the enemy approaching from the Restaurant.
 
▲ It is not bad to make the Deployable Shield Setup on the Garage entrance.
 

Guide to playing ‘Frost’ in ‘Outback’ +18
RetroFlame77 RetroFlame77 LV.21 Good Leader 15d
Guide to playing ‘Frost’ in ‘Outback’

Best Defenders on Rainbow Six Seige

Best Defenders on Rainbow Six Seige
bas151 bas151 LV.4 Lurker 15d
Best Defenders on Rainbow Six Seige

My R6S Tier List (Steel Wave)

Tell me what you guys think in the comments.

My R6S Tier List (Steel Wave)
bas151 bas151 LV.4 Lurker 15d
My R6S Tier List (Steel Wave)

First Operator for The Beginner

What do you think for The first Operator I can choose. I'm a beginner and I dont wanna buy Unnecessary operator.

uraskurt uraskurt LV.2 Lurker 15d
First Operator for The Beginner

Bandit iron sight op

Bandit iron sight op
KillingJay4241 KillingJay4241 LV.5 Anchor 15d
Bandit iron sight op

My Views on the New R6S Operators (Melusi and Ace)

I am writing this as many of the R6 community do not have the season pass and so won’t be able to use her for a week. So I have written what I think about them after playing over 2 hours with them.




I’ve found that Ace is good, as his gun is Fuze’s AK12 without the Russian Site. However I think that his gadget is too inconsistent and could do with a few changes. Good idea from Ubisoft for this Operator though.

Melusi is amazing and is high up in my tier list for a reason. Her gun shreds, it is the T-5 smg which is Lesion’s gun too. Her gadget is very good for many different reasons. It makes a loud noise when any attacker is near it and slows them down too. It provides intel for the defenders and slows down attackers. She is overpowered and will be abused after the week early access has finished.

My Views on the New R6S Operators (Melusi and Ace)
bas151 bas151 LV.4 Lurker 15d
My Views on the New R6S Operators (Melusi and Ace)

New spot on house

Can get on top of the van in garage!

New spot on house
Cameron Pirie LV.2 Lurker 15d
New spot on house

Melusi vs Ace: my opinion

So I’ve been playing siege all day today and yesterday, and got to experience playing with and against the new ops. Here are my opinions on both.

Melusi:

First off she’s a badass and I love her special little perk that she has. When you’re on the same team as her (since she is a defender) it really helps and is VERY op. Against her is a different story. It’s very difficult and the only way to get rid of it is if you melee it. It makes you SUPER slow when you walk near it in the room where it is placed, of course most of you know this already. Her gun, also very strong just like her. Overall I want to look into possibly making her my main.

Ace:

His is also badass. This one to me was like thermite on steroids that’s how op it is. It breaks down reinforced walls so easily and if you’re against him, it’s going to be quite a challenge because his perk is also op, and his gun is pretty strong too from what I’ve been against and on the same team as. Playing against this on the new house map, was pretty challenging to me and it’s crazy how cool this op is, although it wasn’t so great for my team against Ace. When I was on the same team though, he was a HUGE help, helping my team claim victor of the round.

Overall:

Love the new operators, can’t wait to get them with my renown, since I can’t just throw money out on the season 5 pass. Definitely want to try them out!!


What are your opinions on the new season 5 ops?

hazyheaded hazyheaded LV.2 Lurker 15d
Melusi vs Ace: my opinion

Duo queues in ranked pushing plat

Looking for a duo to push to plat with, in silver rn

gamer853293070 LV.3 Lurker 15d
Duo queues in ranked pushing plat

I'm looking for a squad to finish my placements

I'm Lvl 196
1.1 Kd

mcfc1616 mcfc1616 LV.2 Lurker 15d
I'm looking for a squad to finish my placements

High gold-low plats

Lookin for 1 more
Must be high gold-low plat and must have mic (ps4)

XDez608 XDez608 LV.2 Lurker 15d
High gold-low plats

New operators

What time do ace and mulesi come out UK time

Whiffingkai LV.2 Lurker 16d
New operators

Guide to playing ‘Rook’ in ‘Oregon’

Oregon is a mid-sized battlefield consisting of basement, 1F, and 2F. The Objective Locations are generated one on the 2F, two on the 1F, and the last one in the basement. Oregon’s 1F objective locations uniquely overlap the Kitchen as Bombsite. For this reason, it is important to focus on the Kitchen when you are defending the 1F.
 
Oregon is a reworked map during the Void Edge season updated. This has resulted in a change in the position of several Objective Locations and a change in the aspects of the offense and defense teams' combat inside the Bombsite. Instead of the disappearance of the Big Tower's Bombsite, which had been extremely difficult for the defense team to defend, the balance was properly adjusted with the addition of new routes leading to the Bombsite.
 
 
▲ Oregon Objective Location, two of the 1F objective locations are overlapping the Kitchen as the Bombsite.
 
 
Rook is a supportive operator who provides the Armor Pack to the team members. Wearing the Armor Pack increases defense about 20 percent and make down condition as long as it is not a headshot. For example, if a 3 Speed / 1 Armor Operator wears the Armor Pack, the upper body defense increases from 0% to 20%, and 1 Speed / 3 Armor Operator defense will increases 20% to 36%, enough to withstand one or two more shots.
 
Another advantage of Rook is that despite being a defending operator, he is one of the few operators who can use the ACOG sight. The primary Weapon MP5 and P90 can attach the ACOG sight, making it functional in mid ~ long-range engagement. Due to the following reason, it is possible to attempt a spawn-kill or engage in a long-distance skirmish against the attackers, so it is good to use him as a defending sniper.
 
 
▲ The best advantage of playing Rook is equipping the ACOG sight on the Primary Weapon.
 
 
 
▣ In case, the site is located at '2F Kids' Dorms ~ 2F Dorms Main Hall'
 
The 2F is where the offensive team tries to attack from place to place outside the building, so it is important for the defenders to set position. Each anchor inside the Bombsite must keep an eye on the windows or doors to check the enemies and block them as soon as they enter. To bring this happen, it is important to cover your location and not be captured by the attacker’s drone or angle.
 
Rook can use an ACOG sight, making him possible in long-distance combat, but the 2F Bombsite is narrow overall. Unless you create a new angle, there is no good place for him to attempt sniping. Therefore, when the preparation phase starts, the first thing you need to do is install the Armor Pack on the floor, reinforce the walls around the bomb site, and play the role of anchor similar to the usual defensive operators.
 
 
▲ As soon as the game starts, install the Armor Pack on the floor and make the rotation on the circled wall with an impact grenade.
 
▲ You have to assume that there is an enemy on the Dorms Main Hall window.
 
▲ You may have an angle allowing you to check the Dining Hall Roof or Kids' Dorms from the Attic window.
 
▲ Checking the Master Bedroom is also very necessary because the offensive team hard breacher often attempts to enter.
 
▲ If you open this wall, you can check the enemy approaching the White stairs from the Game Room.
 
▲ If the team also checks from the Kids' Dorm, it is nearly impossible to move up through the stairs.
 
 
 
▣ In case, the site is located at '1F Kitchen ~ 1F Dining Hall'
 
Some of the attackers will enter the Small Tower to attack the 1F Dining Hall, while the others trying to enter the Big Tower, Meeting Hall, and Lobby to attack Kitchen. Among these places, frequent skirmishes are occurring near the Small Tower, so it's good for Rook to perform.
 
To defend the Dining Room, you must first check the attackers trying to enter the Small Tower. Especially, the attackers will try to break through the wall on the side of the Dining Room with the hard breacher, so it is the most important to stop. Occasionally, the offensive team Thermite enters the 2F Small Tower and tries to breach the Dining Room reinforced wall by attaching the Exothermic Charge on the Small Tower floor. In this case, it can be counted by shooting the ceiling or throwing an Impact grenade right before the Exothermic Charge explode.
 
 
▲ An angle where the engagement occurs the most when defending the Dining Hall.
 
▲ From the Shower Corridor, you can check the enemy entered through the Small Tower.
 
▲ If Thermite attached the Exothermic Charge on the floor, you can resist with an impact grenade.
 
▲ The attackers sometimes attempt to rush into the Kitchen, so watch this area carefully as well.
 
 
 
▣ In case, the site is located at '1F Meeting Hall ~ 1F Kitchen'
 
Like above, the Kitchen stays the same, but the other side of the Bombsite becomes Meeting Hall. However, if the offensive team tries to enter the Small Tower, it is convenient to stop them from the Dining Room, so the defenders have to defend three places at the same time, ‘Meeting Hall ~ Kitchen ~ Dining Room’. Unfortunately, the floors are made up of destructive material, enable attackers to play vertical or hatch drop from the top floor, so it is inevitable for the defense team to disperse.
 
If the offensive team operates a hard breacher, it will try to infiltrate the Big Tower and breach either the wall or hatch leading to the Meeting Hall to check inside the bombsite. If reinforced walls and hatches are pierced, there will be no room for the defenders to hide inside, but Rook can cover from the 1F Meeting Hall Split or 2F Attic and engage against the attackers on the Big Tower. Rook should hold the enemy’s entrance as much as possible until the defensive team roamer detour to the Tower.
 
 
▲ Instead of blocking the middle of the Bombsites, make the rotation.
 
▲ The attackers might attempt entering through the 1F lobby to attack the Meeting Hall...
 
▲ Or enter through the Garage. You can check either the place from the Split with covering behind the obstacle.
 
▲ Even though the Big Tower reinforced wall is breached, you still can react from the Split with covering behind the obstacle.
 
▲ The attackers might attempt entering through the 2F Big Tower to capture the Attic hatch. Therefore, it is a good idea to dispatch a defending unit in the Attic.
 
 
 
▣ In case, the site is located at 'B Laundry Room ~ B Supply Room'
 
Instead of having no windows or doors directly connected to the outside, the basement has many routes that lead to the basement, which is completely different from the previous ones. The attackers sometimes come down the Laundry Stairs or Back Stairs, but they can also try hard breaching on the Freezer aisle or the Blue Bunker. While the anchors are confronting the attackers, the defender roamer should detour and catch the attacker’s back.
 
Rook can secure an angle to shoot down the offensive team coming down from the Baseline Corridor to the Back Stairs or Laundry Stairs. Also, the Boiler Room provides an angle to catch the enemy approaching the Blue Bunker, but the terrain is not very advantageous. The offensive team may check that angle in advance.
 
If the underground Freezer or Blue Bunker reinforced walls are breached, the offensive team would be able to check inside the Bombsite. In this situation, operators who are favorable to long-distance combat, such as Rook and Doc, are more likely to respond, so don't give as much angle as possible and try to survive by using defending gadgets and set up inside the Bombsite.
 
 
▲ Like other places, make the rotation to move around the Laundry Room and Supply Room freely.
 
▲ An angle to catch the enemy moving down through the Laundry Stairs from the Basement Corridor.
 
▲ An angle to catch the enemy approaching from the Boiler Room ~ Blue Bunker.
 
▲ If this side of the reinforced wall breached from the Blue Bunker, it exposes inside the Supply Closet, making defenders in danger.
 
▲ In this case, the defender could fall back to the corner, but vulnerable from throwing grenades so it requires extra care.

Guide to playing ‘Rook’ in ‘Oregon’ +21
RetroFlame77 RetroFlame77 LV.21 Good Leader 17d
Guide to playing ‘Rook’ in ‘Oregon’

Guide to playing ‘Thatcher’ in ‘Villa’

Villa is a slightly large battlefield consisting of the basement, 1F, and 2F. The objective location is generated two on the 2F and another two on the 1F, but not on the underground. Due to the following reason, the engagement usually occurs on the 1F and 2F, but sometimes the defenders detour the building through the basement.
 
Overall, inside of the building is structured complicatedly and there are many rooms for the defending roamers to hide, so if the offensive team does not clear the roamer, it will be a problem at the end. For this reason, the offensive team should pick the counter roaming operator. In general, while some offensive team members confront defenders from the outside, the rest of the units should clear the defending roamer from the opposite side.
 
 
▲ Villa Objective Location, Even though the building has the basement, the objective location is not generated. Objective locations are displayed only in 1F and 2F.
 
Thatcher's EMP Grenade can completely destroy the enemy's electronic gadgets and deactivate camera-related equipment. It usually accompanies with Thermite or Hibana to assist hard breaching work around the Bombsite, but it also can be used for other purposes if there is a leftover. For example, throw it near a Bombsite entrance to destroy traps like GU Mine or EDD, or disable camera equipment such as Evil Eye or Yokai Drone.
 
Thatcher can select L85A2 / AR33 Assault Rifle and M590A1 Shotgun as Primary Weapon. Double shotguns are rarely used, instead, players usually choose between L85A2 and AR33 for ACOG sight. The L85A2 has a decent function with low recoil, but the AR33 can equip an Angled Grip, making the aiming speed quicker but low in capacity.
 
 
▲ L85A2 can attach the Vertical Grip, making the aiming speed lower, but it also reduces recoil.
 
 
 
▣ In case, the site is located at '2F Aviator Room ~ 2F Games Room'
 
The attackers need to occupy the Study that connects the Aviator Room ~ Games Room. If the team hard breacher pierces the reinforced wall on each side of the Bombsite, the offensive team will be able to take a huge advantage. However, because the Study has doors on both sides, it won't be easy for the offensive team to enter. Due to the following reason, the attackers usually wait out the door, and once the counter roamer approaches from the back, they simultaneously enter.
 
If the team operates hard breachers, Thatcher should work as a supporter to help the team hard breacher’s work. However, the defensive team will try their best to interfere with the breaching work, such as installing Mira's Black Mirror on the Study or using an impact grenade Trick on the reinforced wall. If the situation is not good, do not try too hard to break through this place because it is widely exposed to the enemies. Rather, I would recommend throwing the EMP Grenade inside the bomb site before entering.
 
 
▲ If you spawn on Ruins and move up to the 2F Veranda, you can look inside the Study. Entering this place is highly important.
 
▲ You may check the Classical Hall side from the Study window… but…
 
▲ This place is widely exposed, especially the enemy waiting from the Master Bedroom can shoot directly.
 
▲ If you successfully occupied the Study and breached reinforced walls, you can seize an angle looking directly at the Bombsite.
 
▲ If you have cleared the Classical Hall from the opposite side, you may try breaching the Hunting Vault reinforced wall.
 
 
 
▣ In case, the site is located at '2F Trophy Room ~ 2F Statuary Room'
 
If the attackers are spawned on Fountain, It's good to start checking through the 2F Master Bedroom window from the Bedroom Roof. On the other hand, you also can enter from the far side and narrow down by clearing the roamers.
 
If the team has a hard breacher, it would be good to enter the Master Bedroom and attempt breaching on a three-piece wall leading to the Statuary Room. Of course, before the hard breacher starts working, Thatcher should assist with the EMP Grenade. If the team doesn't operate the hard-breacher, Thatcher doesn't have to come. He just needs to throw an EMP Grenade wherever the defensive team's electronic equipment might install.
 
 
▲ Check inside from the 2F Bedroom Roof window.
 
▲ You may attempt entering through the window leading to the 2F Master Bathroom.
 
▲ If you secure the safety around the Master Bedroom, you can breach the wall leading to the Statuary Room.
 
▲ You can check the Astronomy Room from the exterior Side Road window, but quite risky.
 
▲ You just can enter the Study and approach with clearing the defending roamers.
 
 
 
▣ In case, the site is located at '1F Living Room ~ 1F Library'
 
The combined area of the Bombsite is quite large, enable attackers to approach form various routes. On top of that, it is also possible to paly vertical and hatch drop straight into the bombsite from the 2F, making a highly favored Objective Location for the attackers. Thatcher is an operator who can use the Breach Charge, so he can play vertical independently in a limited area.
 
If the team has a hard-breacher, it is not a bad choice to make a new angle because there are many walls that lead to the Bombsite around the 1F Main Hallway. However, because the hard breacher has to work in the middle of the Hallway, it may be vulnerable to a surprise attack, so I would recommend securing his safety. Of course, if Thatcher supports, it will be much safer. Launch attack simultaneously with the team to enable entering the building.
 
 
▲ A window leading to the Toilet right next to the Bombsite. Usually, the attackers open the sidewall and check this window.
 
▲ If the roamer positioned upstairs and checking this window through the hatch, it would be difficult to enter.
 
▲ A route entering through the 1F Main Entrance. Library entrance might have tons of defending gadgets installed.
 
▲ Main Hallway has many walls leading to the Bombsite but also has a high probability of the defending roamer’s surprise attack.
 
▲ Likewise, the Red Stairs side reinforced wall is widely exposed, making vulnerable while working on breaching.
 
▲ If you carried the Breach Charge, you can install it on the 2F Classical Hall to attempt the vertical play.
 
 
 
▣ In case, the site is located at '1F Dining Room ~ 1F Kitchen'
 
Likewise, because the objective location is generated on the 1F, the attackers can try vertical from the Master Bathroom or Astronomy Room on the 2F. Also, underground Garage has the Pantry Stairs directly leading to the Dining Room, so it is considerable to infiltrate underground if possible.
 
If the team has a hard breacher, it would be good to enter the Laundry from the exterior Balcony and breach the Living Room reinforced wall. The Shock wire is sometimes installed behind the reinforced wall because if the wall is breached, the offensive team can take a huge advantage. Likewise, throw an EMP Grenade to remove the defensive team's electronic equipment around the reinforced wall. Also, there is a hatch on the ceiling that leads to the 2nd floor Master Bedroom, so make sure you use the drone reconnaissance in advance.
 
 
▲ If you enter the 1F Laundry and breach this wall, the attackers can take a huge advantage.
 
▲ However, the defenders also can check inside the Laundry from various angles, so they need to secure safety first.
 
▲ It is possible to infiltrate the Dining Room through the Bicycle Storage exterior window.
 
▲ If you breach the 2F Master Bathroom floor, you can catch the defender hiding behind on the Kitchen.
 
▲ It is also a good idea to pierce the 1F Back Stairs sidewall.
 
▲ If you pierce this wall, you can seize an angle from the Kitchen to the Pantry side.
 

Guide to playing ‘Thatcher’ in ‘Villa’ +23
RetroFlame77 RetroFlame77 LV.21 Good Leader 16d
Guide to playing ‘Thatcher’ in ‘Villa’

Guide to Playing Alibi on Villa

I saved the best Alibi map for last folks. It's the best since she enjoys home-field advantage! Because that's clearly a thing in Siege... Anyhow, sit back, relax, and enjoy the tour.
 
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.
 
Alibi, the female Italian defender, is a three armor one speed with a great kit. Her loadout is flexible, allowing her to focus on helping the team,while also offering potential for a more selfish style of game play. As such she is a great operator to main, and can adapt to the player. This all makes her a great operator for solo queue.  
 
Alibi's prisma is an intel-gathering gadget, which also creates the potential to bamboozle opponents. Attackers who shoot it, touch it, or drone through it while have their position revealed through a short series of quick pings. She can place it under windows, behind shields or in commonly held positions. The base of the device can be shot out, so try to hide this from attackers. Use your prismas on-site to support your team, and play nearby off-angles to deceive your opponents. Otherwise, use them off-site in an elaborate roaming setup to be a nuisance to roam-clearing attackers. When feeling bold, throw them outside to trick attackers with a false Enemy Detected Outside warning. This is great for assisting run outs. As an added bonus, the identity of any defender outside is hidden whenever Alibi is picked.  
 
 
ALIBI's LOADOUT
Alibi's Mx4 Storm is the obvious pick. With an amazing fire rate, and pretty controllable recoil, this SMG is a headshot machine, and shreds opponents up close. You can equip it with any attachments you'd like, or opt not to include any attachments at all if you want to mimic your clones. I recommend the flash hider, angled grip, and reflex sight for the greatest benefit, while still appearing quite similar to the attachment-free gun. Avoid using skins as it gives you away as being the real deal.  
 
Alibi has the choice between the Keratos .357 and the Bailiff 410. Both are excellent choices and it's really a pick of preference. The Keratos has serious stopping power, but bring the Bailiff if you want to make quick rotates and open hatches during setup or on-the-fly. Impact grenades are the gadget of choice for a run-and-gun playstyle, great for roam plays and run outs. Shields offer crucial utility to bring for many sights, and can be used to boost a hold of choke points.
 
 
DEFENDER BOMBSITES
 
BOMB SITE 1 – Aviator Room [1F] and Games Room [2F]
 
Aviator Room and Games Room connect to each other through Vault and are surrounded by a few hallways and Study. Attackers like to push from Study and invest utility into opening either of the walls. They may also pressure “90 hallway” from the window facing Vault wall. Other than that, watch for flanks coming from Landing, as well as Red Stairs by Landing, or Lobby Stairs by Study.
 
These four walls are the most important reinforcements. Use your secondary weapon to open holes along the top and make a rotate by the corner to "impact trick."
 
This shield and the peek hole are part of a standard Games setup. Reinforce all West walls. A prisma behind bar, and one on pool table keeps attackers guessing your exact location if you anchor here.
 
If you anchor in Aviator, these prismas are great for deceiving, and the shield lets you peek Study. Reinforce the South wall and open a rotate on ping.
 
If you opt for roaming, Master Bedroom is a good place to start. Use your prismas after shooting drones to try and score some early picks.
 
 
BOMB SITE 2 - Trophy Room [2F] and Statuary Room [2F]
 
This site is almost as popular as the former, and is my squad’s preferred site. Attackers will probably take control of Master Bedroom and breach Statue wall. If your team needs breach denial, bring impact grenades to “impact trick” the Statue wall. Otherwise they may flank through Landing and Trophy Entrance from “90 hallway.” Astronomy Room is a powerful area to hold, but can be put under quite a bit of pressure from attackers. If you choose to play here, melee the crap out of the massive globe in the corner, and bring a shield. Reinforce the two walls on the left in bathroom too.
 
This video illustrates an effective Astronomy setup offering plenty of angles to play.
 
This shield is a great alternative to the one above. Play behind it, or break the telescope and vault onto the cases under the Italian flag.
 
Bathroom can be played as well if you prefer a more aggressive positioning. This shield provides cover for you to peek the Southeast Bedroom window. This hold requires anti-projectile utility to pull off.
 
You can also opt for a shallow roam on Red Stairs to cover Landing. Playing by the statue on ping is a great aggressive position, but can be cut-off so don't overstay your welcome.
 
 
BOMB SITE 3 - Living Room [1F] and Library [1F]
 
This site is perhaps the least popular, mostly because it is extremely large and holding it requires spreading your team out. Attacking teams typically push Library from Lobby after taking control of Piano and breach the wall in the corner. Otherwise they may take control of Kitchen and Dining to focus on breaching Living Room. Whether or not they breach above to flush out anchors depends on their playstyle. You can anchor if your team needs it since you are quick enough to move around, effectively holding a larger area than traditional anchors. But roaming around the perimeter or upstairs is equally viable, so long as you can quickly fall back to site.
 
These reinforcements are vital. The shield in the doorway plus the three prismas can help you play more aggressively, but if attackers are swarming Lobby, call for backup! There are too many angles for them to watch you from.
 
Shoot out the base of the wall so attackers can't comfortably hop into Toilet. Smash the stand that normally sits on my crosshair. Now, with a shield, you can play a safer position in Library than the above ones.
 
These prismas, and this shield, are super helpful if you choose to play in Living Room. Reinforce the two solo panels, and the walls behind me. Make a rotate into the connector room on ping, and make sure the connector room walls are reinforced!.
 
If you prefer to roam, check this video for an idea of where you might land some early picks.
 
 
BOMB SITE 4 - Kitchen [1F] and Dining Room [1F]
 
Attacking teams will usually take control Master Bedroom so they may push Laundry and breach the wall and plant. But it is also common to see them hold Living Room so they can surround the perimeter and cut off roamers from falling back to site. Anchoring or even playing a shallow roam in Memorial Room keeps you close to site in case they go for a rush. But roaming upstairs to delay taking control of Master can prove quite effective.
 
Reinforce the wall to pantry and the wall on ping. This shield allows the Kitchen anchor to watch a common Dining plant spot. Use these prismas if you anchor here.
 
If you anchor nearby in Memorial, reinforce these walls and use your shield in the West doorway. The prisma below the window on ping can be shot out by attackers from Master Bedroom balcony so don't just leave it there when the round starts. Instead, toss it later in the round to bait attackers into thinking your standing there once they drop down outside.
 
This angle allows you to watch for the plant below, but don't simply sit here all round if they push upstairs. Instead, flank after most attackers have fallen off of top floor to go plant.
 
If you place your prismas under the Master Bedroom and Closet windows, you can score easy wallbangs on smooth brain attackers that vault in. If they drone you out, shoot the drone and hop over the balcony railing into the courtyard below.
 
I love this map, and playing it with Alibi makes it super fun since so many surfaces are destructible. Get creative with your prismas and set up some sweet wallbangs that put a stupid smile on your face!

Guide to Playing Alibi on Villa +18
drTaperdown drTaperdown LV.8 Bamboozled 17d
Guide to Playing Alibi on Villa

Guide for playing 'Doc' on 'Kafe'.

[DISCLAIMER: This guide is intended to be as bare bones as possible in order to give general advice to any new Rainbow Six: Siege players. In addition to this article being opinionated, I would like to also state that zero-sum strats in this game do not exist and the tell of a good Siege player is their decision making and adaptation to the changing battlefield.]
 
Kafe is a triple-level map (consisting of three floors) found both in ranked play as well as professional. The current architecture leaves the map fairly balanced since the rework of the map.
 
Doc is a one speed, three armour defending operator. Doc’s ability is the ‘Stim Pistol’; a projectile gadget which shoots medical stims, capable of healing teammates with low HP as well as reviving teammates who are in a DBNO state. Doc is most commonly used for the operators MP5 which can be customized to have an ACOG equipped as an optic. Due to the MP5’s low recoil, the ACOG can be highly useful if used to hold long angles on the bomb site. This makes Doc ideal as an anchor.
 
If you are to be in accordance with the current meta, Doc’s loadout should be as follows;
-PRIMARY - MP5 (WITH ACOG)
-SECONDARY - LFP586 (Revolver)
-UTILITY - Can vary based upon the needs of the team. (Personally, I always bring Barbed wire.)
 
DEFENDING: [3F] BAR(A) - COCKTAIL(B)
The primary route of attack on this bomb site will be by the attacking team gaining control over Cigar as this will allow attackers to breach the reinforced wall separating Cigar and Freezer and in turn flush out any defenders playing inside of Freezer. After eliminating defenders inside of the Freezer, attackers will attempt to plant the defuser under the cover of smoke behind one of the wooden counters inside of Bar(A). Doc should be played in a reserved position inside of Cocktail(B) - depending on the time-mark on the round (time-mark just refers to the round environment ie. the attacking teams positions will usually be different based on how long the round has been going on for.) During the first 45 - 60 seconds of the round, Doc should use the ACOG to his advantage on the ‘heaven’ balcony. Long-angles can be used in this position to deter attackers from establishing a presence underneath the ‘new hatch’.
 
POSITIONING: [3F] BAR(A) - COCKTAIL(B)
 
DEFENDING: [2F] FIREPLACE(A) - MINING(B)
The primary route of attack on this bomb site will be by the attacking team gaining control of the third floor as the entirety of the ceiling of Fireplace(A)-Mining(B) is able to be destroyed by attacking soft destructors. Doc should be playing inside of ‘Train’ - the second floor room which connects the two bomb sites. Positioning yourself inside of the mini train cart will provide you with a variety of long-angles looking into both bomb sites. Staying on site will also keep you in a central and safe location to assist teammates who may be playing a more aggressive playstyle.
 
POSITIONING: [2F] FIREPLACE(A) - MINING(B)
 
DEFENDING: [2F] READING(A) - FIREPLACE(B)
The primary route of attack on this bomb site will be basically identical to attacking Fireplace and Mining. Attackers will prioritize control over the third floor as this will allow for vertical pressure on the defending anchors. Doc should be playing inside of Reading(A), behind the collapsed bookshelf in the back corner of the bomb site. In this position, Doc will be in a good spot to hold the long-angle which looks through the Reading(A) bomb site and into the Pillar Doorway. This will help prevent attackers from entering the building through the second floor east Pillar Doorway which leads to the outside.
 
POSITIONING: [2F] READING(A) - FIREPLACE(B)
 
DEFENDING: [1F] SERVICE(A) - COOKING(B)
The primary route of attack on this bomb site will be by the attacking team gaining control of large and small Bakery, this will allow attacking hard breachers like Thermite and HIbanna to breach the reinforced wall between Cooking(B) and large Bakery. It is common for defenders to Kaid or Bandit trick the bakery-cooking wall as defending Cooking(B) is almost impossible to do after the wall has been opened. Doc should play inside of Bakery with the support of multiple ADS’s from Jager. This will be a hugely influential position to play inside as attackers will be dedicating a large amount of time and resources to gaining control over Bakery. For this reason, Doc will need to play proactively in order to successfully hold this position - be hyper aware of attackers flanking you through the Small Bakery connector room.
 
POSITIONING: [1F] SERVICE(A) - COOKING(B)
 
Thank you for reading and I hope this was helpful for you guys.
 
If you are interested in more content or want to ask me questions, you can always find me on my social media accounts:
TikTok - FTWRK
Twitch - footwork6
 

Guide for playing 'Doc' on 'Kafe'. +4
footwork. footwork. LV.14 Chief 17d
Guide for playing 'Doc' on 'Kafe'.

Guide for playing 'Doc' on 'Clubhouse'.

[DISCLAIMER: This guide is intended to be as bare bones as possible in order to give general advice to any new Rainbow Six: Siege players. In addition to this article being opinionated, I would like to also state that zero-sum strats in this game do not exist and the tell of a good Siege player is their decision making and adaptation to the changing battlefield.]
 
 
Clubhouse is a triple-level map (consisting of three floors) found both in ranked play as well as professional. The current architecture of the map can favor either attackers or defenders depending upon which team wins the ban phase, as well as which site is being played.
 
Doc is a one speed, three armour defending operator. Doc’s ability is the ‘Stim Pistol’; a projectile gadget which shoots medical stims, capable of healing teammates with low HP as well as reviving teammates who are in a DBNO state. Doc is most commonly used for the operators MP5 which can be customized to have an ACOG equipped as an optic. Due to the MP5’s low recoil, the ACOG can be highly useful if used to hold long angles on the bomb site. This makes Doc ideal as an anchor.
 
If you are to be in accordance with the current meta, Doc’s loadout should be as follows;
-PRIMARY - MP5 (WITH ACOG)
-SECONDARY - LFP586 (Revolver)
-UTILITY - Can vary based upon the needs of the team. (Personally I always bring Barbed wire.)
 
DEFENDING: [2F] CASH(A) - CCTV(B)
The primary route of attack on this bomb site will be by the attacking team breaching the east reinforced wall inside of CCTV(B) (also known as ‘Platform wall’) as this will provide a direct route for attackers to plant the defuser behind ‘Server Rack’ located inside of the CCTV bomb site. Due to the operators long-range capabilities, Doc is the perfect choice for defending the Garage; a pivotal room which will play a larger role in determining which team will win the round. It is common for defenders to designate Doc to play on the ‘Catwalk’ (the catwalk located inside of the garage) while supporting the player with team utility like an ADS and barbed wire from Jager or even extra reinforcements which can be used on the first floor garage walls. Reinforcing these walls is done to force attackers to either waste utility on breaching the garage walls or to bottleneck the doorway leading into the garage from the outside - this is considered a death trap as any defender inside of garage has an almost incontestable advantage from the catwalk railing.
 
POSITIONING: [2F] CASH(A) - CCTV(B)
 
DEFENDING: [2F] BEDROOM(A) - GYM(B)
The primary route of attack on this bomb site will be by the attacking team breaching the reinforced wall between outside ‘jacuzzi’ and the bedroom/gym hallway (commonly known as Jacuzzi wall). After breaching the Jacuzzi wall, attackers will attempt to plant the defuser inside of Gym(B). As Doc, I would recommend that you play inside of Bathroom. This will position you in a central location between the two bomb sites which will allow you to hold long angles into construction or reposition into more assertive positions if the need arises. Due to this bomb site being attacker sided and infrequently played in ranked, the round may play out oddly - this will call for you and the rest of the defending team to adapt quickly. Good positioning will prove to be a helpful asset under these circumstances.
 
POSITIONING: [2F] BEDROOM(A) - GYM(B)
 
DEFENDING: [1F] BAR(A) - STOCK(B)
The primary route of attack on this bomb site will be by the attacking team planting the defuser inside of one of the two doorways located inside of Stock(B). Although the attackers have a very direct route to the bomb site from the outside, successfully planting the defuser inside of Stock(B) can be difficult due the exposure attackers are under from ‘stage’ (located inside of Bar(A)) while planting the defuser. For this reason, Doc should be positioned by stage as the operators ACOG can prove useful in holding incredibly long angles through Stock(B) from the stage located inside of Bar(A). Communicate with defending operators like Smoke, Castle, or Maestro to use their shotgun to destroy the reinforced wall separating Bar(A) and Stock(B) - this will provide you with a clear line of sight through Stock(B).
 
POSITIONING: [1F] BAR(A) - STOCK(B)
 
DEFENDING: [BSMNT] CHURCH(A) - ARSENAL (B)
The primary route of attack on this bomb site will be by attackers establishing vertical control over the bomb sites by opening the hatches located on the ceiling of ‘Moto connector’ and Arsenal(B). To do this, attackers will first need to gain control of the first floor. Doc should play inside of the ‘Dirt Tunnel’ - connected directly to Arsenal(B) through the northern wall. It is common for defenders to bring a Lesion or Ela to place traps deeper inside of ‘Dirt’ to give teammates playing inside of Arsenal a heads-up while attackers are making their advance. Doc is a great operator to be positioned inside of ‘Dirt’ due to the operators ACOG which will provide the player with the ability to contest multiple avenues of attack (Blue, Dirt, or Main Hallway) from this one position.
 
POSITIONING: [BSMNT] CHURCH(A) - ARSENAL (B)
 
Thank you for reading and I hope this was helpful for you guys.
 
If you are interested in more content or want to ask me questions, you can always find me on my social media accounts:
TikTok - FTWRK
Twitch - footwork6

Guide for playing 'Doc' on 'Clubhouse'. +4
footwork. footwork. LV.14 Chief 18d
Guide for playing 'Doc' on 'Clubhouse'.

Guide to playing ‘Jackal’ in ‘Kafe Dostoyevsky’

The cafe is a battlefield consisting of 1F ~ 3F with a single building shaped like a large square. Objective Locations are generated one on the 3F, two on the 2F, and the last one on the 1F. The 2F objective locations are characterized by overlapping the Fireplace Hall Bombsite.
 
As the Bar and Lounge on the 3F provide an angle down the 2F, the battle on the 2F/3F is usually held on the 3F. If the offensive team occupied the 3F, it would make it easier to seize the 2F. Therefore, the attackers first use a rappel to move to the rooftop, and attempt either the hatch drop or enter through the window. On the other hand, the defenders will try to use windows all over the place to block the offensive team from entering the 3F.
 
 
▲ Kafe Dostoyevsky Objective Location, Usually, the engagement often occurs on the 3F.
 
 
Jackal is an operator that can check the enemy footsteps using the special equipment Eyenox Tracker, which enables real-time tracking. With the color of the footsteps, you can check when the defender passes, the owner of the footprints, and where they are located now. Because of this, he plays the role of counter roamer in most battlefields.
 
Jackal can use C7E as the primary Weapon, which shows the highest performance among the Assault Rifles. The C7E has a damage of 46 with a high Fire rate (800), so except for having a strong recoil, it is a very nice weapon to use. Because of this, Jackal can also play the role of Entry Fragger.
 
 
▲ C7E with a Damage of 46 with high Fire Rate (800). However, it has quite a strong recoil and the length of the weapon is long.
 
 
 
▣ In case, the site is located at '3F Bar ~ 3F Cocktail Lounge'
 
There are many ways to enter the 3F of the building, but the most frequently used method is to drop through two hatches located on the rooftop. However, in order to enter the rooftop, you should rappel near the building. In the process, you have to pay attention to the defender’s spawn-peek. Kafe has a lot of windows around the walls, enable defenders to attempt spawn-kill. Therefore, don't jump right into the building as soon as the action phase starts, but approach slowly.
 
Of course, the defensive team will also be keeping an eye on the hatch, so the attackers must use the drone in advance before entering to identify the defender’s location. It is also a good way to check the inside through the Skylight Window on the roof. If you have entered the building somehow, Jackal must operate the Eyenox Tracker to check the footsteps first, and if necessary, locate the defenders and give pressure in various angles with the team members.
 
 
▲ Because multiple barricades are allowing the defenders to attempt spawn-peek, the attackers need extra care from the beginning of the action phase.
 
▲ If you move up to the rooftop, break the hatch with a shotgun. In this process, be careful from the defenders positioned under the stairs.
 
▲ If you carried the Claymore Mine, it would be nice to install it in the middle of the stairs.
 
▲ It is possible to scan the defender’s footsteps marked on the Bar from the Skylight Window.
 
▲ If a defender is waiting to catch the enemy dropping from the Cocktail Balcony, you may check it through this window.
 
▲ If you entered the Cigar Lounge, watch out the White Corridor entrance, because the defender roamer often passes there.
 
▲ From the exterior Terrace, you may seize an angle showing the 3F White Corridor.
 
 
 
▣ In case, the site is located at '2F Fireplace Hall ~ 2F Mining Room'
 
As explained earlier, Kafe's 2F allows the attackers to look down from the Bar or the Lounge on the 3F, so it would be better to set a position on the 3F first. Especially, the 3F Cigar Lounge has a hatch leading to the 2F Train Museum, which is located between the two Bomb sites and is an important place where defensive team anchors usually hide. Therefore, if possible, it is better to occupy the 3F Cigar Lounge first.
 
Jackal can equip the ITA12S shotgun as a secondary weapon, allowing him to play vertical alone. Jackal can even scan the footsteps on the downstairs through holes drilled on the floor. With this advantage, it could drive away the defenders hiding on the bombsite.
 
 
▲ Through the Bakery Roof, you can check inside the Mining Room. Due to the following reason, the defenders usually hide at the Train Museum.
 
▲ Cigar Lounge hatch is usually reinforced by the defenders. Therefore, the offensive team hard breacher takes charge of this.
 
▲ Even without the hatch, you may play vertical from the Cigar Lounge looking down the Train Room.
 
▲ You may also create holes on the wall with the shotgun and check inside the bombsite from the Stairs.
 
 
 
▣ In case, the site is located at '2F Reading Room ~ 2F Fireplace Hall'
 
Of the Objective Location described earlier, the Bombsite will be placed equally in the Fireplace Hall, but the other will be placed in the Reading Room instead of the Mining Room. However, because the floor has not been changed, the pattern is not so different from the one described earlier.
 
The 3F Cocktail Lounge has a hatch leading to the Laundry Room, right next to the Reading Room. It would be a good idea to drop to the Laundry Room through this hatch and then launch an attack into the Reading Room and the Fireplace Hall. However, if this hatch is been reinforced, Jackal cannot pierce it alone, so the team hard breacher is needed. While the team hard breacher is working, Jackal should assist by using the Eyenox Tracker.
 
 
▲ If you breach the exterior Terrace barricade, it directly leads to the Reading Room, but…
 
▲ it can easily be blocked from the 3F Cigar Balcony, so it is necessary to clear the 3F first.
 
▲ The 3FCocktail Lounge has a hatch leading to the 2F Laundry.
 
▲ From the 2F Laundry, you can break the wall leading to the Reading Room.
 
▲ Or you can move out to this place and break the wall leading to the Fireplace Hall. If it is reinforced, you should ask your team hard breacher to breach this wall.
 
 
 
▣ In case, the site is located at '1F Kitchen Service ~ 1F Kitchen Cooking'
 
In the case of the site located on the 1F, the pattern of attack becomes totally different from the previous ones. The offensive team can enter through the 1F door or the 2F windows without moving up to the roof or 3F. Usually, the team hard breachers, such as Thermite, Hibana, and Thatcher are in charge of breaching the 1F walls, and soft breaching operators, such as Sledge, Buck, and Fuze move up to the 2F to play vertical.
 
There are Main Corridor and VIP Corridor around Bombsite and these Corridors have many reinforced walls leading inside the bombsite. To breach these reinforced walls safely, it is necessary to clear the hiding roamers near the Corridor. If Jackal uses the Eyenox Tracker, it would be helpful for the team.
 
It is also a good idea to enter the 2F, catch the roamer, and use a shotgun to play vertical. Usually, the roamers are waiting near the Red Stairs and White Stairs, so if you've entered the 2F, check the footsteps around here first.
 
 
▲ Freezer side wall, where the hard breachers usually work. However, there might be a roamer waiting from the upstairs or opposite side of the Corridor.
 
▲ In order to catch the defenders positioned in 1F ‘Bar ~ Dining Room’, it is good to check from this window.
 
▲ If you break this wall with a shotgun from the Small Bakery window, it provides an angle from the Bakery to the Prep Room entrance.
 
▲ If you entered inside the building, start scanning the roamer’s footsteps focusing the Corridor.
 
▲ You can drop into the Freezer from the 2F Fireplace Hall hatch.
 
▲ Fireplace Hall ~ Train Museum ~ Mining Room allows vertical play.
 
▲ If you break the floor, it provides an angle behind the reinforced wall, allowing you to destroy the Shock Wire or Electroclaw.
 

Guide to playing ‘Jackal’ in ‘Kafe Dostoyevsky’ +24
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Guide to playing ‘Jackal’ in ‘Kafe Dostoyevsky’

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Guide for playing 'Doc' 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.
 
Doc is a one speed, three armour defending operator. Doc’s ability is the ‘Stim Pistol’; a projectile gadget which shoots medical stims, capable of healing teammates with low HP as well as reviving teammates who are in a DBNO state. Doc is most commonly used for the operators MP5 which can be customized to have an ACOG equipped as an optic. Due to the MP5’s low recoil, the ACOG can be highly useful if used to hold long angles on the bomb site. This makes Doc ideal as an anchor.
 
If you are to be in accordance with the current meta, Doc’s loadout should be as follows;
-PRIMARY - MP5 (WITH ACOG)
-SECONDARY - LFP586 (Revolver)
-UTILITY - Can vary based upon the needs of the team. (Personally, I always bring Barbed wire.)
 
DEFENDING: [2F] CEO(A) - EXECUTIVE(B)
The primary route of attack on this bomb site will be by the attacking team entering the building through the second floor ‘Terrace’ located to the south east of the map. After gaining control over square stairs the attackers will proceed to open the reinforced wall separating CEO(A) from Square as this will provide attackers with a direct route to the bomb site to plant the defuser. Doc will be most useful on this bomb site by playing on the first floor, inside of the Main Lobby. Located on the west wall of the Main Lobby (adjacent to ‘banana’) is a set of barred long windows. Doc can use these windows to eliminate attackers repelling on the southern windows of the CEO(A) bomb site. This positioning should be considered highly important as attackers will have access to a huge amount of control over the bomb sites from the south.
 
POSITIONING: [2F] CEO(A) - EXECUTIVE(B)
 
DEFENDING: [1F] OPEN(A) - STAFF(B)
The primary route of attack on this bomb site will be by the attacking team gaining control over the second floor as the entire ceiling of Open(A)-Staff(B) is able to be destroyed in order to gain dynamic angles into the bomb site. Doc can be useful on this bomb site by playing inside of Open(A) near the north western corner. The highest area of contention will most commonly be around the Printer window located inside of Open(A). Doc can hold long angles from the back western corner in Open(A); your job will be to keep attackers from vaulting the printer window as this will force attackers into alternative routes.
 
POSITIONING: [1F] OPEN(A) - STAFF(B)
 
DEFENDING: [1F] TELLERS(A) - ARCHIVES(B)
The primary route of attack on this bomb site will be by the attacking team gaining control of the second floor CEO Office as this will enable attackers to destroy the ceiling of the Tellers-Archives bomb site. Attackers will also focus on control of Kitchen and Open Area as this will enable attacking hard breachers like Hibanna and Thermite to breach the reinforced wall between Admin Office and Archives(B). Doc will be most effective on this bomb site by playing inside of Archives. Use the Archives(B) window to hold a long angle across the first floor Square Courtyard as this will allow you to prevent attackers from entering the building through the first floor service entrance. It is recommended that any player playing the Archives(B) window or door aggressively be highly aware of attackers having a presence on the top of square stairs.
 
POSITIONING: [1F] TELLERS(A) - ARCHIVES(B)
 
DEFENDING: [BSMNT] CCTV(A) - LOCKERS(B)
The primary route of attack on this bomb site will be by the attacking team gaining control of the first floor Open Area and Kitchen as the hatches located on the floors are crucial in cutting off defenders rotating throughout the basement and two bomb sites. Doc will be most useful on this bomb site by playing in a much more reserved position when in comparison to the previous bomb sites. After teammates make rotations connecting red hall to CCTV(A) and Lockers(B), Doc can acquire a very powerful long angle from Lockers(B) which peers all the way into the CCTV(A) doorway/default plant spot. This will prove very advantageous for eliminating attackers inside of the server room as well as prevent attackers from planting the defuser inside of CCTV(A).
 
POSITIONING: [BSMNT] CCTV(A) - LOCKERS(B)
 
Thank you for reading and I hope this was helpful for you guys.
 
If you are interested in more content or want to ask me questions, you can always find me on my social media accounts:
TikTok - FTWRK
Twitch - footwork6
 

Guide for playing 'Doc' on 'Bank'. +4
footwork. footwork. LV.14 Chief 18d
Guide for playing 'Doc' on 'Bank'.

Guide to Playing Alibi on Theme Park

Alibi's prismas are becoming more advanced... They're adapting. This one has even acquired the ability to disguise itself as Sledge. If only they could mimic Alibi's custom outfits!
 
Theme Park, the Chinese map of operation Blood Orchid, is an abandoned spooky amusement park which has since been repurposed for some kind of chemical synthesis operation.... 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.
 
Alibi, the female Italian defender, is a three armor one speed with a great kit. Her loadout is flexible, allowing her to focus on helping the team,while also offering potential for a more selfish style of game play. As such she is a great operator to main, and can adapt to the player. This all makes her a great operator for solo queue.  
 
Alibi's prisma is an intel-gathering gadget, which also creates the potential to bamboozle opponents. Attackers who shoot it, touch it, or drone through it while have their position revealed through a short series of quick pings. She can place it under windows, behind shields or in commonly held positions. The base of the device can be shot out, so try to hide this from attackers. Use your prismas on-site to support your team, and play nearby off-angles to deceive your opponents. Otherwise, use them off-site in an elaborate roaming setup to be a nuisance to roam-clearing attackers. When feeling bold, throw them outside to trick attackers with a false Enemy Detected Outside warning. This is great for assisting run outs. As an added bonus, the identity of any defender outside is hidden whenever Alibi is picked.  
 
 
ALIBI's LOADOUT
Alibi's Mx4 Storm is the obvious pick. With an amazing fire rate, and pretty controllable recoil, this SMG is a headshot machine, and shreds opponents up close. You can equip it with any attachments you'd like, or opt not to include any attachments at all if you want to mimic your clones. I recommend the flash hider, angled grip, and reflex sight for the greatest benefit, while still appearing quite similar to the attachment-free gun. Avoid using skins as it gives you away as being the real deal.  
 
Alibi has the choice between the Keratos .357 and the Bailiff 410. Both are excellent choices and it's really a pick of preference. The Keratos has serious stopping power, but bring the Bailiff if you want to make quick rotates and open hatches during setup or on-the-fly. Impact grenades are the gadget of choice for a run-and-gun playstyle, great for roam plays and run outs. Shields offer crucial utility to bring for many sights, and can be used to boost a hold of choke points.
 
 
DEFENDER BOMBSITES
 
BOMB SITE 1 – Initiation Room [2F] and Office [2F]
 
Initiation and Office are split apart by Waiting Room, which is itself a bit of a “no man’s land.” This can make it easy for attackers to cut off rotations between sites. During setup, be sure that all West-facing walls are reinforced, including Office Vault and that Control Room wall is reinforced in Initiation. This site can be played with a roam game on the West side of the map, or by extending the site for an aggressive hold of Cash. There are roof hatches above Yellow Corridor and Control Room, offering attackers quick routes to get into site, so keep an eye on those.
 
You can go for this quick run out on Cash Balcony. Toss a prisma on the crosshair to distract your enemies, while you run to the ping to deal the real damage.
 
If your team wants to play in Cash, open lines of site to watch Waiting Room from Cash, and create a rotate hole behind the desk. Alibi is ideal for holding this room.
 
This shield can help delay the breach on Control Room wall.
 
If you prefer to roam, play near Cafe and shut down the attacker push. Or at least waste some time!
 
 
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 or up Yellow or Arcade Stairs. There is also a hatch in the hallway by the vending machine they can drop. They may instead push Initiation Room and attempt to breach the reinforced walls in Bunk. Make sure there is a rotate hole in the middle of the wall between sites!
 
Aggressively playing in the hallway keeps you close to site, while still delaying the push. But don't get pinched!
 
Reinforce these walls in Bunk and set up the Arcade Balconywith a rotate into Kitchen and a shield to make the site more maneuverable. Pop the hatch on ping for an added flank route.
 
Roaming in Office is a solid play too. You can harass attackers pushing Initiation and contest Yellow Stairs through the catwalk. Reinforce the panel leading to Cafe so your rotate isn't so easily cut off.
 
If you have some seriously nutty aim, line up your crosshair as shown while crouching and toss a prisma. Then bolt to the yellow ping and mow down those who dare approach the stairs.
 
 
BOMB SITE 3 - Armory [1F] and Throne Room [1F]
 
This is widely considered to be the most defender-favored site. The reason for this is because there are many different ways to deny breaching of the three reinforced walls, and the ceiling above Throne Room is not breachable. Given that the tops of the panels can be shot open, impact tricking is viable, or teammates can throw C4s over the reinforcements. Be sure someone is keeping an eye on Blue Room from either side to easily trade kills on attackers pushing through. You can roam to try and kill breachers but the site does favor anchoring in general.
 
Make sure Blue Room hatch is reinforced before placing this shield here. As long as it is you can peek Arcade and even bits of Barrel Room. The prisma by the furnace in Armory is protected by the unbreachable ceiling above.
 
Definitely reinforce both walls on either side of Throne Room. These prismas are great if you play in here to support your Bandit while he tricks the wall.
 
If instead you wish to roam, start off in Bunk to delay attackers pushing Barrels. But rotate as needed.
 
 
BOMB SITE 4 - Lab [1F] and Storage [1F]
 
This site can be defended in a few ways. You can send some roamers above to delay attackers as they seek to establish vertical control, or you can extend the defense into Armory and Throne Room by reinforcing East Throne Wall. With Alibi you can really play any of these options or stay on site if needed. There are a few good shield options and two windows near site you can place prismas below. But they are easily shot by rapelling attackers.
 
Someone needs to watch Storage window, and you can achieve that from Lab with this shield and rotate hole.
 
This shield is a great alternative to the one above. Make sure these walls and the walls on ping are reinforced.
 
These prismas and this shield ping any attackers daring to vault in. Stick close and use any pings you score to snatch some easy kills.
 
The beautiful part about extending laterally into Throne is you can monitor site perimeter while only needing to use your personal reinforcements off-site.
 
Don't get too spooked defending Theme Park ya'll. Instead, spook attackers with your prismas and hacker-like aim.

Guide to Playing Alibi on Theme Park +17
drTaperdown drTaperdown LV.8 Bamboozled 18d
Guide to Playing Alibi on Theme Park

Guide for playing 'Doc' 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.
 
Doc is a one speed, three armour defending operator. Doc’s ability is the ‘Stim Pistol’; a projectile gadget which shoots medical stims, capable of healing teammates with low HP as well as reviving teammates who are in a DBNO state. Doc is most commonly used for the operators MP5 which can be customized to have an ACOG equipped as an optic. Due to the MP5’s low recoil, the ACOG can be highly useful if used to hold long angles on the bomb site. This makes Doc ideal as an anchor.
 
If you are to be in accordance with the current meta, Doc’s loadout should be as follows;
-PRIMARY - MP5 (WITH ACOG)
-SECONDARY - LFP586 (Revolver)
-UTILITY - Can vary based upon the needs of the team. (Personally, I always bring Barbed wire.)
 
DEFENDING: [2F] MEETING(A) - OFFICE(B)
The primary route of attack on this bomb site will be by the attacking team rappelling on the second floor windows of Office(B), Meeting(A), Conector, and Bathroom. The attackers have a huge advantage on this bomb site due to the amount of control which can be had by just rappelling on the windows, attackers can cut off any and all rotates between Office(A), Meeting(B), Long Desk, and Yellow Stairs without even coming inside the building. Due to the amount of control which can be had from the outside, attackers can dedicate the majority of their personnel and resources safely from the outside while only having a few attackers actually enter the building. Doc can be most useful on this bomb site by playing near ‘Vases’ (the central room on the opposite end of the long desk hall from Vending). From this position, you will be in in a fairly safe location and good spot to deny attackers from repelling directly into the Office(B) bomb site.
 
POSITIONING: [2F] MEETING(A) - OFFICE(B)
 
DEFENDING: [1F] PRESS(A) - LOBBY(B)
The primary route of attack on this bomb site will be by the attacking team attempting to plant the defuser inside of the outside double door leading into Lobby(B) from the south of the bomb site. This is the most common strategy due to the safe and direct route to the bomb site the attacking team is given in addition to the attackers not needing too much map control in order to successfully plant the defuser. That being said, some map control is still required by attackers before planting the defuser. It is very common for defenders to have a presence inside of the second floor Meeting Room as, any defenders with the ability to open the flooring of 2F Meeting Room, can provide any defenders on the second floor a clear line of sight on the default plant spot inside of Lobby(B) without over exposing themselves to the outside. Doc will be most useful on this bomb site by playing inside of antichamber/Press(A). This will position you well to pick off unsuspecting attackers outside of the building who are focusing their attention on the Lobby(B) double door. The Antichamber window is especially useful for this due to the tight angles that can be held by Doc which will partially expose Attackers on the Front Lobby steps - located on the south side of the building.
 
POSITIONING: [1F] PRESS(A) - LOBBY(B)
 
DEFENDING: [1F/BSMNT] TELLERS(A) - ARCHIVES(B)
The primary route of attack on this bomb site will be by the attacking team entering the building through the first floor Visa Entrance on the eastern side of the building and proceeding to gain control of Visa Office. Before gaining control over Visa Office, the attacker must first deduce whether or not the defenders are playing inside of the second floor Administrators Office as this will be the defending teams primary method for defending Tellers(A) due to their ability to open the flooring of Administrator's Office and use the vertical angles against the attackers approach from either Visa Entrance or Spiral Hallway. Doc will be most useful on this bomb site by playing inside of the first floor Tellers(A). From this position you will be in a good spot to stim any teammates on the first floor who may be in need of an HP boost - especially if your team has players playing inside of Visa. Doc will also be well positioned to support teammates inside of Visa as you will be able to hold long-angle’s through the Visa Double Doorway from the windows inside of Tellers(A).
 
POSITIONING: [1F/BSMNT] TELLERS(A) - ARCHIVES(B)
 
DEFENDING: [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 room are located directly above the basement bombsites and will provide the attacking team with plenty of vertical angles to flush out defending anchors, as well as eliminate a Kaid or Bandit attempting to ‘trick’ the wall. Doc will be best played inside of Garage(B) around ‘pipes’ (the bundle of palleted PVC piping at the bottom of the Yellow Stairs). This will keep you centrally located to revive/heal any teammates in the basement who may be in need of a stim. It’s very common for Bandit to need an HP boost while attempting to ‘trick’ the wall due to attackers commonly using frag grenades through the west garage drone hole (located directly adjacent to the aforementioned reinforced wall.)
 
POSITIONING: [BSMNT] CAFETERIA(A) - GARAGE(B)
 
Thank you for reading and I hope this was helpful for you guys.
 
If you are interested in more content or want to ask me questions, you can always find me on my social media accounts:
TikTok - FTWRK
Twitch - footwork6

Guide for playing 'Doc' on 'Consulate'. +3
footwork. footwork. LV.14 Chief 18d
Guide for playing 'Doc' on 'Consulate'.

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Guide for playing 'Doc' 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.
 
Doc is a one speed, three armour defending operator. Doc’s ability is the ‘Stim Pistol’; a projectile gadget which shoots medical stims, capable of healing teammates with low HP as well as reviving teammates who are in a DBNO state. Doc is most commonly used for the operators MP5 which can be customized to have an ACOG equipped as an optic. Due to the MP5’s low recoil, the ACOG can be highly useful if used to hold long angles on the bomb site. This makes Doc ideal as an anchor.
 
If you are to be in accordance with the current meta, Doc’s loadout should be as follows;
-PRIMARY - MP5 (WITH ACOG)
-SECONDARY - LFP586 (Revolver)
-UTILITY - Can vary based upon the needs of the team. (Personally I always bring Barbed wire.)
 
DEFENDING: [2F] SERVER(A) - RADAR(B)
The primary route of attack on this bomb site will be by the attacking team breaching the reinforced wall on the south side of ‘Renovations’ as this will provide the attackers with clear lines of sight directly into the Radar(B) as well as access to the bomb site to plant the defuser. Doc should be playing on the bomb site inside of Server(A). Since attackers will commonly attempt to flank the defenders through Sky Bridge, Doc is the ideal operator for holding a long angle from Server(A) looking all the way down into Sky Bridge and Printer window. It is also common for defenders to place barbed wire on the green stairs to provide defenders with an audio que in the event that attackers push up the green stairs from the first floor.
 
POSITIONING: [2F] SERVER(A) - RADAR(B)
 
DEFENDING: [1F] COAST GUARD(A) - LOUNGE(B)
The primary route of attack on this bomb site will be by the attacking team gaining control of ‘Scuba’ and ‘Printer’ stairs, as well as the hallway-landing which separates the two. After establishing control of the northern stairwells, attackers will want to breach the reinforced wall between the lower-printer-stairs-landing and Lounge(B). This will provide attackers with completely exposing the Lounge(B) bomb site as well as position attackers to plant the defuser in a variety of different safe plant spots. Doc should be playing inside of Coast Guard(A). This will allow you to be positioned in a central location in order to assist any teammates who may be in need of an HP boost. Since Coast Guard - Lounge is a rarely played site, there isn't a very well established meta to follow so the defenders will have to be willing to adapt to the changing battlefield.
 
POSITIONING: [1F] COAST GUARD(A) - LOUNGE(B)
DEFENDING: [BSMNT] KAYAKS(A) - SUPPLY(B)
The primary route of attack on this bomb site will be by attackers gaining control of the first floor inside of Coast Guard and Lounge as the hatches located on the floors of these two rooms offer great lines of site and access points to the basement. It is very common for defenders to be playing inside of Bathroom and Lockers, located directly across the hall from the bomb sites in the basement. Doc will be best positioned on this bomb site by playing inside of Scuba. Although there are not a large amount of long-angles which can be held on this bomb site, Doc can still be a good operator choice to support teammates who might be playing more aggressively. Try to stay positioned around the bomb site and communicate with your teammates what you see on the cameras as a way of keeping the defensive as fluid as possible.
 
POSITIONING: [BSMNT] KAYAKS(A) - SUPPLY(B)
 
DEFENDING: [1F] SECURITY(A) - MAP(B)
The primary route of attack on this bomb site will be by the attacking team gaining control of the second floor east building as the ceiling of Security(A)-Map(B) is destructible, making it advantageous for attackers to first focus on control of the second floor as it will make a final push on to the bomb site much easier. Doc can be highly effective on this bomb site by playing inside of Map(B) behind the Map Table. From this position you will have access to a multitude of long-angles looking directly into the red stairs - a common route for attackers to take after they have breached the ceiling of the bomb site.
 
POSITIONING: [1F] SECURITY(A) - MAP(B)
 
Thank you for reading and I hope this was helpful for you guys.
 
If you are interested in more content or want to ask me questions, you can always find me on my social media accounts:
TikTok - FTWRK
Twitch - footwork6
 

Guide for playing 'Doc' on 'Kanal'. +4
footwork. footwork. LV.14 Chief 18d
Guide for playing 'Doc' on 'Kanal'.

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HOW TO WARM UP. 8 things you can do in T hunt

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This is how to download the first season of Rainbow Six Siege

PezTM PezTM LV.2 Lurker 18d
[2020] VANILLA RainbowSixSiege 1.0 ONLINE Download Tutorial

https://youtu.be/KQsGyZqSwvc

ČbK x ĞØĐLÝ ČbK x ĞØĐLÝ LV.14 Xbox 18d
https://youtu.be/KQsGyZqSwvc

Anyone want to help me grow my YouTube channel?

This is the like to my new video :) https://youtu.be/Nwwl_q9-0GU

RaG3 Fuzzy LV.3 Lurker 19d
Anyone want to help me grow my YouTube channel?

im noob. need help xbox

im lonely too. wanna play r6s?

im noob. need help xbox
monster kid 076 LV.2 Lurker 19d
im noob. need help xbox
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