I'm looking for a squad to finish my placements

I'm Lvl 196
1.1 Kd

I'm looking for a squad to finish my placements
mcfc1616
mcfc1616 mcfc1616
LV.2 Lurker 1mo

High gold-low plats

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

High gold-low plats
XDez608
XDez608 XDez608
LV.2 Lurker 1mo

New operators

What time do ace and mulesi come out UK time

New operators
Whiffingkai
Whiffingkai Whiffingkai
LV.2 Lurker 1mo

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
Guide to playing ‘Rook’ in ‘Oregon’
RetroFlame77
RetroFlame77 RetroFlame77
LV.22 Good Leader 1mo

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
Guide to playing ‘Thatcher’ in ‘Villa’
RetroFlame77
RetroFlame77 RetroFlame77
LV.22 Good Leader 1mo

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
Guide to Playing Alibi on Villa
drTaperdown
drTaperdown drTaperdown
LV.9 Bamboozled 1mo

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
Guide for playing 'Doc' on 'Kafe'.
footwork.
footwork. footwork.
LV.17 Sage 1mo

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
Guide to playing ‘Jackal’ in ‘Kafe Dostoyevsky’
RetroFlame77
RetroFlame77 RetroFlame77
LV.22 Good Leader 1mo

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
Guide for playing 'Doc' on 'Clubhouse'.
footwork.
footwork. footwork.
LV.17 Sage 1mo

cracked Eu Player

https://youtu.be/o6WtgJNGNTI

cracked Eu Player
RDM_ZenovaliFN
RDM_ZenovaliFN RDM_ZenovaliFN
LV.6 Nomad 1mo

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
Guide for playing 'Doc' on 'Bank'.
footwork.
footwork. footwork.
LV.17 Sage 1mo

Tachanka

Attackers can take the tachanka turret ?

Tachanka
XeNoS
XeNoS XeNoS
LV.4 Lurker 1mo

Xbox 14 yrs old R6

Someone add me on xbox

Modeo777ttv btw

Just lookin for someone tryna chill and play casual

Xbox 14 yrs old R6
Xbox 14 yrs old R6
Alex clasper
Alex clasper Alex clasper
LV.2 Lurker 1mo

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
Guide to Playing Alibi on Theme Park
drTaperdown
drTaperdown drTaperdown
LV.9 Bamboozled 1mo

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
Guide for playing 'Doc' on 'Consulate'.
footwork.
footwork. footwork.
LV.17 Sage 1mo

I coach you professionally to high level of rainbow six siege. Check out my offer in fiverr.

https://www.fiverr.com/s2/82b9a10339?utm_source=com.google.android.apps.docs_Mobile

Check out my stats SINOOS. And my youtube channel SINOOS

I coach you professionally to high level of rainbow six siege. Check out my offer in fiverr.
SINOOS
SINOOS SINOOS
LV.7 Nomad 1mo

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
Guide for playing 'Doc' on 'Kanal'.
footwork.
footwork. footwork.
LV.17 Sage 1mo

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

https://youtu.be/75xt9stCUp0

HOW TO WARM UP. 8 things you can do in T hunt
SINOOS
SINOOS SINOOS
LV.7 Nomad 1mo

[2020] VANILLA RainbowSixSiege 1.0 ONLINE Download Tutorial

https://youtu.be/DcmcouHcv7E

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

[2020] VANILLA RainbowSixSiege 1.0 ONLINE Download Tutorial
PezTM
PezTM PezTM
LV.2 Lurker 1mo

Need help?

Hey guy's and girls i'm basically free most of the time and if your new or not that good at rainbow six siege i can teach you the basics and somethings if you want to know hit me up andddd it's free you don't need to pay me and i'll do ps4

Need help?
Huskman_yt
Huskman_yt Huskman_yt
LV.6 Anchor 1mo

https://youtu.be/KQsGyZqSwvc

https://youtu.be/KQsGyZqSwvc
ČbK x ĞØĐLÝ
ČbK x ĞØĐLÝ ČbK x ĞØĐLÝ
LV.14 Xbox 1mo

Anyone want to help me grow my YouTube channel?

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

Anyone want to help me grow my YouTube channel?
RaG3 Fuzzy
RaG3 Fuzzy RaG3 Fuzzy
LV.3 Lurker 1mo

im noob. need help xbox

im lonely too. wanna play r6s?

im noob. need help xbox
im noob. need help xbox
monster kid 076
monster kid 076 monster kid 076
LV.2 Lurker 1mo

Guide for playing 'Doc' on 'Chalet'.

[DISCLAIMER: This guide is intended to be as bare bones as possible in order to give general advice to any new Rainbow Six: Siege players. In addition to this article being opinionated, I would like to also state that zero-sum strats in this game do not exist and the tell of a good Siege player is their decision making and adaptation to the changing battlefield.]
 
 
Chalet is a triple-level map ( consisting of three floors) found only in Ranked play. The current architecture of the map gives a significant advantage to the attackers due to the vertical destruction found on all four bomb sites.
 
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: [1F] KITCHEN(A) - TROPHY(B)
The primary route of attack on this bomb site will be by attackers establishing vertical angles over and under Kitchen(A)-Trophy(B) by gaining control over 2F Master Bedroom, 2F Office, and BSMNT Car Garage. Doc can be incredibly useful in defending the second floor Master Bedroom if supported by additional defending operators like Jager or Lesion. During the preparation phase, open the Master Bedroom double doorway and window; this will allow you to preemptively establish control over the top of ‘rock’ (the rock directly next to the Campfire spawn location). However, this can be dangerous if you don’t win the gun fight against attackers as they are in the vault animation while getting on top of ‘rock’. The value in a position like Master Bedroom balcony allows the player to keep the initiative over the northern portion of the second floor as it is impossible for attackers to enter the second floor from any area other than Library if the defenders are holding the correct long-angles.
 
POSITIONING: [1F] KITCHEN(A) - TROPHY(B)
DEFENDING: [1F] GAMING(A) - BAR(B)
The primary route of attack on this bomb site will be by the attacking team entering and clearing the building from 2F Master Bedroom on the west side of the building all the way to the east of the building, concluding their roam clear after establishing control inside of the Library. Doc can be used on this bomb site similar to the way in which the operator was used on the previous bomb site. However, the only drawback from a position like this is that you will be considerably far away from the first floor bomb site. If attackers instead choose to push the bomb site directly from HeliPad, you will need to be able to safely return to the bomb sites to assist anchoring teammates. Returning to the bomb site is not really all that difficult (especially if you go through the basement) the more challenging part is knowing when to conclude your roam and return to the bomb site. Typically, if you don't’ hear any audio que’s within the first 45-60 seconds of the round, that is usually a pretty good sign that the attackers are taking an alternate route to the bomb site than that of which you were anticipating.
 
POSITIONING: [1F] GAMING(A) - BAR(B)
 
DEFENDING: [2F] OFFICE(A) - MASTER BEDROOM(B)
The primary route of attack on this bomb site will essentially just be the inverse of Gaming-Bar. Entering through the Library and moving from east to west inside of the building is a much safer route to the second floor bomb sites as attackers can be easily shot if caught trying to repel directly onto the Master Bedroom balcony or climb the Front Yard ladder to the second floor. As doc, it will be your primary responsibility to ensure that attackers cannot establish control from the top of ‘Rock’ or any other northern second floor platforms which can be used to either peer into or gain access to the second floor bomb sites. These platforms would include ‘Rock’, ‘Master Bedroom Balcony’, and ‘Bathroom Balcony’. Maintaining control over these areas will be hugely beneficial to the defending team as it will force the attacking team to organize an indoors push from the second floor Library - in turn exposing attackers to a variety of potential flank points.
 
POSITIONING: [2F] OFFICE(A) - MASTER BEDROOM(B)
 
DEFENDING: [BSMNT] WINE(A) - SNOWMOBILE(B)
The primary route of attack on this bomb site will be by the attacking team breaching the reinforced exterior wall leading from the buildings southern exterior into Snowmobile(B). Doc will be most useful on this bomb site by anchoring inside of Snowmobile(B). I believe the optimal positioning for Doc will be behind the bomb inside of Snowmobile(B) as this will allow the player to contest long angles through the breach in the exterior wall after attackers have successfully breached. However, any player positioned on the bomb should always be conscious of common flank points coming from either the Main Stairs or Blue Stairs as there is no cover to contest from these positions. Even if teammates communicate that there are attackers flanking through Blue Stairs, challenging the flankers from the Snowmobile(B) bomb is incredibly dangerous and will oftentimes result in you either losing the gun fight directly, or being shot from attackers holding long angles on your position from outside of the main breach hole. For this reason, it advised to have a teammate permanently positioned inside of Blue Hallway to support you by preventing attackers from flanking Blue.
 
POSITIONING: [BSMNT] WINE(A) - SNOWMOBILE(B)
 
Thank you for reading and I hope this was helpful for you guys.
 
If you are interested in more content or want to ask me questions, you can always find me on my social media accounts:
TikTok - FTWRK
Twitch - footwork6

Guide for playing 'Doc' on 'Chalet'. +4
Guide for playing 'Doc' on 'Chalet'.
footwork.
footwork. footwork.
LV.17 Sage 1mo

Guide to Playing Alibi on Outback

Tired of Mozzie's driving wild? Seek refuge in this haven that will also keep you safe from the 100 kilometer/hour dust winds plaguing the Outback.
 
Outback, The Australian map of Operation Burnt Horizon, home to the famous Kangaroo Sandwich, is shaped like an elbow. This two-floor map contains many staircases, external and internal. The West end of the top segment houses the Back Stairs and the South side of the segment on the right contains the Garage Stairs. Where the two wings join together in the Northeast, you can find the Piano Stairs, and the Restaurant Stairs, which is adorned with a massive hanging shark. Piano and Shark Stairs are connected by an external patio which even 1 speed operators can traverse without being detected. The map tends to favor anchoring, due to the difficulty for attackers to enter upstairs near sites.
 
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 - Laundry [2F] and Games Room [2F]
 
The defense of this site involves extending into the surrounding rooms, namely Piano Room, Dormitory, and Showers. Holding onto the perimeter for as long as possible is crucial because once attackers are in, it is a very quick rush to site. As a result, the round tends to be packed with explosive action, so focus on trading kills off of any allies who die. Your prismas can be used under windows near site to ping attackers vaulting in, especially if you roam. A shallow roam around Office and Bull can delay attackers breaching Bull wall. From here you can peek Bull window and quickly return to site when needed.
 
Defend Dorms and Showers aggressively, taking cover on ping or falling back through hatch after wasting enough time.
 
You can also position in hallway to defend the perimeter.
 
Piano is a crucial area to hold and can deny pushing into either site or hopping into Showers.
 
You can position more safely in Laundry, using your shield to force attackers to vault in, but still help hold the perimeter by opening some walls.
This setup works great with my Maestro setup for this site. Click the link below to check it out if you have a buddy who mains Maestro.
https://moot.us/lounges/10/boards/43/posts/3434378/guide-to-playing-maestro-on-outback
 
 
BOMB SITE 2 - Party Room [2F] and Office [2F]
 
Check that someone is watching for attackers pushing from Bull window, Electrical window, or Garage Stairs. Other than these areas, attackers will likely clear dorms to push through Games and will push from Shark window. Reinforce the Party wall and the Bull wall, and if someone wants to play Garage, reinforcing the bottom can be quite helpful. Feel free to "impact trick" the Party wall if you are nearby when attackers are breaching. Anchor with Alibi in more forward positions like Bull, or Garage rafters. It's worth mentioning that there are two drone holes on the roof which attackers can use; one is by the Raptoil poster in office, and the other is by the Hotel sign in Mezzanine.
 
This setup showcases how to use your utility to defend Garage. Head into Compressor for some nasty holes below Office door and flank through restaurant if attackers ignore Garage side.
 
Alternatively, play in Bull to lock down the site perimeter. You can also place a prisma behind the bull where I am standing. A mute jammer on ping helps protect you from getting droned out.
 
Reinforce Office wall facing Garage and make a rotate on ping. These prismas are great if you choose to anchor in Office.
 
Reinforce West Party wall and use these prismas if you want to anchor here.
 
 
BOMB SITE 3 - Nature Room [1F] and Bushranger Room [1F]
 
To avoid confusing callouts, the bed in Nature is adorned with a canopy of vines, while the Bushranger suite feels more like an old timey Cowboy's home. This is probably the worst site on this map since the whole ceiling above is destructible, and there are many flank paths to the hallways surrounding site. Open up a rotate through the closet, so you aren't forced to pass by the bathroom window if you need to swap sites. If you enjoy "impact tricking" walls, then anchor in either the Bushranger kitchen, or on the yellow armchair in Nature and ready your explosives.
 
Reinforce these walls and the walls on ping. This shield and prisma make Bushranger more playable.
 
Make a rotate between sites in the closet and use this prisma to distract opponents while you prone in the corner on ping, lining up sights on the hallway door.
 
This shield allows setting up a pixel angle on the doorway, while keeping you quick to the rotate to move between sites.
 
If you prefer to stay on the move, roam upstairs to deny attackers from breaching the floor above.
 
 
BOMB SITE 4 - Compressor Room [1F] and Gear Store [1F]
 
This is hands down my favorite site to play and I believe it is an underappreciated pick in the community. The East half of Gear Store and all of Convenience Store bear indestructible ceilings, making them great candidates for anchors. There does seem to be some difficulty in defending site if attackers effectively take control of Restaurant however and pull off a breach. Extend the site into Convenience for more control over the Garage Reinforce all of Beer Fridge, or create a rotate hole and reinforce Garage.
 
This Compressor setup is great if you need to anchor here. The elevated holes allow for teammates to toss C4s.
 
Set up Gear Store as shown so you can safely rotate between Gear and Convenience.
 
This shield sits under an indestructible ceiling making it difficult for attackers to uproot any anchors here. The wall on ping is the most important reinforcement in Beer Fridge.
 
Reinforce these walls in Beer Fridge to close it off. This shield lets you freely rotate throughout Convenience while crouched.
 
You can open this rotate to Play in Garage if you reinforce Garage wall. Place a prisma on Garage Stairs to deceive attackers in Office above.
 
Enjoy defending Outback ya'll. But don't roam too far from site or attackers will blitz on in, leaving you with a nightmare of a retake!

Guide to Playing Alibi on Outback +19
Guide to Playing Alibi on Outback
drTaperdown
drTaperdown drTaperdown
LV.9 Bamboozled 1mo

Maestro or mozzie?

Need a new defense operator and its between maestro and mozzie. Who should I get between the two?

Poll
Maestro or mozzie?
BigchernyyDingo
BigchernyyDingo BigchernyyDingo
LV.2 Lurker 1mo

Who should I get for a defender

Poll
Who should I get for a defender
Scorpio36
Scorpio36 Scorpio36
LV.3 Assassin 1mo

I need someone to teach me

I haven’t played since last Christmas because I ran out of ps plus so I need to learn the game

I need someone to teach me
callmeidk
callmeidk callmeidk
LV.4 Lurker 1mo

I’m a waffle that want to have some fun

I’m a waffle that want to have some fun
Alex diaz dominguez
Alex diaz dominguez Alex diaz dominguez
LV.2 Lurker 1mo

Need a coach

I need a coach on six chill not toxic coach i play on eu name mister_natre

Need a coach
Iplaygames1234
Iplaygames1234 Iplaygames1234
LV.5 Champion 1mo

Abandon sanction

Is it normal to get a abandon sanction, if the reason being Ubisofts net?

Abandon sanction
HrMartin68
HrMartin68 HrMartin68
LV.5 Lurker 1mo

Who do you think is gonna be a game changer?

Ace or Melusi

Who do you think is gonna be a game changer?
Who do you think is gonna be a game changer?
ZAPZZZ
ZAPZZZ ZAPZZZ
LV.7 JUST SEND IT 1mo

Guide for playing 'Iana' on 'Villa'.

[DISCLAIMER: This guide is intended to be as bare bones as possible in order to give general advice to any new Rainbow Six: Siege players. In addition to this article being opinionated, I would like to also state that zero-sum strats in this game do not exist and the tell of a good Siege player is their decision making and adaptation to the changing battlefield.]
 
Villa is a triple-level map (consisting of three floors) found both in ranked play as well as professional. The current architecture of the map gives a slight advantage to the defending team due to there being few routes into the primary bomb sites forcing attackers to bottle neck. In addition to this, Villa is a very large map which makes roam control very difficult for the attacking team.
 
‘Iana’ is a two speed, two armor attacking Operator. Her ability is a remote controlled hologram of herself which can be shot and destroyed by defenders. However, this ability is unique in that the operator's hologram can be regenerated and be used again (similar to the way in which Lesion’s ‘Gu Mines’ regenerate throughout the round.) This classifies Iana as an intel operator as her ability essentially acts as a secondary drone capable of regenerating.
 
If you are to be in accordance with the current meta, Iana’s operator loadout should be as follows;
PRIMARY: G36-C ASSAULT RIFLE (Attachments to player preference.)
SECONDARY: MK1 9MM (Attachments to player preference.)
UTILITY: FRAG GRENADES
 
ATTACKING: [2F] AVIATOR(A) - GAMES(B)
The primary route of attack on this bomb site will be by the attacking team entering the building through the outdoor Study Balcony located on the second floor of the south side of the building. After establishing control over Study and the top of Main Stairs. Attackers will then proceed to breach the reinforced wall separating Study and Games(B) (being the westward facing reinforced wall inside of Study). This will allow the attacking team to plant the defuser inside of Games(B) behind the bar; providing attackers with a safe place to plant the defuser. Iana should act as a first floor solo-roam clear inside of 1F Library, Art Storage, and Piano. This is because it is very common for defenders to place operators like Pulse and Valkyrie on the first floor due to the influence these defending operators can have on the round by using Nitro-Cell on the flooring underneath the attacking 2F positions.
 
RUINS SPAWN LOCATION
 
ATTACKING: [2F] TROPHY(A) - STATUARY(B)
The primary route of attack on this bomb site will be by the attacking team entering the building from the north eastern roof access points leading into the second floor Bathroom and Master Bedroom. After establishing control over Master Bed and Bath, attackers will proceed to breach the reinforced wall separating Master Bedroom from Statuary(B). This will expose both Statuary(B) and Trophy(A) as well as providing attackers with a more open route into Statuary(B) to plant the defuser. Iana should be used similar to the way in which the operator was used on the previous bomb site. The only difference here being that instead of keeping control over the first floor Art, Library, and Piano, Iana will instead be focusing control over the first floor Kitchen and Dining rooms located on the opposite side of the first floor.
 
MAIN ROAD SPAWN LOCATION
 
ATTACKING: [1F] LIBRARY(A) - LIVING ROOM(B)
The primary route of attack on this bomb site will be by the attacking team entering the building from the south and gaining control over the Main Stairs, Art Storage, and Main Hall. After establishing the necessary control over the first floor needed to move the attacking round forward, attackers will commonly attempt to plant the defuser inside of the Library(A)-Main Entrance doorway. Attackers will also want to gain control over the second floor Games and 90 (in addition to 90’s subsequent hallways) as the flooring of these rooms can be destroyed to provide attackers with vertical angles down onto the first floor bomb sites. Iana can be useful on this bomb site by acting as a second floor supporting operator. Assist the attacking teams entry fraggers (Buck, Zofia, Sledge, or Ash) by using Iana’s Hologram to gather intel on the positions of defenders playing on the western side of the second floor; these rooms include Study, Aviator, Bar, and 90. As intel is being gathered by Iana’s hologram, the player should communicate the real-time information to the rest of the attacking team to increase the effectiveness of the roam clear.
 
FOUNTAIN SPAWN LOCATION
 
ATTACKING: [1F] DINING(A) - KITCHEN(B)
The primary route of attack on this bomb site will be by the attacking team entering the building through the Basement and first floor Laundry. The primary force of attackers will be focused on the reinforced wall separating Laundry room and Dining as well as control over the second floor for vertical control. Having control over the top of Pantry Stairs will limit defenders ability to rotate throughout the two bomb sites as the Pantry Doorway provides anybody inside of Pantry with a clear line of sight through Kitchen(B). Iana would be the best operator for maintaining control at the top of the pantry stairs as the operator is not crucial for moving the round forward. This means that, after establishing a position on Pantry Stairs, Iana can spend virtually the entire round holding angles all the way through the Kitchen(A) bomb site to prevent defenders from rotating between Kitchen(A) and Dining(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
Instagram - footwork.R6
 

Guide for playing 'Iana' on 'Villa'. +3
Guide for playing 'Iana' on 'Villa'.
footwork.
footwork. footwork.
LV.17 Sage 1mo

Guide to Playing Alibi on Coastline

Next time you find yourself in need of a top tiervacation head on down to La Perl Blanca located on the beautiful Ibiza coast. Plenty of Alibis are waiting on standby to take your call!
 
Coastline, the Spanish map released during Operation Velvet Shell, is widely considered to be one of the most balanced maps, but is perhaps arguably attacker favored. The map is fundamentally a large rectangle composed of two floors and two staircases. The middle is cut out, leaving a very open courtyard. This area offers attackers plenty of angles to cut off defenders, while safely positioned on the roof, so be careful when rotating, and try to use hatches to avoid over-exposing yourself. Surviving the round as a defender requires calculated movement to avoid being pinched and picked off by teams that attack with deadly efficiency.
 
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 - Hookah Lounge (2F) and Billiards Room (2F)
 
Widely regarded as the preferred site, Hookah and Billiards are exposed to two balconies, two windows, and the roof. So tread tactfully. Attackers will likely push from the Hookah and Aquarium balconies, as well as up Cool Vibes stairs or through VIP hallway or Luggage hallway. As a roamer, your goal will be to delay the flank coming through VIP and Penthouse. If that area is ignored, you could potentially run out onto VIP balcony for a line of sight onto Hookah Balcony.
 
Aquarium is a solid room to hold down with Alibi. From here, lock down Luggage hallway and Aqua balc. To retreat you can rotate into Billiards or drop the hatch.
 
Use your other reinforcement on the middle panel between sites so attackers can't watch Billiards from Hookah Window. From this position you can watch Hookah balcony.
 
This utility and rotate serve to assist whoever is locking down Hookah door and Cool Vibes stairs. The prisma is placed far back so it isn't exposed to the roof.
 
This setup is for Alibi players looking to roam. Remember: waste time, stay alive, and have an impact on the round. You are not looking to hide all round!
 
 
BOMB SITE 2 - Penthouse (2F) and Theater (2F)
 
While this site was previously a community favorite, as the meta has evolved it has become clear that the site is actually quite tough to hold. The large window in Penthouse makes the whole room unplayable, leaving defenders with Theater, VIP Room, and the “L-shaped” hallway surrounding site. As Alibi lurk in VIP or the hallway surrounding Theater. In general, reinforce all theater walls leading to the hallway and the walls on the West side of Penthouse; use your Bailiff to pop the hatch to enable flanking plays.
 
This VIP setup keeps your opponents guessing your true position. If you play near the ping early on and shoot a drone, attackers will not know which way you went. Place a shield between the prisma on the right and VIP window.
 
This prisma keeps attackers aiming high while you lay your sites on Guitar hall on ping.
 
This prisma distracts attackers while you prone on ping between couches and line up a pixel peek on Luggage doorway. But watch for the window being opened!
 
This shield enables watching VIP window from 90 corner.
 
 
BOMB SITE 3 - Kitchen (1F) and Service Entrance (1F)
 
This is my personal favorite. It does, however, require a coordinated team. Otherwise attackers may successfully pull off a rush plant in Service doorway and proceed to hold angles from outside. Other than that, watch for attackers cutting off rotations from Kitchen window, breaching the floor above, and flanking through Lobby or the Bars.
 
This elaborate roam setup forces attackers to deal with you upstairs before going for vertical play. Otherwise you can harass their flanks and waste plenty of time.
 
Setting up kitchen in this way makes it way more uncomfortable for attackers to enter Kitchen window. They will be pinged and can be shot by roamers atop the Gazeebo in Courtyard on ping.
 
Make a rotate to the left of this reinforcement if your teammates cannot. These two prismas are effective whether you anchor or roam since attackers second guess if anchors are peeking these common angles.
 
This run out is great if you opt out of the fancy schmancy roam set up and go for a more simple approach. This minimally-exposed angle is also decently safe with railing protecting you.
 
 
BOMB SITE 4 - Blue Bar (1F) and Sunrise Bar (1F)
 
Though this site is a bit less popular, it can be a solid pick if you have a regular squad with a practiced strat. For one, it will throw attackers for a loop, forcing them to adapt. Attackers will likely push above to get some angles on anchors. They also frequently post up in Ruins to pressure site windows and cut off defender rotations. Other than that, watch out for attackers flanking from Courtyard hallway, Kitchen, or Office.
 
Lurk in Office to watch the flank with this setup. A strategic opportunist may run out of Office doorway to shoot attackers in ruins.
 
If your team needs a brave body to play Blue Bar, use this setup to make it a bit more playable. Just don't overpeek the window!
 
Reinforce the walls between this couch and the hallway, and the hatch above, so an anchor can play from here If you're lucky your prisma pings can help land a wallbang!
 
You can leave a prisma on Sunrise window and place one behind the bar under this protective cover so it isn't as easily shot out from above.
 
 
Don't stay too long in this beautiful hotel folks! It's a bit TOO luxurious.

Guide to Playing Alibi on Coastline +18
Guide to Playing Alibi on Coastline
drTaperdown
drTaperdown drTaperdown
LV.9 Bamboozled 1mo

How to play R6S !

Best strat to attack or to defend Wins
Comment below ❤

How to play R6S !
Wail 213
Wail 213 Wail 213
LV.2 Lurker 1mo

Guide for playing 'Iana' on 'Outback'.

[DISCLAIMER: This guide is intended to be as bare bones as possible in order to give general advice to any new Rainbow Six: Siege players. In addition to this article being opinionated, I would like to also state that zero-sum strats in this game do not exist and the tell of a good Siege player is their decision making and adaptation to the changing battlefield.]
 
Outback is a double-level map (consisting of two floors) found only in ranked play. The current architecture gives a significant advantage to the defenders due to there being limited second floor access points. Although, an argument could be made for this being mitigated by the vertical advantages given to the attackers on the ground floor bomb sites.
 
‘Iana’ is a two speed, two armor attacking Operator. Her ability is a remote controlled hologram of herself which can be shot and destroyed by defenders. However, this ability is unique in that the operator's hologram can be regenerated and be used again (similar to the way in which Lesion’s ‘Gu Mines’ regenerate throughout the round.) This classifies Iana as an intel operator as her ability essentially acts as a secondary drone capable of regenerating.
 
If you are to be in accordance with the current meta, Iana’s operator loadout should be as follows;
PRIMARY: G36-C ASSAULT RIFLE (Attachments to player preference.)
SECONDARY: MK1 9MM (Attachments to player preference.)
UTILITY: FRAG GRENADES
 
ATTACKING: [2F] LAUNDRY(A) - GAMES(B)
The primary route of attack on this bomb site will be by the attacking team entering the building through the top of Garage and the Shark Stairs second floor window. After establishing control over all second floor rooms east of Games(B), the attacking team will proceed to breach the reinforced wall between Mechanical Bull (Bull) and Games(B) as this will provide attackers with a direct route to plant the defuser inside of the Games(B) bomb site. Iana can be most useful on this bomb site by acting as either an intel operator (in support of entry fraggers) or by acting as an entry fragger (supported by intel operators). It is recommended that Iana acts as an intel operator when the attacking team has already designated certain players as the entry fragger(s) as the more information which can be communicated to the attacking teams entry, the more effective these players will be in establishing map control.
 
CAMPING SPAWN LOCATION
 
ATTACKING: [2F] PARTY(A) - OFFICE(B)
The primary route of attack on this bomb site will be by the attacking team essentially executing the inverse attack plan used on the previous bomb site; the only difference here being over which rooms attackers need to establish control over. To ensure protection from any possible flanks, attackers should clear all second floor rooms west of Mechanical Bull and Shark Stairs and then place some type of flank protection on Shark and Yellow Stairs (Nomad’s ‘AirJab’ or one of Gridlocks ‘Track Stingers’.). Iana can be useful on this bomb site by being played similar to the way in which the operator was used on the previous bomb site. As stated previously, I believe the operator will be most influential for attackers by acting as an intel gathering operator instead of an entry fragger. This is because of Iana’s unique ability which allows her to regenerate holograms (which essentially act as drones), making the operators’ value appreciate as the round continues.
 
FUEL PUMP SPAWN LOCATION
 
ATTACKING: [1F] NATURE(A) - BUSHRANGER(B)
The primary route of attack on this bomb site will be by the attacking team entering the building through the first floor Yellow Stair doorway located on the west of the building near the ‘Camping’ spawn location. After establishing control over the Nature Hallway and top of Yellow Stairs, attackers will breach the reinforced wall separating Nature Hallway and BushRanger room. Attackers will commonly send a few soft destructors like Buck, Sledge, or Zofia to the second floor to destroy the flooring of of Laundry and the adjacent hallways as this will expose defending anchors inside of Bushranger(B) and Nature(A) to vertical angles. Iana should be used on this bomb site by supporting the attacking teams soft destructors as control over the second floor is being established. Use the operators drones and hologram to gather intel on the defensive positions on the second floor and communicate this information to teammates as they are clearing the second floor. All attackers on the second floor should always be cautious of Nitro-Cell being used underneath them; the majority of the 2F flooring is able to be destroyed by attackers using shotguns and Nito-Cell.
 
STORAGE SPAWN LOCATION
 
ATTACKING: [1F] COMPRESSOR(A) - GEAR(B)
The primary route of attack on this bomb site will be by the attacking team entering the building through the top of the 2F Garage (accessed through the west and east single windows) and through the 1F Main Entrance (accessed through the mud room double-doorways on the east of the building). After establishing the necessary control over Restaurant and Kitchen, attackers will breach the reinforced wall separating Kitchen and Compressor(A). Due to the fact of Iana not being a heavily influential operator on this bomb site, the operator can be used in a very expendable way. This means that anyone playing Iana can make much more assertive, though risky, plays as a way of setting the tempo in favour of attackers - forcing the defending team to play more reactively than proactively.
 
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
Instagram - footwork.R6

Guide for playing 'Iana' on 'Outback'. +3
Guide for playing 'Iana' on 'Outback'.
footwork.
footwork. footwork.
LV.17 Sage 1mo

Guide for playing 'Iana' on 'Oregon'.

[DISCLAIMER: This guide is intended to be as bare bones as possible in order to give general advice to any new Rainbow Six: Siege players. In addition to this article being opinionated, I would like to also state that zero-sum strats in this game do not exist and the tell of a good Siege player is their decision making and adaptation to the changing battlefield.]
 
Oregon is a triple-level map (consisting of three floors) currently only found in ranked play. Although, this is subject to change as the map has recently undergone a rework by Ubisoft and will be left in ranked to see how viable the map is for high-level competitive play.
 
‘Iana’ is a two speed, two armor attacking Operator. Her ability is a remote controlled hologram of herself which can be shot and destroyed by defenders. However, this ability is unique in that the operator's hologram can be regenerated and be used again (similar to the way in which Lesion’s ‘Gu Mines’ regenerate throughout the round.) This classifies Iana as an intel operator as her ability essentially acts as a secondary drone capable of regenerating.
 
If you are to be in accordance with the current meta, Iana’s operator loadout should be as follows;
PRIMARY: G36-C ASSAULT RIFLE (Attachments to player preference.)
SECONDARY: MK1 9MM (Attachments to player preference.)
UTILITY: FRAG GRENADES
 
ATTACKING: [2F] KIDS(A) - DORMS(B)
The primary route of attack on this bomb site will be by the attacking team entering the building through the Big Tower located on the north side of the building. After establishing control over all of Big Tower, attackers will breach the reinforced wall on the second floor level of Big Tower separating Attic and Big Tower. This will then provide attackers with a clear pathway through the Attic to get into the Kids(A) bomb site and plant the defuser. Iana should act as a solo roam clear on the first floor. This is advantageous to the attacking team because of Iana’s ability to gather intel individually. With this ability, the attackers are presented with the opportunity to task one individual player (being Iana) with clearing certain parts of the building by themselves - in turn, allowing attackers to spend time and resources on more immediate tasks.
 
JUNK YARD SPAWN LOCATION
 
ATTACKING: [1F] KITCHEN(A) - DINING(B)
The primary route of attack on this bomb site will be by the attacking team entering the building through the Small tower located on the western most part of the building. After establishing control over Small Tower, attackers will attempt to breach the reinforced wall inside of 1F Small tower separating the first floor Small Tower and Kitchen(A) bomb site. Iana should act as an intel support operator. Use the operators hologram to gather intel inside of the small tower as attacking teammates entry from the west. Having real-time, up to date, information on defensive positions is hugely beneficial to an attacking teams efficiency and effectiveness in their roam clear.
 
CONSTRUCTION SPAWN LOCATION
 
ATTACKING: [1F] MEETING(A) - KITCHEN(B)
The primary route of attack on this bomb site will be by the attacking team entering the building through the Big TGower located on the northernmost side of the building. After establishing control over the first floor Big Tower, attackers will proceed to breach the reinforced wall separating the first floor level of Big Tower and the Meeting(A) bomb site. Iana will be most useful on this bomb site by acting as a solo entry fragger. This means that the player should breach the building from, ideally, an opposite position from that of the primary attacking push. As previously stated, the primary attacking assault will come from Big Tower; Iana should flank defenders by entering the building through the first floor Garage and proceed to flank through the Main Lobby. This will force defenders to separate their attention between two opposing directions.
 
STREET SPAWN LOCATION
 
ATTACKING: [BSMNT] LAUNDRY(A) - SUPPLY(B)
The primary route of attack on this bomb site will be by the attacking team entering the building through Barrel/Construction rooms located on the northwestern side of the building inside of the basement. After establishing control over Construction, attackers will breach the reinforced wall separating Construction and Supply(B). Iana should use a similar attack philosophy with that of the previous Kitchen-Meeting bomb sites. As Iana, the player should focus attention to flanking defenders through either Main Stairs or Freezer Stairs. Typically, the route of least resistance from defenders tends to be through the Main Stairs as of the new re-work of Oregon. Although the exact reason for this is unclear, it is most likely attributed to the lack of cover between BSMNT-Laundry and BSMNT-Main Stairs.
 
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
Instagram - footwork.R6
 

Guide for playing 'Iana' on 'Oregon'. +3
Guide for playing 'Iana' on 'Oregon'.
footwork.
footwork. footwork.
LV.17 Sage 1mo

EU Update

For you Eu ps4 players

EU Update
EU Update
NaRecruitMain
NaRecruitMain NaRecruitMain
LV.22 I’m the champion! 1mo

Guide to playing ‘Mute’ in ‘Coastline’

The coastline is a slightly small-sized battlefield consisting of 1F and 2F without a basement. The objective locations are generated two on each floor. Because the Courtyard is placed in the middle of the building, the entire building has a square shape. Due to the following shape, the attackers can have an angle to check inside the 2F corridor from the rooftop.
 
While the 2F has a structure that can attack the interior of the building from outside Terrace, windows, and rooftops, the 1F even allows the attackers to play vertical from the top, making it difficult for the defense team to defend on either floor. Because of the following structure, the defense team prefers to defend 2F ‘Hookah Lounge ~ Billiards Room’ and 1F ‘Kitchen ~ Service Entrance’.
 
 
▲ Coastline Objective Location. Because the size of the building is small and has multiple angles for attackers to check from the outside, there are not many places for the defenders to hide.
 
 
Mute's most important role, like any other map, is installing the Signal Disruptor to block the enemy drone reconnaissance. It prevents the offensive team from getting information about the setup situation inside the Bombsite or which angle the operator is holding. Perhaps because of this ability, Mute often acts as an anchor.
 
In addition to drones, the Signal Disruptor also serves as a counter for all electronic equipment except for the EMP Grenade. It is sometimes installed behind the reinforced walls to prevent Thermite or Hibana’s hard breaching, and it also can block the Dokkaebi's Logic Bomb or Lion's EE-ONE-D capability within the range of the Signal Disruptor when invoked. Iana's Gemini Hologram and Jackal's Eyenox Tracker get very noisy when they get close to the Signal Disruptor range.
 
Mute can use the SMG-11 Submachine Pistol as a secondary Weapon, so if necessary, he can also take the M590A1 shotgun as the Primary Weapon and proceed to remodel inside the Bombsite. The M590A1 is a shotgun, which has a fairly long range and is one of the top shotguns in the game. However, because Mute is quite busy during the Preparation Phase, it would be better to get help from other team members if they need quick re-model work.
 
 
▲ If you attach the Laser on the Under Barrel, the bullet spread rate decreases, making not very functional for remodeling.
 
 
 
▣ In case, the site is located at '2F Hookah Lounge ~ 2F Billiards Room'
 
Although it is the most favored objective location for the defense team, it is not an easy place to defend. Outside near Bombsite, there are Hookah Lounge and Balcony, where the offensive team can stand, so keep this place in check not to be attacked. There may be snipers like Glaz or Kali outside the Ruin, or there may be hard breachers like Hibana or Thermite trying to breach the Billiards Room reinforced wall from the rooftop.
 
Usually, this place creates a rotation that leads to the North Stairs in Hookah Lounge and tries to check near the North Stairs and Hallway, so you should install the Signal Disruptor for the team. Since the drones often pass this hallway, it will be helpful enough for the team.
 
In some cases, Mute installs the Signal Disruptor here to prepare for the enemy hard breacher breaches the Billiards Room reinforced wall from the rooftop. It's not a bad choice because if this place is opened, the defense team will have nowhere to hide in Bombsite. However, keep in mind that this place has a total of four walls, which require two Signal Disrupters to block all the walls.
 
 
▲ Make a rotation in between the Hookah Lounge and Billiards Room to move around.
 
▲ Make a rotation in between the Hookah Lounge and North Stairs and install the Signal Disruptor on the circled place.
 
▲ Because the Billiards Room has four walls, it requires two Signal Disruptors to block them all.
 
▲ In order to destroy this Signal Disruptor, the attacker should move into the Hookah Deck and shoot with an exposing condition.
 
▲ The Signal Disruptor installation point if a defender is hiding behind the Aquarium.
 
▲ The Signal Disruptor installation point to block the drones approaching from the Aquarium Terrace.
 
 
 
▣ In case, the site is located at '2F Penthouse ~ 2F Theater'
 
This place seems easy to defend, given that there is no risk of having vertical play from the top, but there is a big window on the Penthouse to Main Entrance Spawn, making it very difficult for the defense team to defend the Penthouse. For this reason, it is common to empty the Penthouse and defend near the Theater and VIP Lounge.
 
Besides the Penthouse window, there is a hatch on the roof that leads to the Bathroom. The offensive team often checks inside with the drones from the rooftop and attempt drop, so it would be good to set up the Signal Disruptor around here and punch a hole on the Bathroom wall with a shotgun. If the offensive team dropped into the hatch, the VIP Lounge positioned the defender could check through the hole.
 
Occasionally, the attacking team's hard-breacher may attempt breaching the wall, leading from the Hallway to the Theater, or the Penthouse wall from the VIP Lounge. It's not a bad idea to install the Signal Disruptor here, but if the team has Bandit or Kaid, it's recommended they install their dedicated equipment on the reinforced wall and you should prioritize the role of blocking drones.
 
 
▲ A good installation point during the Preparation Phase. Drones often pass here.
 
▲ Make sure you remove the wall to check the enemy attempting hatch drop from the VIP Lounge to the Bathroom.
 
▲ The Signal Disruptor installation point to block the enemy hard breacher breaching the Theater reinforced wall.
 
▲ The Signal Disruptor installation point, blocking the drone approaching from the Bathroom next to the Penthouse.
 
▲ The Penthouse has three reinforced walls. You should set up the Signal Disruptor carefully to not be destroyed through the window.
 
 
 
▣ In case, the site is located at '1F Kitchen ~ 1F Service Entrance'
 
If the Objective Location is generated on the 1F, it is always important to keep in mind that the offensive team can attempt vertical play from the top. ‘Kitchen ~ Service Entrance’ has a large area near Bombsite, so there are quite a few safe places to cover, but if the attackers play vertical, the defenders will lose the safety, so the roamer must block the attackers from the top.
 
Occasionally, the offensive team operates Montagne or others to enter the Service Entrance and tries to install the Defuser. In this case, I would recommend piercing the Toilet wall next to Service Entrance with a shotgun in advance. If both sides hold angles and check them at the same time here and Kitchen, it will be difficult for the offensive team to enter.
 
On the Kitchen side, the attackers will approach through the Sunrise Bar or the North Stairs on the 2F, or even enter through the window. Either way, you should set up the Signal Disruptor around the Kitchen entrance to make the inside situation unknown, and then keep yourself hidden in the blind spot. If the offensive team tries to force its way into Kitchen without knowing the inside situation, you may pop out and surprise attack. Most won't be able to react properly.
 
 
▲ Break the wall like this with the shotgun and block the enemy attempting to enter the Service Entrance.
 
▲ However, this place has a drone hole behind, allowing attackers to shoot the defender’s foot. Therefore, you should listen to the sound carefully.
 
▲ If the team installs the Evil Eye or Bulletproof Camera here, they can easily find the enemy installing the Defuser.
 
▲ The Signal Disruptor installation point, blocking the drones approaching from the Main Lobby.
 
▲ The Signal Disruptor installation point, blocking the drones approaching from the Service Entrance.
 
▲ You may also need to watch the enemy approaching from the Sunrise Bar or moving down through the North Stairs.
 
 
 
▣ In case, the site is located at '1F Blue Bar ~ 1F Sunrise Bar'
 
Due to a narrow space inside and several windows allowing the enemies to look inside the Bombsite from the outside, there are not many spaces for the defenders to hide. If you have to, it can be the bar table on each Bombsite, but this also is vulnerable to the vertical play. Therefore, the team has to minimize the number of anchors and operate multiple roamers.
 
Both Bombsite can only be accessed through the Blue Bar entrance, where the offensive team can check through the window from the outside, so a rotation must be set up in a blind spot. If the team doesn't have a member with the Impact Grande, Mute should break through the walls between the Bombsites with a shotgun.
 
Since the enemies can look inside through external windows, it will be somewhat difficult to hide internal information by blocking drones with the Signal Disruptor. However, there are still some blind spots, so it would be good to have the Signal Disruptor installed around the entrance. If you have spare, let's set up the Signal Disruptor for the team members hiding behind the Blue Bar and Sunrise Bar.
 
 
▲ If you set up the Signal Disruptor here, it can block both the drone hole and entrance.
 
▲ The Signal Disruptor installation point behind the Blue Bar, the range fits right on the drone hole.
 
▲ Make sure you create the rotation here and use this driveway all the time.
 
▲ The Signal Disruptor installation point, blocking the drones approaching from the ‘Roof Entrance ~ Sunrise Bar’.
 
▲ From behind the Bar Table, you can check the enemy approaching from the Roof Entrance.
 
▲ Coverable place at Sunrise Bar. You can use the front wall as a shield and check the enemies.
 
▲ The Bulletproof Camera installation point where it can cover the North Stairs, Kitchen, and Sunrise Bar.
 

Guide to playing ‘Mute’ in ‘Coastline’ +25
Guide to playing ‘Mute’ in ‘Coastline’
RetroFlame77
RetroFlame77 RetroFlame77
LV.22 Good Leader 1mo

Guide to playing ‘Thermite’ in ‘Kanal’

Kanal is a slightly large-sized battlefield consisting of the two buildings connected to each other. As the two buildings are painted blue and red respectively, they are usually called Blue and Red. The objective locations are placed two on each building, the basement, and 1F on Blue Building, and the 1F / 2F on Red Building.
 
The Blue and Red buildings are connected by two bridges, allowing players to travel between the two buildings. With this, it is useful for the defense team roamer to launch a surprise attack against the attackers by hiding on the opposite building and cut the enemy approaching the Bombsite. On the contrary, the offensive team intentionally entered the opposite building, cleared the roamer to secure safety, and then proceed to attack.
 
 
▲ Kanal Objective Location. The left building is Blue, and the right building is Red.
 
 
Thermite is one of a few hard breaching operators in the attacking team and can make the biggest hole using dedicated equipment, Exothermic Charge. However, only two Exothermic charges are given, and they are characterized to be attached directly on the wall. For this reason, it is necessary to carefully select the reinforced wall to work on, and fortunately, Kanal has many points that allow safe breaching from the outside, so Thermite can perform well.
 
Thermite can choose between 556XI Assault Rifle and M1014 shotguns. The M1014 is a shotgun with decent performance but considering that Thermite's main role is breaching the reinforced wall, it is somewhat inappropriate to hold a shotgun and engage in a high-risk battle on the front line. Even Kanal often engage in long-distance skirmishes, with large battlefields and sometimes have to fire on the other side of the building. Therefore, it is recommended that you choose 556XI as the primary weapon.
 
 
▲ For the Primary Weapon choice, there is no other option rather than the decent function 556XI Assault Rifle.
 
 
 
▣ In case, the site is located at '2F Server Room ~ 2F Radar Room'
 
Server Room ~ Rader Room is the uppermost floor of the Red Building and there is a Balcony outside the 2F where the attacking team can step on. Even in this Balcony, there is a reinforced wall connected to Renovations, so breaking through this wall is the main goal of the hard breacher. If the team hard breacher breaks through the wall, attackers can look inside the Renovations, as well as Radar Room, making no room for the defense team to hide.
 
Of course, the defenders will also install either the Bandit's Shock Wire or Kaid's Electroclaw behind the reinforced wall to prevent it. If the enemy player is an expert, he/she would try Bandit Tricking rather than leaving it installed. Therefore, it is difficult for Thermite to pierce this wall alone, recommend accompanying with Thatcher.
 
Sometimes there will be cases where the defense team trying run-out to block the hard breaching work. Sometimes run-outs are made through the Roof Entrance or the Balcony window located next to them, or maybe from the Coast Guard Roof on the opposite Blue Building. To prepare for this situation, it is good to have a Claymore Mine installed on the expected driveways.
 
 
▲ This wall is the most important point when targeting 2F bombsite. Players often pick Thermite to breach this wall.
 
▲ Defenders often attempt run-out from the Blue building roof entrance. Therefore, it is a good place to set up the Claymore Mine in advance.
 
▲ This place is a Balcony where the attackers often hold positions. If the attacker is not placed here, the defenders sometimes attempt to run-out through this window.
 
▲ Likewise, it is able to check inside the Server Room from the opposite side of the window.
 
▲ If the 2F Corridor surrounding is cleared, you can attempt breaching the wall leading to the Server Room.
 
 
 
▣ In case, the site is located at '1F Security Room ~ 1F Map Room'
 
This objective location is where located on the 1F just below the ‘Radar Room ~ Control Room’ described earlier. Most of the floors on the 2F are made of destructive materials, enabling Vertical play, and since there are three hatches, attackers often target the 2F first. Therefore, the defenders also know that losing the 2F would be very disadvantageous, so they usually reinforce the hatches or dispatch the defending roamer on the 2F.
 
Thermite’s job is breaching the reinforced walls or hatches to create a new angle for the team. The reinforced hatches on the 2F are all connected close to the Bombsite, so it would be nice to pierce them. If the team seized 2F, I would recommend breaching the Kitchen wall from the Green Stairs and slowly approach to the Map Room.
 
 
▲ The Server Room hatch leading to the Kitchen.
 
▲ The Control Room hatch leading to the Projector Room.
 
▲ There are three hatches on the Renovations leading to the Bombsite ‘Security Room’.
 
▲ You can enter through the Construction Entrance and attempt breaching the Kitchen reinforced wall, but if the defending roamer is in the 2F, you may expose yourself in danger.
 
 
 
▣ In case, the site is located at '1F Coast Guard Meeting Room ~ 1F Lounge'
 
‘Coast Guard Meeting Room ~ Lounge’ is an objective location generated on the 1F of the Blue Building. The 2F has a printer room connected to the Upper Bridge, but the 1F is practically the top floor because the printer room is quite small.
 
The 2F roof, as well as the printer room, don’t have a single hatch leading to the 1F, making Thermite use the Exothermic Charge on the reinforced wall near the bomb site. The recommended installation points are the Lounge reinforced wall leading from the Blue Stairs or the Coast Guard Meeting Room reinforced wall. However, because those places are located inside the building, Thermite should move in, making him very dangerous. Therefore, if possible, accompany the team to ask them for support.
 
 
▲ An angle where you can check inside the Radio Room from the outside. Because the defenders often pass here, it is quite helpful.
 
▲ After an approach to the Reception, breach the reinforced wall from the Archives and make a new angle.
 
▲ It is okay to work on breaching from the Radio Room Hallway, but dangerous because this place is widely exposed.
 
▲ You can have a good angle from the Lounge window, but dangerous.
 
▲ Thermite Trick Point 1. If you install the Exothermic Charge here at the 2F Printer Room,
 
▲ It can breach the 1F reinforced wall leading to the Lounge, enable attackers to check inside.
 
 
 
▣ In case, the site is located at 'B1 Kayaks ~ B1 Supply Room'
 
Because the objective location has been placed at the bottom of the Blue Building, it is somewhat closed, and the route is also quite limited. However, there is a hatch that leads to the underground Bombsite, and there is a reinforced wall that leads to the Supply Room at the entrance to the Basement Stairs, which requires Thermite's hard breaching ability.
 
If you move down through the basement stairs and open the entrance barricade, you can go straight into the Supply Corridor. Once this site is secured, the attackers not only can attempt breaching the Supply reinforced wall but also can catch the defenders moving around the bomb site. However, the defense team will also try to check here from the Bathroom to block.
 
If the situation is not favorable, you may try the "Thermite Trick" from the first floor, which detonates the Exothermic Charge on the floor facing the underground reinforcement wall. As the Exothermic Charge has a powerful explosion, it can destroy the reinforced wall installed underground. If 1F safety is secured, it is possible to work safely. Even though a Shock Wire or Signal Disruptor is installed behind a reinforced wall, you still can attempt breaching.
 
 
▲ Because the Coast Guard Meeting Room hatch is connected with the Supply Room, it is a good place to attempt breaching.
 
▲ You would want to breach the Supply reinforced wall from the Basement Stairs, but if the defenders check here from the Bathroom, it would not be easy.
 
▲ Thermite Trick Point 2. If you install the Exothermic Charge here at the 1F Archives,
 
▲ You can safely breach the Supply side reinforced wall.
 
▲ Thermite Trick Point 3 – If you install the Exothermic Charge here at the Coast Guard Meeting Room,
 
▲ You can create an angle to check inside the Supply Room from the White Stairs.
 
▲ Thermite Trick Point 4 – If you install the Exothermic Charge here at the Radio Room,
 
▲ You can create an angle to check inside the Kayaks.

Guide to playing ‘Thermite’ in ‘Kanal’ +24
Guide to playing ‘Thermite’ in ‘Kanal’
RetroFlame77
RetroFlame77 RetroFlame77
LV.22 Good Leader 1mo

The better elite skin

Should I get the sledge elite or ash tombraider elite?

The better elite skin
Baja Blast
Baja Blast Baja Blast
LV.4 Lurker 1mo

Guide to playing ‘Fuze’ in ‘Chalet’

The chalet is a mid-sized battlefield consisting of a basement, 1F, and 2F. The Objective Locations are generated one on the 1F, two on the 1F, and the last one in the basement, which creates a different aspect of the attack on each floor. There are many windows all over the building, enabling the offensive team to safely check inside the Bombsite from the outside. However, the difference is the existence of the reinforced wall that can be safely breached from the outside instead of having no windows.
 
While the offensive team is confronting the defensive team outside the building, some other teammates must enter the building to clear the roamer and pressure from inside to outside. On the other hand, while the defense team anchors are confronting against the enemies outside, the roamers should cut the attackers entered inside the building. As a result, depending on the availability of the attackers surround the bomb site, the outcome can be different.
 
 
▲ Chalet Objective Location, Except for the basement, other objective locations are checkable from the outside.
 
 
Fuze's dedicated equipment ‘Cluster Charge’ is equipment installed on breakable walls, floors, and barricades to project five small explosive shells across the surface. Each of these shells has a high killing power and a wide range, so if properly installed, it is possible to remove the defending gadgets, and if lucky, it can also blow up the defense team operator.
 
However, it is not that difficult to avoid it because it produces unique noise during installation and takes a little time to explore. For this reason, rather than using the Cluster Charge to raise the kill, it is better to be used to remove the defending gadgets or drive the defense team away from a certain position.
 
Fuze has the advantage of being able to select three types of primary weapons and all three weapons have a decent function. Especially, the AK-12 is the most outstanding weapon among the assault rifles, and some even pick Fuze to use AK-12. For this reason, Fuze also plays the role of Entry Fragger, who actively engages in combat with strong firepower.
 
 
▲ Even though the AK-12 has powerful damage, it also has a strong recoil, so you should attach both Vertical Grip and Muzzle Brake to control.
 
 
 
▣ In case, the site is located at '2F Master Bedroom ~ 2F Office'
 
Both Bombsites have a lot of windows and a few places in which the attacking team can step up and check inside. For this reason, there are not many places for the defenders to hide inside the Bombsite, and they usually cover up in places like Master Bathroom and Bedroom Hallway.
 
The most effective way is that while some of the offensive teams are up at Terrace or Balcony and confront against the defenders, others should penetrate the Libraries and put pressure at the same time. If the Library has been cleared, it will be easy to check the Bedroom Hallway as well.
 
In the case of Fuze, it can play any position. When targeting the Terrace, let's set up the Cluster Charge on the window barricade and fire to clean up the defensive gadgets inside the Bombsite. If you try to infiltrate into the Library, you are more likely to encounter the defense team roamer with a high probability, and at this moment, the AK-12 will perform well.
 
▲ If you detonate the Cluster Charge on the Bedroom Balcony window, it can clear off the defending gadgets installed near the entrance.
 
▲ Same on the Master Bathroom window. If you detonate the Cluster Charge here,
 
▲ It can clearly demolish inside. If lucky, you can catch the enemy hiding here.
 
▲ Same on the 2F Office window. You just need to fire the Cluster Charge here.
 
▲ It would be nice if there is a friendly unit checking the Office side from the Office Balcony.
 
 
 
▣ In case, the site is located at '1F Bar ~ 1F Gaming Room'
 
The 1F ‘Bar ~ Gaming Room’ is also similar to the early mention. Due to the multiple windows around the Gaming Room, there is no room for the defense team to hide. Therefore, the defenders often break through the Bar wall and check the Gaming Room at the same time, so Mira's Black Mirror is often installed here.
 
It seems not bad to open the Gaming Room door barricade and enter with Montagne in front, but in this case, it is highly likely to be beaten by the waiting defense team from the 2F Library hatch. For this reason, the offensive team must clear the roamer hiding on the 2F before entering elsewhere.
 
If Fuze climbed up the 2F Library Balcony, it would be possible to install the Cluster Charge on the window barricade to drive out the roamer hiding inside the Library. However, sometimes the defenders break the window in advance to check the attackers climbing up the ladder, so check with the drone first and move. If you cleared the Library, you will be able to enter the Gaming Room as well as play vertical to catch the enemy hiding behind the Bar, giving you a chance to win.
 
 
▲ The defenders often set up the Black Mirror on the 1F behind the Bar facing the Gaming Room.
 
▲ The defenders sometimes open the hatch on the 2F Library and look down the Gaming Room. So entering the Gaming Room would be difficult.
 
▲ Use the ladder to move up to the 2F Library Balcony and detonate the Cluster Charge to drive away the defenders waiting on the Library hatch.
 
▲ The Library has three windows, so rotate the angle to check inside and enter when the safety is secured.
 
▲ If you occupied the Library, you can play the vertical to catch the enemy hiding behind the Bar.
 
▲ The defenders sometimes leave this hatch opened and wait for the enemy approaching the West Entrance, so be careful.
 
 
 
▣ In case, the site is located at '1F Kitchen ~ 1F Trophy Room'
 
There are two exterior windows on the Trophy Room and one on the Kitchen, but a directly accessible window is the one on the Trophy Room. Even worse, this window will not easy to enter due to many traps like Frost's Welcome Mat. However, these gadgets can be destroyed by the Cluster Charge, so it would not be a bad idea to use a Cluster Charge here.
 
Vertical is possible here at the 2F Master Bedroom, so it would be good if some of the attackers infiltrate the 2F and launch an attack top-down. Fuze's Cluster Charge is more effective if it fires from the top because the explosive shells spread wider from the top. Afterward, it is possible to use the Breach Charge to check the bottom or can try to drop into the Kitchen through a hatch pierced by the hard breacher.
 
 
▲ The Trophy Room window often has multiple traps inside to block the enemies entering.
 
▲ Or sometimes attempt sniping from the opposite side of the Trophy window.
 
▲ You can play vertical from the 2F Master Bedroom looking down the Kitchen.
 
▲ 2F Office allows us to look down the Dining Room.
 
▲ If you install the Cluster Charge on the 2F and detonate on the 1F, you can easily catch the enemy running away to evade the Cluster Charge.
 
 
 
▣ In case, the site is located at 'B Wine Cellar ~ B Snowmobile Garage'
 
Underground Objective Location doesn’t have a single window or door directly connected to the outside, which makes quite a different form of battle style compared to the other objective locations. However, the Snowmobile Garage has a reinforced wall connected to the outside, and it would be good for the offensive team to use a hard breacher to breach this wall. On the contrary, the defense team will use Bandit or Kaid to protect the reinforced walls, or sometimes attempts a Bandit Trick.
 
Fuze can use the Cluster Charge to drive out the Bandit or Kaid behind this reinforced wall and interfere with the Bandit Trick. If you install the Cluster Charge 1F Great Room floor and fire, you could catch the defense team operator preparing for the Bandit Trick behind the reinforced wall. If you slightly adjust the position, it would also allow you to blow up the Storage Room.
 
Once the job has been completed, you may detour and attack Bombsite with the team in check outside the Snowmobile Garage. However, you may encounter the defense team roamer while in process, so be careful.
 
 
▲ It is available to play vertical from the 1F Great Room wooden part looking down the Snowmobile Garage.
 
▲ If you install the Cluster Charge here and detonate,
 
▲ You can blow up the Bandit Trick point behind the reinforced wall.
 
▲ If you adjust the location, you can also fire in the Storage Room.
 
 

Guide to playing ‘Fuze’ in ‘Chalet’ +21
Guide to playing ‘Fuze’ in ‘Chalet’
RetroFlame77
RetroFlame77 RetroFlame77
LV.22 Good Leader 1mo

Can someone tell me when is the new season coming out on Rainbow?

Can someone tell me when is the new season coming out on Rainbow?
RAPIDCRUMPET48
RAPIDCRUMPET48 RAPIDCRUMPET48
LV.9 Nomad 1mo

Anyone now how to change your badge

Anyone now how to change your badge
Divine.FSE
Divine.FSE Divine.FSE
LV.3 Clearly Hacking 1mo

R6 steel wave

When do the new ops come out?

R6 steel wave
Izaeh Bortz
Izaeh Bortz Izaeh Bortz
LV.2 Lurker 1mo

Guide to Playing Alibi on Border

If you are an absolutely insane Alibi main, you will LOVE this trick. Simply lob a prisma on the roof when the round begins and force attackers to endure the message "Enemy Detected Outside" constantly flashing across their screen unless they toss a grenade up on the roof. As an added bonus any actual run outs will be harder to detect for enemies. You will still be highlighted though but they will have to look in your direction to notice.
 
Stand here in Offices and aim completely down:
Aim here out the Northwest window of the dome above and let her rip!
Grab your guns and grenades guys and gals... Tis run out season.
 
Border, the map released during Operation Dust Line, features the infamous loud speaker continuously announcing not to board the helicopter. For the sake of everyone's sanity, tap a few shots off at it when you spawn in on attack… A bit on the smaller side, featuring only two floors and two staircases, the map favors plenty of close quarter combat. Border also sees attackers playing from outside for a large portion of the round, either holding flanks or pressuring site windows. The majority of the walls and floors in this map are destructible, so vertical play is essential. When playing any of the sites on 1F, consider bringing impact grenades to deny breaching on the hatches.
 
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 - Customs Inspections [1F] and Supply Room [1F]
 
This site is commonly the third pick, but can be a solid choice if your team has a rehearsed strat. Attackers will breach Detention wall and may breach the East Customs wall from Passport Check, so be sure these are all reinforced. In total this uses 6 reinforcements. How you reinforce the rest of site depends on your team's preference and playstyle. Hatches can be played open or reinforced; if opened, use reinforcements upstairs to hold Security. Maintaining some degree of top floor control throughout the round is essential so attackers don't destroy the ceiling above anchors.
 
This setup showcases a typical top floor roam for defending Customs. But it also works quite well for Armory Lockers. Just don't take so long to make the rotate like I did!
 
Once you fall back, if you have a pocket prisma, hang out in here to watch the hatch, and use this punch hole for a devious angle on attackers pushing Blue Hall.
 
If you prefer to chill, anchor in Supply and defend Detention once the wall on ping is blown. Make a rotate against the West wall to make the area more maneuverable.
 
 
BOMB SITE 2 - Ventilation Room [1F] and Workshop [1F]
 
The most popular second choice, Vents and Workshop are a spacious site, including Server Room, though Vents itself is dangerous to play in. The site requires holding Armory Lockers until being forced off, so if you roam up there, reinforce armory wall and open the hatches to retreat. The East wall of Workshop should be reinforced, but a coordinated team may leave it soft and even create a rotate hole to bathroom, instead saving their reinforcements for elsewhere.
 
Place this shield a step back and have Jaeger place an ADS on ping so it isn't blown to smithereens as soon as the round begins. But leave it close enough to the door that attackers have to vault into the prisma.
 
Reinforce detention and place a prisma in Supply window to keep attackers outside worried. You can play around in here and in Customs watching for the flank.
 
Alternatively help out the team by playing upstairs so they can anchor more comfortably while you deal with the pressure.
 
 
BOMB SITE 3 - Bathroom [1F] and Tellers [1F]
 
For the longest time this site was deemed unplayable by the community, until magically one day the pros (Bless ‘em) discovered that the site could be defended well enough with a solid Office hold. To accomplish this, your team will need to expend plenty of utility upstairs. From office, some holes can be made in the floor to deny entry into the sites below. To make these holes, shoot above site entrances with your Bailiff. Only try this with a coordinated team so you aren't making holes above some random trying to anchor on site! Another good option is extending laterally into Construction, giving your team more room to play around with.
 
These prismas can help you play aggressively in Tellers. Make sure the North wall is reinforced!
 
Grab a teammate to help you reinforce these West Server walls. Place the same prisma and shield mentioned before on ping so you are alerted to any flankers.
 
This rotate in Bathroom, this line of site, and this shield in the doorway completes the setup, allowing you to peek from the doorway or behind in Construction.
 
Alternatively, whip out the super strat and play above. You'll need teammates to help you finish these reinforcements.
 
 
BOMB SITE 4 - Armory Lockers [2F] and Archives [2F]
 
Finally, we arrive at the preferred bomb site. Attackers almost always push this site by taking control of Security and West balcony, then breaching Lockers wall. Sometimes, they will push Archives door and window, and may or may not take control of Offices before breaching Archives. You can position aggressively in Armory to stall the push or can delay attackers as they seek to take control of Security. Playing in Offices is not a bad option as well.
 
This setup enables playing around the bomb a bit more aggressively. This floor hole on ping allows watching for attackers pushing in the main entrance below
 
Combo this prisma with the one above and use this hole to watch for attackers hopping in Vent window.
 
This shield is offset from the door again to allow protection by an ADS, but as always if you lack an ADS, just place it flush with the doorway.
 
These prismas can help defend against an Archives push, while playing in Armory.
If you would rather roam, play in Security around the CCTV rack using the setup in the video under the Customs Bombsite section.
 
Have fun being a hooligan on Border folks! This map is super frag heavy so picking an operator like Alibi is tons of fun.

Guide to Playing Alibi on Border +17
Guide to Playing Alibi on Border
drTaperdown
drTaperdown drTaperdown
LV.9 Bamboozled 1mo

Need a clan for boys and girls not important to have mic

Need 4 dm me if ur intrested

Need a clan for boys and girls not important to have mic
L1N4☆
L1N4☆ L1N4☆
LV.3 Lurker 1mo

Guide to Playing Alibi on Kanal

Next time you find yourself defending Kanal, head on up to the roof, yeet out a quick mind-trick, and rush over to the edge to unleash a quick slew of gunfire at attackers hobbling up the stairs.
 
Kanal, a map consisting of two towers connected by two bridges, also contains three staircases. Altogether this creates plenty of routes for traversing the map. Kanal also lends itself to a lot of window play for attackers and defenders alike. The Eastern tower consists primarily of first and second floor, and a sliver of basement. The Western tower is made up mostly of first floor and basement with very small segments of second floor leading to the roof.
 
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 - Server Room [2F] and Radar Room [2F]
 
Typically the first choice for defending teams, Server and Radar contain an external wall in Renovations. In addition to the walls in this cubby, reinforce the walls on the corner of the hallways surrounding site. Attackers are likely going to push through Upper Bridge or the Red and Green Stairs. They also like to pressure the hallway windows from the balcony outside. Be weary crossing the window in Control Room as it is frequently opened early in the round and attackers sit on the opposite roof with ACOGs.
 
This prisma and shield enable some seriously aggressive positioning. Plus, if you are a true acrobat, you can vault onto the red chest. But dip on out if attackers open the Bridge window.
 
If Bridge is secure, go prone and shoot attackers in Renovations through the bottom of the wall. If attackers are pushing up, drop hatch and use the holes in the floor to stop them dead in their tracks.
 
This shield is great for roaming below in Security. Shoot attackers pushing in Renovations through the hatch.
 
This roaming setup is great for harassing the flanks of attackers. Throw an impact out Reception window to destroy breaching gadgets on Renovations wall.
 
 
BOMB SITE 2 - Security Room [1F] and Map Room [1F]
 
This site can be difficult to hold and involves delaying the top floor push as long as possible, since the ceiling is so destructible. Eventually, the roamers will need to fall off before they are pinched. They can drop back through hatches, or find their way over to the West tower to flank later. Extend the hold into Kitchen to give anchors more room to move around. Lurk nearby in Model Room or join the roamers upstairs.
 
Extend into Kitchen by reinforcing East wall and hatch above. Place a shield in the doorway and prismas on either side to aggressively peek Museum. Stay elusive by creating a rotate into maps on West Kitchen wall by the clock.
 
Model Room is a powerful area to play in. Place the shield like so and ask for an ADS on ping to protect it from explosives, while still forcing attackers to vault into your prisma. You can watch for attackers dropping both hatches if you open a rotate hole on my crosshair.
 
This showcases an elaborate roam setup. The barricades and rotate hole rearrange the area to make it more protected and playable, providing great sound cues on attackers pushing in.
 
 
BOMB SITE 3 - Coast Guard Meeting Room [1F] and Lounge [1F]
 
This site is a good third choice if your squad is more comfortable with holding the West tower. There should be a focus on holding from below, but attackers can plant on the indestructible floor in Lounge. Anchor in Lounge or in Radio nearby. Pop the hatches so defenders can drop if they get pressured out of their anchoring position.
 
This utility serves to make playing in Archives more viable. It’s an aggressive position though and mostly meant to delay, so know when you need to fall back.
 
This Lounge setup makes it tough for attackers to push into the hallway. If the wall gets blown, fall through the hatch to the basement to flank either staircase.
 
This setup demonstrates how to effectively roam in the basement. Set it up as a bit of a maze so attackers have difficulty clearing you out. From down here you can flank either staircase.
 
 
BOMB SITE 4 - Kayaks [B1] and Supply Room [B1]
 
This is my favorite site on Kanal. It makes for some really interesting gameplay, and uniquely features a second basement, accessible via two ladders - one in Showers and one in Diving. Attackers most commonly push above, as well as through Supply Room Corridor. They may also pressure Lockers and Diving windows. As an anchor, play in Lockers and Bathroom, where you can shake off attackers with plenty of rotate options. Or you can roam upstairs to delay the push and pick off attackers.
 
This setup gives you the option to play in Lockers or rotate through the hallway to watch Diving.
 
You can also use your shield in Diving instead of in the hallway.
 
This prisma and shield assist anchors, whether it be you or the homies. But this position is nullified if the hatch on ping is opened.
The hatch CAN be protected though, for example with a sneaky Evil Eye in Coastguard! So check out my Maestro guide and together you and a buddy can lock down site. https://moot.us/lounges/10/boards/1560/posts/3451817/guide-to-playing-maestro-on-kanal
 
This prisma can deceive attackers pushing Diving Stairs, and the rotate on ping makes for a safer option than the doorway between sites.
 
Have fun defending Kanal folks. I know the community is split on whether or not it's a good map, but as a (biased) fan of the original, I think this map is actually a lot more competitive than people give credit!

Guide to Playing Alibi on Kanal +16
Guide to Playing Alibi on Kanal
drTaperdown
drTaperdown drTaperdown
LV.9 Bamboozled 1mo

Just looking for someone to help me get to gold. I’m silver 3

Just looking for someone to help me get to gold. I’m silver 3
YSK KEVIN
YSK KEVIN YSK KEVIN
LV.2 Lurker 1mo

Wanna play R6 with me?

Marshedmelloww is my IGN... See yah there😊

Wanna play R6 with me?
Wanna play R6 with me?
MarshEdmellow
MarshEdmellow MarshEdmellow
LV.2 Lurker 1mo
12345678910
Home