Guide for playing 'Kali' 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.]
 
ATTACKING SPAWN LOCATIONS
 
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.
Kali is an attacking two speed operator equipped with a sniper rifle, SMG pistol, and a gadget capable of destroying any defensive utility placed within the radius of her explosive micro charge. Kali will most commonly be used as an alternative to Thatcher as her ability is capable of destroying the defensive teams entry denial utility (Bandits’ batteries, Mutes’ jammers, and Kaids’ electro-claws). The operator is also useful for flank watch and holding long angles as her sniper rifle is incredibly powerful and capable of downing defenders with one bullet.
If you are to be in accordance with the current meta, Kali’s loadout should be as follows:
PRIMARY - CSRX 300 (Attachments are unavailable on this weapon.)
SECONDARY - C75 Auto (No attachments)
UTILITY - Claymore
 
 
ATTACKING: [2F] AVIATOR(A) - GAMES(B)
The primary route of attack on this bomb site will be by the attacking team entering the building through the outdoor Study Balcony located on the second floor of the south side of the building. After establishing control over Study and the top of Main Stairs, attackers will proceed to breach the reinforced wall separating Study and Games(B) (being the westward facing reinforced wall inside of Study). This will allow the attacking team to plant the defuser inside of Games(B) behind the bar; providing attackers with a safe place to plant the defuser. Kali will be needed on this bomb site to assist the attacking teams hard breacher in opening the wall separating Study and Games(B). If Mira is not present, it is common for defenders to attempt Bandit or Kaid ‘tricking’ the Games(B) wall as a defensive countermeasure to prevent attackers from gaining access to the Games(B) bomb site.
 
RUINS SPAWN LOCATION
 
ATTACKING: [2F] TROPHY(A) - STATUARY(B)
The primary route of attack on this bomb site will be by the attacking team entering the building from the north eastern roof access points leading into the second floor Bathroom and Master Bedroom. After establishing control over Master Bed and Bath, attackers will proceed to breach the reinforced wall separating Master Bedroom from Statuary(B) as this will expose both Statuary(B) and Trophy(A) as well as providing attackers with a more open route into Statuary(B) to plant the defuser. Kali will be used similar to the way the operator was used on the previous bomb site. The Statuary(B)-Master Bedroom wall will have entry denial utility placed on it which will need to be destroyed by Kali to allow the attacking hard breacher to do their job. After the Stat(B) wall is destroyed, Kali can still be useful by playing on the Master Bedroom balcony as there are numerous angles given to attackers that look directly through the two upstairs bomb sites.
 
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 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. If attackers can successfully maintain control over the bottom of the first floor Main Stairs, Kali will have powerful positioning in the Main Lobby allowing the operator to shut down defenders as the attempt to rotate through Library(A) as well as provide cover for any attacker inside of the bomb site attempting to plant the defuser in the corner of Library(A).
 
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). Kali will be needed on this bomb site to help the attacking teams Thermite or Hibanna with breaching the Laundry-Dining(A) wall. Other than countering the defending team's entry denial, Kali’s role will be very supportive. The structure of this bomb site is not very long range and this usually works against this operator.

Guide for playing 'Kali' on 'Villa' +4
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Guide for playing 'Kali' on 'Villa'

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Guide to playing ‘Thermite’ in ‘Theme Park’

Theme Park is a mid-sized battlefield consisting of 1F and 2F. During the Shifting Tides season, map rework has been proceeded, resulting in the reduction of the map size and significant change in internal configuration. Since then, defenders can attempt spawn-peek from diverse angles, and attackers become harder to approach to the building.
 
Theme Park’s objective locations are generated in four different places, two on the 1F, ‘Armory ~ Throne Room’ / ‘Lab ~ Storage’, and another two on the 2F, ‘Initiation Room ~ Office’ / ‘Bunk ~ Day Care’. Based on the building, the two objective locations in the west have not changed much even after the rework, while many changes have occurred in the east of the building. Now, approaching the east side objective location, ‘Armor ~ Throne Room’ / ‘Initiation Room ~ Office’, becomes even harder to approach to the bombsite, making defenders prefer the most.
 
 
▲ Theme Park Objective Location, 1F Armory ~ Throne Room is the most preferred defending objective location.
 
 
Thermite is one of a few hard breachers on the offensive team using dedicated equipment, Exothermic Charge to break through the reinforced wall. If the Exothermic Charge can breach the wall around the bomb site, the attackers can get a new angle and driveway that leads inside the bombsite, giving an advantageous situation to achieve victory.
 
Theme Park has few entrances leading to the bombsite and defenders have many angles to find attackers approaching, so it is highly important to make a new angle by breaching the wall. As such, Thermite’s ability is almost essential here, but if countered by a defender roamer, it could be very disadvantageous. Therefore, if you successfully enter the building, make sure you accompany the team.
 
Thermite can choose either the 556XI assault rifle or M1014 shotgun as the primary weapon but usually carry the 556XI assault rifle. Since Theme Park has a high probability of the enemy attempting spawn-kill, ACOG sight equipped 556XI assault rifle, which can engage with the long-distance enemy, will be more functional. If you worry about defender roamer’s outplaying, choose the Claymore Mine or want to focus on clearing the inside after breaching the wall, choose Stun grenade.
 
 
▲ 556XI has low recoil with decent RPM. It also can equip ACOG sight, making players prefer the most.
 
 
 
▣ In case, the site is located at '2F Initiation Room ~ 2F Office'
 
If the objective location is deployed on the 2F, the attackers can attempt to enter inside via hatch on the rooftop, or through the Terrace outside the building. However, there is a risk of being spawn-killed or roamer’s outplay. Therefore, whenever you approach the building, you should always check with the aim to see if the barricade at the entrance, window, or terrace is broken.
 
Some of the places where Thermite can install the Exothermic Charge include the ‘Yellow Corridor ~ Office’ wall, ‘Bunk ~ Initiation Room’ wall, and ‘Control Room ~ Initiation Room’ wall. All can create a new angle leading to the bombsite, but while installing the Exothermic Charge, Thermite is exposed to roamer. For this reason, Thatcher usually removes defending equipment behind the reinforced wall and watch Thermite’s back.
 
 
▲ Eastside 2F Castle Entrance Balcony causes roamer’s frequent outplay. Keep in check.
 
▲ If you open up the east-side hatch on the rooftop, you can drop into the Control Room next to the Initiation Room.
 
▲ If you breach the Yellow Corridor reinforced wall next to the Yellow Stairs, you can get a new angle leading to the Office.
 
▲ From the 2F Bunk, you can get a new angle leading to the Initiation Room.
 
 
 
▣ In case, the site is located at '2F Bunk ~ 2F Day Care'
 
In case, the site is located at the ‘Bunk ~ Day Care’, in addition to using the previously described 2F Terrace or hatch, approaching through the Break Room window is also considerable. However, it is not only dangerous that the defender roamer often tries outplaying to catch the rappelling attackers, but also not suitable for Thermite to operate his ability.
 
If you respawn on Teacup and move up to the Café Terrace to enter the Café, you would be able to work on breaching the Day Care reinforced wall at the Café Corridor. However, the Café Corridor has stairs leading to 1F on both sides, so the roamer often hides here. Before attempt breaching, seize the safety with the team first.
 
Breaching the Initiation Room towards the Bunk is also a good idea. If you successfully breach this wall, you can get a new angle that can disturb defenders from both front and back. Due to the following reason, a defender roamer often hides around this place, so check inside with a drone first before entering.
 
 
▲ Move up to the 2F external Cafe Terrace and enter through the Café is typical.
 
▲ Next to the Terrace, there is a window that can check the Upper Arcade.
 
▲ If you enter through the Café, seize the safety first, and breach the Cafe Corridor wall.
 
▲ Breaching the Initiation Room wall towards the Bunk is also a good idea.
 
▲ It would be good to have one person to Rappel from the Main Entrance and check inside the Break Room window.
 
▲ Watch out for the roamer’s outplay coming out from the 1F window.
 
 
 
▣ In case, the site is located at '1F Armory ~ 1F Throne Room'
 
‘Armory ~ Throne Room’ is a newly updated objective location after the rework, featuring a large interior of the site and sharing the same entrance, which reduces the attacker’s approaching route. For this reason, it is likely that the defender anchor set position around the bombsite and aiming at the attackers from various angles. As such, the role of hard breacher like Thermite is important here.
 
The effective places to use the Exothermic Charge are the Barrel Room, Maintenance, and Yellow Corridor. Like other places, rather than trying alone, work with the team by covering each other’s blindside. ‘Armory ~ Throne Room’ has many rooms around and sometimes the enemy moves down from the 2F, so use the drone recon frequently to check the location.
 
 
▲ From the Barrel Room, you can breach the wall leading to the Throne Room. Watch out for the roamer surprise from the back.
 
▲ From the opposite side of the Maintenance, you can also make a hole and find the Throne Room angle.
 
▲ From the Yellow Corridor, breaching the wall leading to the Armory is also a good point.
 
▲ On the 2F, there is a hatch leading to the Blue Room, but not providing a useful angle.
 
 
 
▣ In case, the site is located at '1F Lab ~ 1F Storage'
 
Unlike the other 1F objective location, ‘Lab ~ Storage’ is placed on the west of the building and the area is not that large. Also, there are many windows leading to the bombsite and 2F destructive floor makes possible for attackers to try vertical from the top. Therefore, the defenders will try to minimize the number of anchors and operate multiple roamers.
 
However, due to the small-sized objective location, there are not many places where Thermite can use the Exothermic Charge. If you are willing to use the Exothermic Charge, get inside the building and breach the Joint Corridor wall. Unfortunately, this wall is placed in the middle of the building and takes a high risk, so try only if the safety is secured.
 
 
▲ There is a window where you can check inside the Storage, but risky to enter right away.
 
▲ There also is a window leading to the Arcade Toilet. If the defenders are not there, you can try moving in.
 
▲ It would be great to breach the wall from the Joint Corridor, but it takes a high risk. It requires the team’s back up.
 
▲ Breaching the Barrel Room wall towards the Lab direction is also not a bad idea.
 
 
 
 
If you want to see more of the guides of Thermite,
 
 
Or if you want to see other operator playing on this map,

Guide to playing ‘Thermite’ in ‘Theme Park’ +19
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Guide to playing ‘Thermite’ in ‘Theme Park’

Operation Steel Wave Update Preview

On May 19, detailed updates of Operation Steel Wave, Y5S2 (Second season of the fifth year), were released. According to the patch notes, new operators "Ace" and "Melusi" will be added, as well as the battlefield ‘House’ rework, the addition of the new defense team's gadget ‘Proxy Alarm’, balancing operators, Echo's new Elite Skin, other changes, and bug fixes.
 
There were bound to be new changes every season, but overall, there seem to be a lot of big changes that can affect the gameplay this season. So this time, let's take a look at what's new or changing inside the game through the Operation Steel Wave season update.
 
 
 
 
▣ The Addition of New Operator "Ace" and "Melusi"
 
Whenever the new season comes, the thing that draws the most attention will be the part of who the new operators and what skills do they use. The newly joined operators in the Rainbow team is named "Ace" and "Melusi," both of which use unique and powerful special skills.
 
 
 
Håvard "Ace" Haugland is an emergency services operator from NIGHTHAVEN, where Kali and Wamai etc. belong, and can breach the reinforced wall using a special technology S.E.L.M.A. AQUA BREACHER (*S.E.L.M.A. Breacher). In other words, hard breacher like Thermite and Hibana has been newly added to the offensive team.
 
The S.E.L.M.A. Breacher is a breaching tool that blows up the attached point horizontally. Once it makes a hole, it automatically unfolds and rolls down and again drills a hole with the same size. Three consecutive explosions will be carried out and will create a hole in the size of which people can pass. Ace has three S.E.L.M.A. breachers, which can be thrown from a distance and attach to the reinforced wall like the Trax Stingers of Gridlock. Further details on the S.E.L.M.A. Breachers are as follows.
 
 
▲ S.E.L.M.A explodes horizontally where it was originally attached, then unfolds downward, breaching two more identical holes.
 
 
· It can be removed by the Shock Wire from Bandit or the Electroclaw from Kaid during deployment.
 
· Mute's Signal Disruptor can make S.E.L.M.A. inoperative.
 
· It can be removed by Jager's ADS or Wamai's Mag-NET during the throw.
 
· In addition to the reinforced walls, it is also possible to destroy defense team gadgets attached to a specific location, such as Deployable Shield or Volcan Shield of Goyo.
 
· If attached to a floor, ceiling, hatch, etc., it will explode only once, and two S.E.L.M.A.s will be required to completely destroy the reinforced hatch.
 
 
Ace is a 2 Speed / 2 Armor Operator and can equip AK-12 as a Primary Weapon. Before the update, Fuze was the only operator who has used AK-12, but as Ace, a 2 speed operator, can pick, I am expecting that it will be perfect for the role of an entry-fragger (a role that actively engages and raises kills on the front line) as well.
 
 
▲ If you attach the S.E.L.M.A breacher on the Deployable Shield, you can destroy the enemy gadgets.
 
▲ However, in order to break the hatch, it requires two S.E.L.M.A breachers, which is inefficient.
 
▲ The AK-12 Assault Rifle, which the only Fuze has been able to use, is now sharing with ACE, expecting strong firepower.
 
 
 
 
Thandiwe "Melushi" Ndlovu, a member of the South African National Defense Force, is a 3 Speed / 1 Armor Operator and uses a deployable tool called BANSHEE SONIC DEFENSE (*BANSHEE) as a special ability.
 
BANSHEE is a deployable tool that continuously slows down the offensive team operators approaching within the range, and has a bulletproof effect that can only be destroyed by the explosives or close-range attacks. Melusi is a 3 Speed / 1 Armor Operator, who can use BANSHEE well to slow the opponent and make herself moving faster. Also, if the offensive team comes within range, it emits sound waves and causes noise, so if it is set up on the main road, other team members can listen to it.
 
 
▲ No matter the direction, if the offensive team is within the range of BANSHEE, they will slow down and cause noise.
 
 
· More you move close to the BANSHEE, the slow effect becomes stronger, so it is not easy to break it down with a close attack.
 
· While within the range of BANSHEE, it is not further slowed down by other factors such as the Clash’s CCE Shield electric shock.
 
· Even within the range of BANSHEE, it does not work without visibility, so we cannot slow the enemy beyond the wall.
 
· With THATCHER's EMP Granade or Switch's Shock Drone Taser, BANSHEE can be disabled for a certain period of time.
 
· Finka ‘s Adrenal Surge can ignore the certain level of slow effect of BANSHEE.
 
 
Melusi uses the T-5 SMG as a primary Weapon. Originally, the T-5 SMG was the weapon used only by Lesion, but now, Melusi can also carry it. The T-5 SMG is a fairly powerful weapon among defensive guns, and Melusi, the 3-Speed / 1 Armor, is expected to show strong firepower among the team.
 
 
▲ Even though NØKK uses her special ability, HEL Presence Reduction (Which removes moving sound and does not detect by the camera), BANSHEE can find and slow her down.
 
▲ The T-5 SMG, which the only Lesion has been able to use, is now sharing with Melusi, expecting faster-paced gameplay.
 
 
▣ Map Rework: House
 
 
 
The Map, House, has long been loved by the SIEGE players, designed to have fun, but the battlefield itself was very small and had an unbalanced aspect. Due to the following reasons, House did not show in Rank and could only play in Quick Match.
 
Through the rework, the House became larger and many elements were added to make the balance, but the overall frame was maintained, making it a familiar but new battlefield. For example, Garage, which is placed in the basement, is now able to reinforce only one side of the wall, instead, a new entrance has been added, creating a completely different style of battle.
 
In addition, the 2F workshop, which was under construction, is changed to Girls' Room, resulting in changes in objective location. The reworked House will still not appear in Rank, but please look forward to it as it plans to provide a separate map guide when the Steel Wave season is officially applied.
 
 
▲ The 2F workshop, which had been under construction, was finally completed and transformed into the Girls' Room.
 
▲ Reworked basement. Before rework, defenders had difficulty with stopping the attacker’s hard breaching.
 
 
▣ New Secondary Gadget: Proximity Alarm
 
 
 
A new gadget, Proximity Alarm, has been added to the defense team. The Proximity Alarm is a gadget that sounds an alarm when the offensive team operator approaches within range. A Total of two are given and can throw and attach. Operators, who can equip the Proximity Alarm, are as follows.
 
ㆍCastle – Instead of the Impact Grenade
ㆍCaveira - Instead of the Bulletproof Camera
ㆍGoyo - Instead of the Impact Grenade
ㆍRook - Instead of the Barbed Wire
ㆍWamai - Instead of the Barbed Wire
ㆍTachaka - Instead of the Deployable Shield
ㆍMira - Instead of the Barbed Wire
ㆍOryx - Instead of the Bulletproof Camera
ㆍRecruit – Can choose as a Primary Gadget
 
The Proximity Alarm not only makes an alarm sound when the attacking team gets close but also has the advantage of locating the attackers even if the installed person is not near the Proximity Alarm because the owner of the Proximity Alarm gets five points at the moment the alert rings. Although the Proximity Alarm has the potential to be changed, I think it is a very useful tool in case it is used like Lesion's GU Mine.
 
 
▲ It can be broken simply by shooting, but it be thrown and installed, and it is quite useful because it has a wide range.
 
 
▣ Operator Balance
 
This season, several operators have been balanced. In a way, it is also the most important part of the update, and interesting, this season's update Designer's Notes introduced each change and specified the topic "Population targeted by the change."
This has enabled the production team to understand the intent of each user group to apply these changes. The details of the changes are as follows.
 
▶ Amaru
ㆍAfter using the Garra Hook, the loading weapon gets faster.
ㆍThe moment the Garra Hook is attached, it does not destroy the Barricade right away, but brakes at the moment she passed through.
ㆍGarra can use the Hook without destroying the hatch of the ceiling in advance.
 
▶ Clash
ㆍClash's SMG will switch from having a red dot to using the reflex's green triangle.
 
▶ Echo
ㆍRemoved the camera shake effect from Yokai's concussion effects.
ㆍLength of concussion effect is no longer affected by movement. Now has a fixed duration of 10s and the intensity of the vision disruption stays fixed throughout the effect.
ㆍReplaced the Deployable Shield with Impact Grenades.
 
▶ Finka
ㆍIncreased base hp to 30 (from 5) for teammates revived by Finka's Nanoboost. DBNO Players will stand up with 50 hp (30 from own base hp + 20 from Finka boost).
 
▶ Kaid
ㆍAdded LFP586 secondary to a loadout.
 
▶ Kali
ㆍReduced LV Explosive Lance's fuse time to 1.5s (down from 2.5s).
ㆍImproved CSRX 300 recoil through reduced weapon climb after each shot.
ㆍReplaced P22 Mk5 with SPSMG9 in a loadout.
 
 
▲ Amaru is now able to use its ability as a ceiling hatch without breaking the hatch in advance, making it easier to surprise attack.
 
▲ Kali can use the PSPMG9, which has the lowest recoil out of the Machine Pistol, as a Secondary Weapon.
 
 
▶ Nomad
ㆍAdded PR892 secondary weapon to loadout.
 
▶ Oryx
ㆍReduced damage taken when dashing through walls to 5 (down from 10).
ㆍBulletproof Camera replaced with new Proximity Alarm secondary gadget.
ㆍAdded angled grip option to Oryx's MP5.
 
▶ Ela, Zofia
ㆍEliminated the mouse sensibility modifier from the concussion effect of the Bosak sisters' gadgets.
 
▶ Ying
ㆍRemoved a Candela to bring it down to 3 (from 4 Candelas). – In PC version, already fixed on 04-30-2020.
 
▶ ACS12 Shotgun
ㆍ Existing shotgun was found to load the server and modified to shoot sluggers.
 
 
▲ It is also noticeable that the mouse sensibility modifier is deleted from the Concussion of Ela and Zofia, which had been too powerful.
 
▲ Oryx’s Remah Dash piercing damage has been reduced to 5 and can attach an Angled Grip on the MP5.

Operation Steel Wave Update Preview +18
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Guide to Playing Maestro on Chalet

Gather 'round ya'll. Papa Maestro just released his strats for Chalet. So cozy up to the fireplace and listen up.
 
Chalet, one of the original maps of the ranked map pool, is a bit notorious in the community. Many players hate it while others consider it to be underappreciated. It is a bit bunched up but does house three floors, including a basement, and three staircases. This layout tends to favor roaming, particular late flanking plays. It also allows for plenty of window peeks and runnouts, particularly because the sites are all easily accessible from outside. This often leads to attackers remaining outside for the majority of the round.
 
Maestro is an incredibly versatile 3 armor 1 speed operator capable of supporting his teammates throughout the round only to clutch out the final moments by himself. He brings valuable intel to his team and is equipped with an infamous LMG. They say he’s always smiling because he enjoys harassing attackers during their push and execute. He’s always a solid pick.
 
As an anchor, Maestro is focused on finding a safe perch on site where he can sit on cams, giving callouts to his teammates. He uses his Evil Eyes to supervise the site and its perimeter, zapping breach gadgets, drones, and harassing attackers. Being multi-functional allows using them to fill whatever role the team needs. When in doubt, just slap them on site where they can have a good view of everything. Beware of Sledge, Maverick, Thatcher, Twitch, and explosives, as they all counter your gadget. To prevent easy counters, place them above opened hatches, vault onto surfaces and place them high up, or hide them in sneaky locations where attackers are unlikely to notice them. NEVER place them on surfaces that can be destroyed with gunfire; destroying the surface will destroy your gadget! As soon as you finish setting up, hop on cams to obtain early intel on the push.
 
Maestro's Loadout
Maestro’s loadout boasts the mighty ALDA 5.56, which is best modified with a vertical grip, flash hider, and whichever sight you prefer (RIP ACOG). This fearsome LMG loads a whopping 80 round magazine, plenty to clutch with. Failure to manage his ammo properly, however, can leave you stuck in a punishingly awkward reload animation.
 
Maestro prefers the Bailiff 410, which can remodel the site a fair bit, and create additional lines of sight for his evil eyes. It runs best without the laser sight, as tightening the hip-fire any further makes its destruction holes too small. If you fancy a hand cannon though, the Keratos .357 is viable and capable of some mediocre destruction. As with all pistols, fix it up with a muzzle break. Barbed wire pairs well with his gadget, providing a sound cue to attacker movements nearby. But consider bringing some impact grenades for either quicker setups or “impact tricking,” which destroys breach gadgets placed on certain reinforced walls that can have small gaps shot out above them as well as certain hatches next to walls or furniture above.
 
Bombsite Locations
 
Bomb Site 1 - Master Bedroom (2F) and Office (2F)
This seems to be the more popular of the two third-picks, though it is rather exposed to plenty of angles that attackers can safely hold from outside at a distance. On the North attackers will peak from the rocks by Campfire spawn; they also will likely rappel up the balcony there to push Master. On the East attackers like to climb the sniper tower and group up along the balcony adjacent to the Master and Office windows. There is also the catwalk South of Office that looks through four windows into Great Room. As an anchor, you can relax in the bathtub, but that's right you guessed it, there's a balcony outside West Bathroom as well.
 
This is my go-to setup when playing this site. I prefer anchoring in Office by the filing cabinets for a more active role throughout the round.
 
If you'd rather your intel give you a heads up on attackers pushing Catwalk, this Evil Eye stares through the windows. It can also see down the stairs to boot.
 
This Evil Eye again favors peeking, as it watches through the windows. This is a bit of a double-edged sword however since doing so makes it easier for attackers to destroy it, so protect it with some ADS's placed by the windows.
 
Bomb Site 2 - Bar (1F) and Gaming Room (1F)
The alternative third-pick option available, this site is typically held from above in Library and in the surrounding hallway and stairs. Playing in site can be a bit rough since attackers can open the walls between sites allowing them to peer into Bar from deep outside Gaming windows. While most teams aim to clear Library and plant in Gaming, you will want to keep an eye out for flanks coming through Great Hall or up the staircases from the basement.
 
This reinforcement allows you to anchor more easily behind the bar. Be sure the wall behind Maestro is reinforced as well and preferably protected with breach denial.
 
You may want an Evil Eye to watch for the plant going down in Gaming. This one does exactly that. An ADS placed on the ping will help to extend its life. Pop the hatch above to allow defenders to do the same from Library.
 
This boy here can watch the flank. Place him above the hatch in Great Room then blow that sucker wide open.
 
Bomb Site 3 - Wine Cellar (B) and Snowmobile Garage (B)
A contender for the best site, Garage and Wine can make for a solid hold. If the plant goes down however, and attackers are posted outside holding deep angles covering defuser, it's very uncomfortable to retake since they often establish a crossfire on the garage door, making any efforts to push out a nightmare. Play Storage Room to prevent this from happening, or if you'd rather nest in a safer location, relax in Wine Stock, but high tail it out of there if attackers push in Basement Hall and open Stock wall.
 
This setup includes an Evil Eye for watching over Garage. Use it to call out when attackers push in through smoke to go for the plant. The Evil Eye in Basement hallway may perhaps go unnoticed, and can be used to deny the Stock wall being breached.
 
If you expect a push from the back side, or simply don't need the added protection on Stock wall, place your mechanical henchman here where he can zap drones and attackers looking to plant in Wine Cellar. The cooler hides him from attackers still in the hallway.
 
This cam is good for intel on attackers playing vertically. Give callouts to teammates looking to flank when the attackers least expect it. As an added bonus it keeps an eye on Blue hallway.
 
Bomb Site 4 - Kitchen (1F) and Trophy Room (1F)
Certainly the most popular site, Kitchen and Trophy offer plenty of options to Maestro. If you choose to anchor behind the Dining table, beware the drone hole, as well as attackers breaching from Office above. But play it right and you can heavily influence the round, stopping attackers pushing in from Great Room dead in their tracks, as well as those hopping in Trophy window. You could also play in the back of Trophy, but you may find a Buck in the garage below making your life miserable, and when you rotate out, don't get caught by an attacker playing Kitchen window. Either way, create a rotate/line of sight between Trophy and Kitchen.
 
This Trophy cam is great since attackers frequently try to plant in Trophy after getting some picks.
 
You could pair the previous with this cam for full site coverage. To place it, break the pot on top of the logs, smash the fan, and hop your way up onto the fridge. You could open up this line of site for some wallbangs outside of West Main if you play that way, or simply reinforce it instead. Either way you have eyes on the Great Room push and the Kitchen hatch drop, both quite common.
 
This Evil Eye is mounted on the reinforced wall in West Main and sits above the hatch. Use it for info on the site perimeter and any activity going down in Big Garage below.

Guide to Playing Maestro on Chalet +14
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Guide to Playing Maestro on Chalet

Guide for playing 'Kali' 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 that Ubisoft has reworked it. 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 round.
Kali is an attacking two speed operator equipped with a sniper rifle, SMG pistol, and a gadget capable of destroying any defensive utility placed within the radius of her explosive micro charge. Kali will most commonly be used as an alternative to Thatcher as her ability is capable of destroying the defensive teams entry denial utility (Bandits’ batteries, Mutes’ jammers, and Kaids’ electro-claws). The operator is also useful for flank watch and holding long angles as her sniper rifle is incredibly powerful and capable of downing defenders with one bullet.
If you are to be in accordance with the current meta, Kali’s loadout should be as follows:
PRIMARY - CSRX 300 (Attachments are unavailable on this weapon.)
SECONDARY - C75 Auto (No attachments)
UTILITY - Claymore
 
ATTACKING: [2F] SERVER(A) - RADAR(B)
The primary route of attack on this bomb site will be by the attacking team breaching the reinforced wall on the south side of ‘Renovations’ as this will provide the attackers with clear lines of sight directly into the Radar(B) as well as access to the bomb site to plant the defuser. Kali will support the attacking team's hard breach in destroying the exterior ‘Renovations’ wall which leads directly into the Radar(B) bomb site. Kali can also be useful on this bomb site by playing on the roof of the building opposite of the second floor bomb sites as there are multiple windows which can be used by attackers to prevent defenders from rotating throughout the second floor.
 
SAIL BOATS SPAWN LOCATION
 
ATTACKING: [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. Kali will be most useful on this bomb site by assisting Thermite or Hibanna in breaching the reinforced hatches on the second floor as it is common for defenders to bring Kaid to prevent attacking hard breachers from opening the hatches located on the ceiling of the two bomb sites.
 
FLOATING DOCK SPAWN LOCATION
 
ATTACKING: [1F] COAST GUARD(A) - LOUNGE(B)
The primary route of attack on this bomb site will be by the attacking team gaining control of ‘Scuba’ and ‘Printer’ stairs, as well as the hallway-landing which separates the two. After establishing control of the northern stairwells, attackers will want to breach the reinforced wall between the lower-printer-stairs-landing and Lounge(B). This will 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. Kali will act as a Thatcher alternative on this bomb site as entry denial will be emphasized by the defenders; if the defending team is organized, Bandit/Kaid tricking will most likely be attempted on the Printer Landing - Lounge(B) reinforced wall.
 
CONSTRUCTION SPAWN LOCATION
 
ATTACKING: [BSMNT] KAYAKS(A) - SUPPLY(B)
The primary route of attack on this bomb site will be by attackers gaining control of the first floor inside of Coast Guard and Lounge as the hatches located on the floors of these two rooms offer great lines of site and access points to the basement. It is very common for defenders to be playing inside of Bathroom and Lockers as these positions are located directly across the hall from the bomb sites in the basement. Kali will be needed if Thatcher is banned as opening the Supply(B) hatch will be crucial for attackers in order to establish a clear vertical presence onto the bomb site. Any attacker playing on the first floor should be cognisant of defenders like Pulse or Valkyrie throwing their Nitro-Cell on the ceiling as the explosion will eliminate any player in the kill radius of the explosive - even if the explosion occurs in an adjacent room.
 
 
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
Thanks!
 

Guide for playing 'Kali' on 'Kanal' +3
footwork. footwork. LV.14 Chief 1mo
Guide for playing 'Kali' on 'Kanal'

I’m looking for a doc guide on any of the ranked maps

Anyone got any good guides up for doc in any map that’s in the ranked playlist. It’d be very useful

Zach Ruane Zach Ruane LV.3 Lurker 1mo
I’m looking for a doc guide on any of the ranked maps

Question!!!

I just started on pc I’ve been playing on Xbox for about 2 years I find the default crouch key is C which feels like a bit of a stretch on my pinky and recommendations for keybind?

dexter randolph LV.2 Lurker 1mo
Question!!!

Guide for playing 'Kali' on 'Coastline'

[DISCLAIMER: This guide is intended to be as bare bones as possible in order to give general advice to any new Rainbow Six: Siege players. In addition to this article being opinionated, I would like to also state that zero-sum strats in this game do not exist and the tell of a good Siege player is their decision making and adaptation to the changing battlefield.]
 
Coastline is a double-level map (consisting of two floors) found both in ranked play as well as professional. The current architecture of the map gives a large advantage to the attacking team due to the ease of access attackers have to map control from the outside of the building.
Kali is an attacking two speed operator equipped with a sniper rifle, SMG pistol, and a gadget capable of destroying any defensive utility placed within the radius of her explosive micro charge. Kali will most commonly be used as an alternative to Thatcher as her ability is capable of destroying the defensive teams entry denial utility (Bandits’ batteries, Mutes’ jammers, and Kaids’ electro-claws). The operator is also useful for flank watch and holding long angles as her sniper rifle is incredibly powerful and capable of downing defenders with one bullet.
If you are to be in accordance with the current meta, Kali’s loadout should be as follows:
PRIMARY - CSRX 300 (Attachments are unavailable on this weapon.)
SECONDARY - C75 Auto (No attachments)
UTILITY - Claymore
 
ATTACKING SPAWN LOCATIONS
 
ATTACKING: [2F] BILLIARDS(A) - HOOKAH(B)
The primary route of attack on this bomb site will be by the attacking team rappelling on the double window of Billiards(A) and the single window of Hookah(B) while vertical soft destructors like Buck and Zofia gain control of the first floor Sunrise bar and proceed to destroy the ceiling of Sunrise - which is the flooring of Hookah(B). Kali can be useful on this bomb site by acting as a long-range supporting operator from ‘Ruins’ (the structure outside of the main building located on the western side of the map). Kali’s sniper rifle is incredibly precise as the operator has a scope with a variable zoom in addition to the rifle being able to down any defender with just one bullet. Ruins offers the player powerful positioning on this specific bomb site as there are a variety of windows and doorways which provide the player with clear lines of sight directly into the bomb site.
 
RUINS SPAWN LOCATION
 
ATTACKING: [2F] THEATER(A) - PENTHOUSE(B)
The primary route of attack on this bomb site will be by the attacking team gaining control over the second VIP room from the second floor balcony located on the north side of the building. After gaining control over VIP and Hall of Fame, attackers will breach the reinforced wall between VIP and Penthouse(B) as this will provide attackers with a safe and clear pathway to the default plant spot in the corner of Penthouse(B) by the master bed. Kali will be most useful on this bomb site by acting as the attacking teams alternative to Thatcher as it is very common for defenders to use entry denial gadgets on the V.I.P. wall separating Penthouse(B) and V.I.P.
 
POOL SIDE SPAWN LOCATION
 
ATTACKING: [1F] BLUE(A) - SUNRISE(B)
The primary route of attack on this bomb site will be by the attacking team entering through the Pool Entrance located on the north western corner of the building. Attackers will typically gain control of second floor Hookah as this will enable attacking soft destructors (Buck, Zofia, Ash, or Sledge) to destroy the ceiling of Sunrise and eliminate any defending anchors playing behind ‘couches’ or ‘bar’. Kali should play in the same way the operator is played on Hookah-Billiards as any player positioning themselves on ‘Ruins’ will have strong lines of sight into either one of the two first floor bomb sites; Kali in particular is a great fit for this play style due to the operators long-range capacity.
 
MAIN ENTRANCE SPAWN LOCATION
 
ATTACKING: [1F] KITCHEN(A) - SERVICE ENTRANCE(B)
The primary route of attack on this bomb site will be by the attacking team planting the defuser inside of the doorway of service entrance leading to the outside located on the eastern side of the building. Attackers will also commonly attempt control of the second floor VIP, Theater, and Penthouse rooms as this will allow attackers to destroy the ceiling of Kitchen(A) and Service(B). Kali can be incredibly powerful on this bomb site if used in coordination with Hibanna. If the reinforced wall separating Service(B) and the main lobby is breached by Hibbana, Kali can prevent any defenders on the bomb site from rotating between the two bomb sites in addition to be able to prevent defenders from having a save location to anchor in as ‘Beer’ is a common spot for defenders like Smoke or Echo to play in.
 
 
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
 
Thanks!
 

Guide for playing 'Kali' on 'Coastline' +4
footwork. footwork. LV.14 Chief 1mo
Guide for playing 'Kali' on 'Coastline'

Guide for playing 'Kali' on 'Border'

[DISCLAIMER: This guide is intended to be as bare bones as possible in order to give general advice to any new Rainbow Six: Siege players. In addition to this article being opinionated, I would like to also state that zero-sum strats in this game do not exist and the tell of a good Siege player is their decision making and adaptation to the changing battlefield.]
 
Border is a double-level map (consisting of two floors) found both in ranked play as well as professional. The current architecture of the map is generally balanced though a slight edge may be given to attackers as the map is highly destructible.
Kali is an attacking two speed operator equipped with a sniper rifle, SMG pistol, and a gadget capable of destroying any defensive utility placed within the radius of her explosive micro charge. Kali will most commonly be used as an alternative to Thatcher as her ability is capable of destroying the defensive teams entry denial utility (Bandits’ batteries, Mutes’ jammers, and Kaids’ electro-claws). The operator is also useful for flank watch and holding long angles as her sniper rifle is incredibly powerful and capable of downing defenders with one bullet.
If you are to be in accordance with the current meta, Kali’s loadout should be as follows:
PRIMARY - CSRX 300 (Attachments are unavailable on this weapon.)
SECONDARY - C75 Auto (No attachments)
UTILITY - Claymore
 
 
ATTACKING: [2F] ARMORY(A) - ARCHIVES(B)
The primary route of attack on this bomb site will be by the attackers gaining control over CCTV and Break room located on the north side of the second floor. After establishing control over CCTV-Break room, attackers will then proceed to breach the reinforced wall of the outside balcony leading into the Armory(A) bomb site; attackers will then plant the defuser in or around the breach hole made by the hard breachers. Attackers should be careful of a pulse playing underneath the bomb site inside of Vent or Workshop (1F) as it is very common for defenders to nitro attackers as they attempt to plant the defuser. Kali can be useful on this bomb site by acting as a Thatcher alternative as is common for defenders to use Kaid or Bandit to ‘trick’ the reinforced wall while attacking hard breachers attempt to detonate exothermic charges.
 
VALLEY SPAWN LOCATION
 
ATTACKING: [1F] BATHROOM(A) - TELLERS(B)
The primary route of attack on this bomb site will be by the attacking team breaching the reinforced wall separating Tellers(B) from the outside located on the north eastern wall of the first floor. Attackers will also typically need control of the second floor ‘Offices’ as it is very common for defenders to defend Bathroom(A)-Tellers(B) vertically from the second floor. Kali may be needed on this bomb site in order to breach the 2F Office exterior wall as it is common for defenders to place entry denial devices like that of a Bandit Battery or Mute Jammer in order to prevent the attacking teams hard breacher from destroying the second floor east balcony Office wall.
 
EAST VEHICLE SPAWN LOCATION
 
ATTACKING: [1F] SUPPLY(A) - CUSTOMS(B)
The primary route of attack on this bomb site will be by the attacking team breaching the south-western reinforced wall leading from the outside into Detention. Attacking on this bomb site is very similar to attacking Bathroom-Tellers and is essentially just the inverse of the previous bomb site; Kali and Thermite will breach the 1F Detention wall while soft destructors gain control over the second floor. CCTV will be the primary room of contention on the second floor as the entire floor of CCTV can be destroyed; providing attackers with additional lines of sight into the Customs(B) bomb site. Kali’s gadget may also be needed on the second floor if the defenders reinforce and Electro-Claw the CCTV hatches although this is typically only done if defenders decide not to have an upstairs presence inside of CCTV-Break Room.
 
WEST VEHICLE SPAWN LOCATION
 
ATTACKING: [1F] WORKSHOP(A) - VENT(B)
The primary route of attack on this bomb site will be by the attackers establishing full control of the second floor Armory-Archives rooms located directly above the Workshop(A)-Vent(B) bomb sites. After gaining control of the second floor, attackers will breach the reinforced hatches located inside of Armory Desk and Archives in addition to destroying the flooring of the second floor as this will allow attackers full vertical control of the two ground floor bomb sites. Kali will be needed as a Thatcher alternative on this bomb site as defenders will invariably reinforce the 2F Archives-Armory hatches even if defenders decide to have an upstairs presence. The only circumstance in which the hatches are opened intentionally by defenders is when the majority of the defending teams roster is organized and positioned on the second floor as a way of defending the first floor Workshop(A)-Vent(B) bomb sites vertically.
 
 
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
Thanks!

Guide for playing 'Kali' on 'Border' +3
footwork. footwork. LV.14 Chief 1mo
Guide for playing 'Kali' on 'Border'

Looking for People to have Fun. U don't have to be good

Just for Fun. Age 15+

Thibault Transé LV.2 Lurker 1mo
Looking for People to have Fun. U don't have to be good

Wanna play som rank

Follow my twitch at “joboy_martin”

joboy_martin LV.2 Lurker 1mo
Wanna play som rank

New on the R6 Elite Skin [Echo] coming in the next Season

Here ist the introducing Video of the NEW elite skin

New on the R6 Elite Skin [Echo] coming in the next Season
WF_Dracul WF_Dracul LV.4 Lurker 2mo
New on the R6 Elite Skin [Echo] coming in the next Season

Guide to playing ‘Jackal’ in ‘Outback’

Outback is a mid-sized battlefield consisting of 1F and 2F. Due to the multiple windows and doors leading to the building, attackers can attempt to approach from diverse routes, but the defenders also have many rooms inside the building and complicatedly structured interior makes it possible to counter attackers. Therefore, the attackers should prepare for the surprise attack.
 
Outback’s objective locations are generated four in total, each floor has two. If the bomb site has located on the 1F, defenders should worry about the attacker’s vertical play or hatch drop. Therefore, the defenders prefer defending the 2F bombsite. However, the attackers can try sniping from the Motel Balcony through the window, so be careful from it.
 
 
▲ Outback Objective Location, each floor has two objective locations.
 
 
Jackal can track the footsteps of the defender using his dedicated equipment ‘Eyenox Tracker’, acting mainly as a counter-roamer to track and annihilates the defender roamer. Since the ability of Jackal is too annoying, players start to ban Jackal in a recently ranked match. If not banned, I highly recommend picking Jackal when you are playing an offensive team. Outback has a unique style of the internal structure and Jackal’s ability will perform even better.
 
Jackal can choose the C7E assault rifle and PDW9 SMG as a primary weapon. The C7E has strong damage among other assault rifles, but has high recoil, making necessary to attach the vertical grip or Barrel to control. On the other hand, PDW9 has 50 rounds, decent recoil, and high RPM, but has low damage. Pick either one depending on your preference.
 
 
▲ C7E and PDW9 both have the same Fire Rate (800), but different in damage and capacity, making players choose depends on their taste.
 
 
 
▣ In case, the site is located at '2F Laundry ~ 2F Games Room'
 
If the bombsite is generated at ‘Laundry ~ Games Room’, attackers can move up through the Motel Back stairs and check the window from the Balcony, or approach to the 2F Mechanical Bull and cut down to the Games Room.
 
Jackal can play any position, but since the ability is tracking the defender roamer’s footsteps with the Eyenox Tracker, he should actively move into the building and cut roamers around the bomb site. If the team is approaching the 2F Mechanical Bull to occupy the Games room, they may worry about the roamer coming from the back. If Jackal finds the roamer’s footsteps and track, this would be really helpful for the team.
 
If you successfully catch the defender roamer, you will have a chance to press the defenders from back and front. At this moment, Jackal’s ability can also be used to track the anchor’s footsteps.
 
 
▲ You can check inside through the Balcony window, but the defenders also frequently attempt outplaying through this window. So you may need a claymore mine installed under this window.
 
▲ If you break the circled barricade from the other side Balcony window, you can have a new angle all the way to the Back Stairs.
 
▲ It is a good strategy to approach form the Mechanical Bull to the Games Room.
 
▲ You may move in from the North Terrace, but be careful if you find the footstep.
 
 
 
▣ In case, the site is located at '2F Party Room ~ 2F Office'
 
Likewise, it is a good place for the attackers to press the objective location is in various directions. It would be nice if few units climb up to the Motor Balcony and Convenience Store roof and try to get into the Garage-side window, while the other team approach from the far side, clearing the roamer and narrowing it down to the Mechanical Bull.
 
If you want to enter through the window around the bombsite, make sure you first check with a drone whether someone is aiming at this window or the trap is installed. On the other hand, if Jackal is working as a counter-roamer, try to enter from the far-distance. If you waste too much time tracking down the roamer, friendly forces may suffer, so make sure you don’t spend too much time on it. While you are moving, you should install the Claymore Mine in a location where the roamer might appear.
 
 
▲ If you rappel, many windows lead you to the Garage Lounge.
 
▲ If you successfully enter, you can check the Office side right away, but the enemy might set in position in advance.
 
▲ North Terrace window leading to the Mezzanine stairs. If you safely move in, you can check the Mechanical Bull side.
 
▲ A route, approaching through the Games Room and press the Mechanical Bull, is also useful.
 
▲ Mechanical Bull window. If you enter, there is the Office on the right side, but the enemy usually in check.
 
 
 
▣ In case, the site is located at '1F Nature Room ~ 1F Bushranger Room'
 
If the objective location is generated on the 1F, in addition to the usual route, there is an option to play vertical on the 2F or hatch drop. Outback’s 2F floor is usually made of destructible material, Jackal is able to use an IT12S shotgun as a secondary weapon and can scan the 1F footsteps from the 2F, making super effective to detect the enemy.
 
If the offensive team operates a hard breacher, you should move into to Motel Back Entrance and help to breach the Bushranger Room reinforced wall. However, the defenders usually cover this area to prevent this from happening. In this case, Jackal should use his ability to locate the defending enemy’s position and kill if possible.
 
▲ If the team operates a hard breacher, I would recommend breaching this wall. But…
 
▲ If a roamer is waiting on the 2F like this, it would be very dangerous.
 
▲ In this case, It would be great if Jackal tracks the roamer’s footsteps and make a kill.
 
▲ You also can clear behind the reinforced wall from the 2F Motel Hallway, making a hole with the shotgun.
 
▲ If you want to target the Nature Room and play Vertical, make a hole of the Piano Room.
 
 
 
▣ In case, the site is located at '1F Compressor Room ~ 1F Gear Store'
 
The objective location, Compressor Room ~ Gear Store, is not only located in the middle of the building, but it also features two long horizontally connected rooms side by side, making it easy to pressure in various directions. In addition, attackers can play vertical from the top of the site, making defenders have fewer places to hide. As such, defenders use multiple gadgets to remodel the bombsite or operate more than three roamers to cover.
 
If you attempt a vertical play on the 2F, you can proceed from the Office ~ Office Supplies. Of course, rather than trying it alone, I recommend that you work with the team to cover each other’s back.
 
If you intend to escort and support the hard breacher, try to find the defender’s footsteps around the reinforced wall, such as the Kitchen, Restaurant, Convenience Store, and etc… If would be best if you could catch the roamer who stands nearby, but just scanning and driving out the enemy would be good enough to help breaching.
 
 
▲ Since the Objective Location is placed in the middle of the building, there are various routes to enter.
 
▲ If the team hard breacher breaks the Kitchen wall, you will have a new angle and the attackers will take the advantage.
 
▲ Clear behind the reinforced wall from the 2F Office and scan 1F footsteps to located defenders.
 
▲ Defenders often move around the 1F Restaurant and close to the Gear Store. Faster you clear, more the chance of winning.
 
▲ If you try vertical from the 2F Office Supplies, you can check the Gear Store bombsite.
 
 
 
If you want to check Jackal playing on a different map,
 
Or if you want to see other operator playing in Outback,

Guide to playing ‘Jackal’ in ‘Outback’ +20
RetroFlame77 RetroFlame77 LV.21 Good Leader 1mo
Guide to playing ‘Jackal’ in ‘Outback’

Who is the best??

who is the best attacker for you ☺☺☺

Ghost_Squassel Ghost_Squassel LV.3 Lurker 1mo
Who is the best??

Console settings (Try them out)

Vertical 85
Horizontal 85
DeadZones 10
Aiming 22

CrispyBeaulo R6 CrispyBeaulo R6 LV.4 Lurker 1mo
Console settings (Try them out)

Season Skins

Here are the two Season Skins from Operation Steel Wave

Season Skins
WF_Dracul WF_Dracul LV.4 Lurker 1mo
Season Skins

Any Tips For New Ranked Players?

I got the game three weeks ago (I’ve played it before, a few years ago though) and I really got into it. I’m an okay player overall, I can improve some though. I’m not going straight into ranked, but I would like to have some tips. My attack mains are Blackbeard and Ying. My defense mains are Jäger and Frost.

NoodleJuice7254 NoodleJuice7254 LV.2 Professional Noob 1mo
Any Tips For New Ranked Players?

If you have any questions about rainbow sixe siege I'll try and answer them. Im an x diamond.

Whether u want to improve or don't understand something in the game I'll try and help you out cus im trying to make the siege community somewhat less toxic :)

RawBageL RawBageL LV.4 Let’s play R6! 1mo
If you have any questions about rainbow sixe siege I'll try and answer them. Im an x diamond.

I need a guide to play siege

My ps4 name is youtubebunnies09

Youtubebunnies Youtubebunnies LV.2 Lurker 1mo
I need a guide to play siege

A guide for playing 'Kali' 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.
Kali is an attacking two speed operator equipped with a sniper rifle, SMG pistol, and a gadget capable of destroying any defensive utility placed within the radius of her explosive micro charge. Kali will most commonly be used as an alternative to Thatcher as her ability is capable of destroying the defensive teams entry denial utility (Bandits’ batteries, Mutes’ jammers, and Kaids’ electro-claws). The operator is also useful for flank watch and holding long angles as her sniper rifle is incredibly powerful and capable of downing defenders with one bullet.
If you are to be in accordance with the current meta, Kali’s loadout should be as follows:
PRIMARY - CSRX 300 (Attachments are unavailable on this weapon.)
SECONDARY - C75 Auto (No attachments)
UTILITY - Claymore
 
 
ATTACKING: [2F] CEO(A) - EXECUTIVE(B)
The primary route of attack on this bomb site will be by the attacking team entering the building through the second floor ‘Terrace’ located to the south east of the map. After gaining control over square stairs the attackers will proceed to open the reinforced wall separating CEO(A) from Square as this will provide attackers with a direct route to the bomb site to plant the defuser. Kali will be needed to act as a Thatcher alternative on this bomb site in order to support the attacking teams hard breacher attempting to destroy the reinforced wall between CEO(A) and 2F Square Stairs. Kali can also be a useful operator if played on the roof of the Parking Garage directly next door to the main objective building.
 
JEWELRY SPAWN LOCATION
 
ATTACKING: [1F] OPEN(A) - STAFF(B)
The primary route of attack on this bomb site will be by the attacking team gaining control over the second floor as the entire ceiling of Open(A)-Staff(B) is able to be destroyed in order to gain dynamic angles into the bomb site. After attackers have gained control over the second floor and opened up vertical angles down onto the bomb site, Kali in addition to any other support operators on the attacking team, should maintain vertical pressure on the defenders using the hatches while the attacking teams entry fraggers establish a secondary horizontal route of attack . Kali may also be needed to use her gadget to eliminate any Electro-Claws deployed by the defending teams’ Kaid.
 
BACK ALLY SPAWN LOCATION
ATTACKING: [1F] TELLERS(A) - ARCHIVES(B)
The primary route of attack on this bomb site will be by the attacking team gaining control of the second floor CEO Office as this will enable attackers to destroy the ceiling of the Tellers-Archives bomb site. Attackers will also focus on control of Kitchen and Open Area as this will enable attacking hard breachers like Hibanna and Thermite to breach the reinforced wall between Admin Office and Archives(B). Kali can be used as a Thatcher alternative on this bomb site by assisting the attacking teams hard breacher in destroying the reinforced wall between Admin office and Archives(B). Kali can also be a very powerful operator on this bomb site by playing on the roof of the Parking Garage adjacent to Bank as anybody playing here is positioned perfectly to eliminate defenders rotating between the first and second floors.
 
PARKING SPAWN LOCATION
 
ATTACKING: [BSMNT] CCTV(A) - LOCKERS(B)
The primary route of attack on this bomb site will be by the attacking team gaining control of the first floor Open Area and Kitchen as the hatches located on the floors are crucial in cutting off defenders rotating throughout the basement and two bomb sites. Kali will be useful on this bomb site by assisting Thermite or Hibanna in breaching the reinforced hatches located inside of Admin and Open Area. If attackers choose to bring Kali on this bomb site, the player should be dedicating themselves to flank watch as the basement bomb site is very CQC; leaving Kali vulnerable to defending operators playing close angles like that of a Smoke or Mute on the top of Blue 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
 
Thanks AND have a wonderful day!
 
 
 
 
 

A guide for playing 'Kali' on 'Bank' +3
footwork. footwork. LV.14 Chief 1mo
A guide for playing 'Kali' on 'Bank'

Guide for playing 'Kali' 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.]
 
Before we get started on the actual guide, I wanted to share a cool fact about the history behind the map! Kafe Dostoyevsky, usually just called 'Kafe', was named and designed after the famous Russian author Fyodor Dostoevsky and his life in Russia during the 19th century. As I am sure most of you all know, the map features a variety of unique and, some might say random, rooms like the 'Train Museum' and 'Mining Room'. However these rooms actually aren't all that out of place as you might think. After Dostoevskys' arrest in 1849, he was sent to Omsk, Siberia to work at labor camp for four years which consisted primarily of mining - that's where we get 'Mining'. Luckily, 'Train' was not inspired from such a dark aspect of the great Russian authors life. In fact, this roamers high-way was likely named after the numerous mosaics presently found in the metro systems of Russia made in honor of the world renowned novelist.
 
Okay!
Now that we got our history out of the way lets get back to the reason you came to read this article in the first place.
 
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.
Kali is an attacking two speed operator equipped with a sniper rifle, SMG pistol, and a gadget capable of destroying any defensive utility placed within the radius of her explosive micro charge. Kali will most commonly be used as an alternative to Thatcher as her ability is capable of destroying the defensive teams entry denial utility (Bandits’ batteries, Mutes’ jammers, and Kaids’ electro-claws). The operator is also useful for flank watch and holding long angles as her sniper rifle is incredibly powerful and capable of downing defenders with one bullet.
If you are to be in accordance with the current meta, Kali’s loadout should be as follows:
PRIMARY - CSRX 300 (Attachments are unavailable on this weapon.)
SECONDARY - C75 Auto (No attachments)
UTILITY - Claymore
 
ATTACKING: [3F] BAR(A) - COCKTAIL(B)
The primary route of attack on this bomb site will be by the attacking team gaining control over Cigar 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). Kali can be useful on this bomb site by acting as a Thatcher alternative in assisting the attacking teams hard breacher with opening up the reinforced walls separating Cigar and the Top of Red Stairs as well as the wall separating Cigar and Freezer as there is commonly some type of entry denial (Bandit Battery, Mute Jammer, or Electro-Claw) placed on these walls to prevent attackers from breaching them.
 
CHRISTMAS MARKET SPAWN LOCATION
 
ATTACKING: [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. Kali will be useful here by assisting the attacking teams hard breacher in breaching the reinforced hatch located inside of Cigar as this will provide attackers with ability to prevent defenders from using the Train Room to rotate between the two bomb sites. Kali may also be needed if attackers want to breach the reinforced wall separating the Fireplace(A) and 2F White Stairs Hallway.
 
RIVER DOCK SPAWN LOCATION
 
ATTACKING: [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. The biggest thing to keep in mind while attacking any of the four bomb sites on the second floor of Kafe is that defenders usually understand how unviable it is to play inside of the bomb sites and will often instead choose to defend from the outside of Reading and Fireplace and play inside of adjacent second floor rooms and hallways. Kali can be useful in preventing defenders from playing around the 2F Pillars if the player positions themselves either on the northernmost second floor balcony or by repelling on the 2F west Pillar double window.
 
BACK ALLY SPAWN LOCATION
ATTACKING: [1F] SERVICE(A) - COOKING(B)
The primary route of attack on this bomb site will be by the attacking team gaining control of large and small Bakery, this will allow attacking hard breachers like Thermite and HIbanna to breach the reinforced wall between Cooking(B) and large Bakery. It is common for defenders to Kaid or Bandit trick the bakery-cooking wall as defending Cooking(B) is almost impossible to do after the wall has been opened. Kali will be crucial on this bomb site as Thatcher is commonly banned in the current meta and the attackers ability to breach the reinforced wall separating Service(A) and Bakery will determine their success in the round. Kali will be needed in addition with Thermite or Hibanna in destroying the defenders entry denial and breaching the Bakery wall.
 
 
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
Thanks!

Guide for playing 'Kali' on 'Kafe' +3
footwork. footwork. LV.14 Chief 1mo
Guide for playing 'Kali' on 'Kafe'

Needing team

I am looking for a high level team to grind ranked and non toxic

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Needing team

Join me :)

Need decent players Gold 2 and above
Mnk accepted idc

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Join me :)

What do you think of the new season

What do you think of the new season
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What do you think of the new season

Guide to playing ‘Fuze’ in ‘Bank’

The bank is a slightly large-sized battlefield consisting of the basement, 1F, and 2F. Since the fact that the 1F has the largest area compared to the other two floors, attackers should approach through a certain route to reach the objective location. Due to the following reason, defender roamer usually hides on the 1F and attempt surprise attack. However, the attackers should approach to objective location, clearing the roamers.
 
Bank has four objective locations which are located one on the 2F, ‘Executive Lounge ~ CEO Office’, two on the 1F, ‘Staff Room ~ Open Area’ / ‘Tellers’ Office ~ Archives’, and the last one on the basement, ‘Lockers ~ CCTV Room’. 2F has windows from the outside that allows one to peek inside with rappelling, 1F allows attackers to play vertical from the 2F, but the basement has no window leading to the bombsite and even vertical is invalid, making the most favored objective location by the defenders.
 
 
▲ Bank Objective Location, 1F has the Lobby, making larger compared to the other floors.
 
 
Fuze’s special equipment is the Cluster Charge which can attach on the destructive wall, floor, or barricade to destroy the defender’s gadgets and drive them away. Unless you are super lucky, it’s difficult to catch the defending operator with the Cluster Charge, but still enough to drive them away from the bomb site. If coordinate with the team, you may kill the enemy falling back.
 
In the case of Bank, most of the sites are eligible to use the Cluster Charge, except the basement, where it has no windows and indestructible floor. Especially, if the objective location is placed on the 1F, you can install the Cluster Charge on the 2F (facing down), and bomb to scorch inside the bombsite. However, defenders may operate roamer to prevent this from happening, make sure you check around carefully with the team and accompany all the way to the installation point.
 
Fuze has a wide choice of primary weapons due to the weapon’s excellent performance. Players usually choose the AK-12 assault rifle or 6P41 light machine gun which can equip ACOG sight, but sometimes pick ballistic shield because the secondary weapon, PMM pistol, has strong damage (61).
 
 
▲ The only Fuze can use the AK-12 (45 Damage, 850 Fire Rate)
 
 
 
▣ In case, the site is located at '2F Executive Lounge ~ 2F CEO Office'
 
If the attackers operate a hard breacher, he/she will move up to 2F Terrace, enter the Skylight Stairwell, then try to breach the CEO Office reinforced wall. If the defender has installed Bandit’s Shock Wire or Kaid’s Electroclaw behind the wall, you can remove it through the CEO Office window.
 
If the Fuze installs the Cluster Charge on this window, it can safely remove the gadgets inside the site without breaking the window barricade. However, while the installation is in progress, it causes the sound, and noise is generated when firing. Therefore, try not to expose the body as possible when you working on it.
 
Cluster Charge can also be used in a variety of places, including removing the defender gadgets under the window before entering the Stock Trading Room and clearing the CEO Office by installing them on a connected wall after occupying the Janitor Closet.
 
 
▲ Attackers must back up the hard breacher to successfully breach the Skylight Well.
 
▲ You can rappel the CEO Office window and clear behind the reinforced wall.
 
▲ If you prefer to be safer, set the Cluster Charge on the window. Set yourself in revers rappelling position and install the Cluster Charge on the very top.
 
▲ From the end of the hallway, the defender roamer can approach to check the friendly hard breacher breaching the Skylight Well.
 
▲ You also can enter the Stock Trading Room. Before you enter, make sure you use the Cluster Charge to drive away the defender roamer.
 
▲ If you successfully cleared the Hallway, you can either capture the CEO Office from the Janitor Closet or install the defuser.
 
 
 
▣ In case, the site is located at '1F Staff Room ~ 1F Open Area'
 
There are no suitable windows or barricades around the bombsite, so in order to take advantage of the Cluster Charge, Fuze should move up to the 2F and set it on the floor. However, the 2F Hallway is made of non-destructible materials, which cannot install the Cluster Charge. Therefore, you should try vertical from the Stock Trading Room, Janitor Closet, or Stairwell. If possible, I recommend clearing these sites with the team in advance.
 
If your team, hard breacher, tries to breach the Admin Office wall in Archives, you can try vertical from the Janitor Closet. If you successfully drive away defending anchors and destroy the gadgets with the Cluster Charge, friendly hard breacher will work more comfortably.
 
 
▲ If you open up the 2F Hallway hatch, you can see the whole view of Open Area, but usually reinforced. So you might need a hard breacher.
 
▲ If you breach the 1F Archives reinforced wall, you can find an angle showing the Admin Office side.
 
▲ If you use the Cluster Charge from the 2F Janitor Closet, you can clear the defender’s gadgets installed in the Admin Office.
 
▲ From the Stock Trading Room, you can try vertical towards the Open Area.
 
 
 
▣ In case, the site is located at '1F Tellers' Office ~ 1F Archives'
 
Likewise, there is no window from the outside leading to the bombsite, but it is a place where it can play vertical at 2F. Therefore, infiltrate into the 2F first, clear the roamer, and try vertical using the Cluster Charge and Breach Charge.
 
One big difference from the ‘Staff Room ~ Open Area’ is that there is no hatch from 2F to the bombsite. In order to penetrate, attackers must try to break through the entrance to the 1F Lobby or Skylight Stairwell side or operate a hard breacher to break through the reinforced wall and create new access.
 
Places to pierce the reinforced wall with hard breachers are the Admin Office reinforced wall in Open Area or the wall leading from the Office Hallway to Tellers’ Office. If the defender has installed the Shock Wire, Electroclaw, and Signal Disruptor here, you can easily remove them from the 2F with the vertical play. If the reinforced wall is successfully breached, you should either keep playing vertical to stop the enemy hiding or move down to the 1F and cover a friendly blindside.
 
 
▲ This time, breach the Admin Office wall in Open Area towards the Archives.
 
▲ Likewise, you can clear the enemy standing behind the reinforced wall from the Janitor Closet.
 
▲ Also, recommend piercing the Tellers’ Office reinforced wall from the Office Hallway.
 
▲ From the 2F Conference Room, you can check the enemy or gadgets behind the wall.
 
▲ If you play vertical near the CEO Office table, you can find the enemy hiding around the Archives bombsite.
 
 
 
▣ In case, the site is located at 'B Lockers ~ B CCTV Room'
 
Since the objective location is generated in the basement, there are no windows leading to the bomb site, and even the 1F floors are non-destructive material, which doesn’t allow vertical play. In order to reach the bombsite, attackers have to use some access routes leading underground or move down from the 1F, which are not that simple due to the existence of the defender roamer.
 
Virtually, there is no place for Fuze to install the Cluster Charge. If you have to pick one, there is a hatch leading from the 1F, but usually reinforced. Therefore, instead of taking advantage of the Cluster Charge or Breach Charge, use the powerful weapon and work as an Entry Fragger (play the role of seeking first blood).
 
 
▲ 1F hatch is the only place to try Vertical but usually reinforced. Virtually, there is no place to use the Cluster Charge.
 
▲ If you spawn on the Jewelry Front, you can reach all the way to the CCTV Room through the Sewer Tunnel.
 
▲ At this point, you can through Smoke Grenade and install defuser, but the defenders will resist hard.
 
▲ You can approach through the Bank Garage and catch defenders waiting at the CCTV Room.
 
▲ 1F Tellers or Elevator hatches are sometimes not reinforced. So recommend checking these points.
 
 
 
 
If you want to see Fuze playing on a different map,
 
 
 
Or if you want to see the different operator playing in Bank,

Guide to playing ‘Fuze’ in ‘Bank’ +21
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Guide to playing ‘Fuze’ in ‘Bank’

Chalet spawn kill for attackers

If the enemy obj is in bar, spawn cliff side and pre fire maintenance 9/10 times it works for me. Like if this tip works for you.

Chalet spawn kill for attackers
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Chalet spawn kill for attackers

Consulate C4 kill

On the map consulate go down to archives. Go to visa hatch by the main door chuck a C4 and wait. Works every time if someone enters that doorway

Consulate C4 kill
Infinite Dark Infinite Dark LV.3 Lurker 1mo
Consulate C4 kill

Guide to Playing Maestro on Clubhouse

If you find yourself in need of some tried and true Maestro strats, you've come to the right place. After a day at the strip club, I picked the minds of these old fellas and they claim to be fallen heroes with unmatched strategic prowess. Next time ya'll find yourselves in Memorial Room be sure to stop and pay homage for that Freelo.
 
Clubhouse, Bandit's favorite biker hang-out, features three floors, including a basement, in addition to three staircases and a ladder in the garage, providing plenty of approaches to attackers and flank routes to defenders. The top floor is quite spread out, making it nigh impossible to efficiently roam clear, so attackers tend to instead dedicate someone to flank watch instead of full-clearing. The strip club offers roamers a solid position to wait to flank from, but if attackers catch on, they will likely flush the roamer out with deadly efficiency. The rounds tend to be heavily focused around hard breaching because of the surplus of external walls, so expect plenty of bandit-tricking.
 
Maestro is an incredibly versatile 3 armor 1 speed operator capable of supporting his teammates throughout the round only to clutch out the final moments by himself. He brings valuable intel to his team and is equipped with an infamous LMG. They say he’s always smiling because he enjoys harassing attackers during their push and execute. He’s always a solid pick.
 
As an anchor, Maestro is focused on finding a safe perch on site where he can sit on cams, giving callouts to his teammates. He uses his Evil Eyes to supervise the site and its perimeter, zapping breach gadgets, drones, and harassing attackers. Being multi-functional allows using them to fill whatever role the team needs. When in doubt, just slap them on site where they can have a good view of everything. Beware of Sledge, Maverick, Thatcher, Twitch, and explosives, as they all counter your gadget. To prevent easy counters, place them above opened hatches, vault onto surfaces and place them high up, or hide them in sneaky locations where attackers are unlikely to notice them. NEVER place them on surfaces that can be destroyed with gunfire; destroying the surface will destroy your gadget! As soon as you finish setting up, hop on cams to obtain early intel on the push.
 
Maestro's Loadout
 
Maestro’s loadout boasts the mighty ALDA 5.56, which is best modified with a vertical grip, flash hider, and whichever sight you prefer (RIP ACOG). This fearsome LMG loads a whopping 80 round magazine, plenty to clutch with. Failure to manage his ammo properly, however, can leave you stuck in a punishingly awkward reload animation.
 
Maestro prefers the Bailiff 410, which can remodel the site a fair bit, and create additional lines of sight for his evil eyes. It runs best without the laser sight, as tightening the hip-fire any further makes its destruction holes too small. If you fancy a hand cannon though, the Keratos .357 is viable and capable of some mediocre destruction. As with all pistols, fix it up with a muzzle break. Barbed wire pairs well with his gadget, providing a sound cue to attacker movements nearby. But consider bringing some impact grenades for either quicker setups or “impact tricking,” which destroys breach gadgets placed on certain reinforced walls that can have small gaps shot out above them as well as certain hatches next to walls or furniture above.
 
Defender Bombsite Locations
 
Bomb Site 1 - Gym (2F) and Bedroom (2F)
Gym and Bedroom makes for a very fun hold in my opinion, with the bathroom being the safest spot to sit on site. Be sure to reinforce the Bedroom hallway wall and the single panel in Construction at least. The remainder of the setup depends on your team's preference. Some teams like to extend into Cash and reinforce the walls between Cash and CCTV as well as the external wall in CCTV. Others will ignore that side of the map and reinforce all of the walls in Construction. They are both viable so just go with whatever your team is comfortable with.
 
If you prefer not to be locked up in some stinky bathroom, you could create a rotate on the panel next to the toilet, or ditch playing in there entirely if a teammate brings a shield. Have them place it on the ping against the bomb chassis so you can play behind it.
 
This is a standard setup providing plenty of views onto the sites and its perimeter, with the hallway cam also able to protect Bathroom wall. If it gets disabled and they go for a breach, open some holes on the fly and "impact trick" the wall.
 
Here is a good Evil Eye which can help ensure complete vision of both sites. Vault the weight rack and slap it on the Southern wall in Gym.
 
Bomb Site 2 - CCTV Room (2F) and Cash Room (2F)
This tends to be the preferred site for most, but attackers have become very efficient at dealing with any bandit-tricking and it can be a bit hectic to hold once the CCTV wall gets breached. Use spare reinforcements in Construction and Garage to make them easier to hold, slowing attackers pushing those areas. Some reliable anchor spots include at the top of Red Stairs, and in Cash Room itself. But be careful not to be caught on your cams when attackers start pushing those areas. And if you find yourself sitting in Cash room, be weary of Buck mains remodeling the floor beneath you!
 
This is a pretty reliable setup that gives great oversight of critical areas. Practice the Catwalk vault to perfection, but you may still occasionally mess up like I did! The wall I stopped reinforcing midway should be reinforced, I just quit to show that Cash wall can be "impact tricked."
 
This off-angle allows you to peer at Garage stairs through the rotate from atop the desk in Cash. Use either the Bailiff or Keratos to open it up.
 
If you're looking to include some plant denial in your setup, this Evil Eye is a great option. Punch out that pesky TV in the way, and if you struggle to find the gadget deployment prompt, just crouch spam and wiggle your mouse a little.
 
Bomb Site 3 - Bar (1F) and Stock Room (1F)
An old favorite, this site unfortunately doesn't see much play, mostly because attackers can rush plant in Stock from a Kennel spawn. Situating a roamer in Cash with some holes watching below can help delay this. Attackers used to push Strip Club and blow the Billiards wall but this is a lot less common now. As an anchor you could play by the stage for a more influential role, but you are more exposed. Otherwise anchor behind the bar.
 
This setup gives full views of site for the most part. Ask teammates to reinforce the wall and hatch I ping. I break the guitar and amp to allow myself to tuck even further into the corner and play an off-angle that attackers are unlikely to check. But most importantly, shut off that damn Jukebox!
 
Destroy the gray crates by this trashcan and jam your sneaky little friend into the shadows where he can gaze over Stock Room and zap any attackers foolish enough to plant.
 
If you have any friends brave enough to hold onto stock, have them smash these other gray crates and pop the hatch for them with your Bailiff. A Wamai, Smoke, or Goyo is ideal for this.
 
Bomb Site 4 - Church (B) and Arsenal (B)
Long considered to be the best site, particularly before the rework, this site has been reborn since the rework due to SSG's incredible pro strat that involves holding the entire map. You don't need to hold the entire map though, in fact as Maestro you will definitely want to remain on site! You can sit behind Church bar since the ceiling is indestructible. Reinforce West Church Wall, and ask teammates to grab all hatches, dirt tunnel, and the Arsenal wall leading to Blue tunnel.
 
This sneaky creeper lurks above the Jukebox and provides views throughout Church while keeping an eye on Memorial Room. Simply vault the jukebox and mount it on the vent.
 
If you're looking to use an Evil Eye to protect Kitchen hatch while simultaneously landing teammates some C4 kills, tuck this little bugger into the shadows after breaking the broom in the way.
If you don't have any teammates with C4s, you can instead bring impact grenades to throw at the furniture surrounding the hatch and use your Evil Eye elsewhere.
 
This Evil Eye watches for attackers pushing Church from Blue Hall and watches for attackers dropping Kitchen hatch. Destroy the gray crate on the shelf and place your trusty friend there instead. Reinforce the Arsenal wall Maestro is standing by to prevent attackers rushing in from Main stairs.
 
Boy oh boy are there plenty of Evil Eyes to be found in Club House. Those crazy old coots, err I mean respectable gentlemen, in Memorial were right. No wonder they've been honored with such a sweet motorcycle. Feel free to share any of your findings as well folks, particularly for Bar and Stock. That site just doesn't see enough play and I'm thinking it's actually being slept on because the community is just too lazy to come up with some strats that make it viable.

Guide to Playing Maestro on Clubhouse +14
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Guide to Playing Maestro on Clubhouse

Who else miss this old spawn kill for attacking on organ 😢

Who else miss this old spawn kill for attacking on organ 😢
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Who else miss this old spawn kill for attacking on organ 😢

Anyone want to play r6

Im actually pretty good for my level as before i got the game i used to play on my brothers account and i watch alot of Coconut Brah xD

base base LV.2 Lurker 1mo
Anyone want to play r6

Valk/Echo Spots

Who knows any great, underrated hiding places for cams?

pxlgrl pxlgrl LV.2 Lurker 1mo
Valk/Echo Spots

Very Intresting

Valk run outs are the best plz agree

KG.Crimson LV.2 Lurker 1mo
Very Intresting

Q&A for you!

Any questions you have about operators, maps, or guns/gadgets, i'll try answer!

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Q&A for you!

Save for the Melusi and Ace or for Melusi and Wamai?

Save for the Melusi and Ace or for Melusi and Wamai?
Dokimovtoshko69 LV.2 Lurker 1mo
Save for the Melusi and Ace or for Melusi and Wamai?

Need someone to do t hunt with me

T hunt not toxic and funny

CosmicTick4045 CosmicTick4045 LV.2 Lurker 1mo
Need someone to do t hunt with me

Casual

A friend and I are looking for 3 people to mess around in casual with

idontcheat idontcheat LV.2 Lurker 1mo
Casual

Alibis first secondary weapon

Have you ever recogniced that Alibi was developed with a Beretta, before she got her Keratos and her Bailif?

Alibis first secondary weapon
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Alibis first secondary weapon

Need tips on how to become a pro at raindow six siege

Help am bad at hiding spots and aim is soo bad

REAL 9000th REAL 9000th LV.2 Lurker 2mo
Need tips on how to become a pro at raindow six siege

If you want to know

If you want to know
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If you want to know

Comment ur main in R6S

Pls comment or like

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Comment ur main in R6S

Guide for playing 'Kali' 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.
Kali is an attacking two speed operator equipped with a sniper rifle, SMG pistol, and a gadget capable of destroying any defensive utility placed within the radius of her explosive micro charge. Kali will most commonly be used as an alternative to Thatcher as her ability is capable of destroying the defensive teams entry denial utility (Bandits’ batteries, Mutes’ jammers, and Kaids’ electro-claws). The operator is also useful for flank watch and holding long angles as her sniper rifle is incredibly powerful and capable of downing defenders with one bullet.
If you are to be in accordance with the current meta, Kali’s loadout should be as follows:
PRIMARY - CSRX 300 (Attachments are unavailable on this weapon.)
SECONDARY - C75 Auto (No attachments)
UTILITY - Claymore
 
LAKESIDE SPAWN LOCATION
 
ATTACKING: [1F] KITCHEN(A) - TROPHY(B)
 
The primary route of attack on this bomb site will be by attackers establishing vertical angles over and under Kitchen(A)-Trophy(B) by gaining control over 2F Master Bedroom, 2F Office, and B Car Garage. Kali should act as a supportive operator on this bomb site. Assist your team's entry fraggers by playing on the top of ‘Rock’ (located at the fireplace spawn location) as this will provide long angles into the second floor Master Bedroom which is a crucial room needed to open the hatch located on the floor of Master Bedroom and the ceiling of Kitchen. Kali will also most likely be needed here to use her explosive micro charges on the hatch as there will most likely be one of Kaids’ Electro Claws on the hatch preventing the attacking team's hard breacher from opening it.
 
CLIFFSIDE SPAWN LOCATION
 
ATTACKING: [1F] GAMING(A) - BAR(B)
The primary route of attack on this bomb site will be by the attacking team entering and clearing the building from 2F Master Bedroom on the west side of the building all the way to the east of the building, concluding their roam clear after establishing control inside of the Library. Kali can be most useful on this bomb site by playing on the helipad located to the west of the building near the HeliPad spawn location. The majority of the attacking team will be entering through the opposite side of the building, Kali should assist them at the beginning of the round by droning the second floor extensively for the attack teams entry fraggers as your teammates will be more effective as they receive more information about the defending team.
 
FRONT YARD SPAWN LOCATION
 
ATTACKING: [2F] OFFICE(A) - MASTER BEDROOM(B)
The primary route of attack on this bomb site will essentially just be the inverse of Gaming-Bar. Entering through the Library and moving from east to west inside of the building is a much safer route to the second floor bomb sites as attackers can be easily shot if caught trying to repel directly onto the Master Bedroom balcony or climb the Front Yard ladder to the second floor. Kali can be really useful on this bomb site due to the strength of the operator's sniper rifle, positioning will be very important on this bomb site as there are many places Kali can play outside of the building which will give the player angles into the second floor bomb site. Drone the objective and try to deduce which of the numerous outside towers would be most advantageous to play as the attacking teams entry fraggers pressure the defenders from the inside of the building.
 
CLIFFSIDE SPAWN LOCATION
 
ATTACKING: [BSMNT] WINE(A) - SNOWMOBILE(B)
The primary route of attack on this bomb site will be by the attacking team breaching the reinforced exterior wall leading from the buildings southern exterior into Snowmobile(B). Kali will almost certainly be needed on this bomb site ever since the emergence of Thatcher being commonly banned. After assisting the attacking teams hard breacher open the Snowmobile(B) reinforced wall, Kali can be useful by either playing the breach hole from behind one of the outside snowmobiles or can rotate to the north of the building and hold long angles from the big garage all the way into ‘Connector’ which connects Wine(A) to Snowmobile(B).
 
CAMPFIRE SPAWN LOCATION
 
Thank you for reading and I hope this was helpful for you guys.
If you are interested in more content or want to ask me questions, you can always find me on my social media accounts
TikTok - FTWRK
Twitch - footwork6
Instagram - footwork.R6
Thanks!

Guide for playing 'Kali' on 'Chalet' +5
footwork. footwork. LV.14 Chief 1mo
Guide for playing 'Kali' on 'Chalet'

Who's the best attacker?

I personally reckon that it's maverick, ash or zofia but I'm not sure

WaxedParadox WaxedParadox LV.3 Duo queue god 2mo
Who's the best attacker?

Guide to Playing Maestro on Bank

If you're looking for some absolutely GOLDEN Maestro strats, look no further! I've discovered the secret to a Bank basement hold. Simply hole up in this vault and voila, you're rich baby.
But wait, there's more...
 
Ahh Bank, the map where you spawn in on attack and instantly die to a Doc who just deposited his ELO gains from his last five games in ATMs. A very spread out map, Bank has three floors, three staircases, and a whopping four skylights, not to mention the surplus of windows! The windows make the giant lobby a very risky area to play as a defender, especially with how easy it is to cruise in and hide a drone during prep phase. It is also worth mentioning attackers can quickly vault onto the Main Stairway from the skylight, trading only a small portion of their health for quick and safe entry into the building, leaving them very close to all four bombsites.
 
Maestro is an incredibly versatile 3 armor 1 speed operator capable of supporting his teammates throughout the round only to clutch out the final moments by himself. He brings valuable intel to his team and is equipped with an infamous LMG. They say he’s always smiling because he enjoys harassing attackers during their push and execute. He’s always a solid pick.
 
As an anchor, Maestro is focused on finding a safe perch on site where he can sit on cams, giving callouts to his teammates. He uses his Evil Eyes to supervise the site and its perimeter, zapping breach gadgets, drones, and harassing attackers. Being multi-functional allows using them to fill whatever role the team needs. When in doubt, just slap them on site where they can have a good view of everything. Beware of Sledge, Maverick, Thatcher, Twitch, and explosives, as they all counter your gadget. To prevent easy counters, place them above opened hatches, vault onto surfaces and place them high up, or hide them in sneaky locations where attackers are unlikely to notice them. NEVER place them on surfaces that can be destroyed with gunfire; destroying the surface will destroy your gadget! As soon as you finish setting up, hop on cams to obtain early intel on the push.
 
Maestro's Loadout
Maestro’s loadout boasts the mighty ALDA 5.56, which is best modified with a vertical grip, flash hider, and whichever sight you prefer (RIP ACOG). This fearsome LMG loads a whopping 80 round magazine, plenty to clutch with. Failure to manage his ammo properly, however, can leave you stuck in a punishingly awkward reload animation.
 
Maestro prefers the Bailiff 410, which can remodel the site a fair bit, and create additional lines of sight for his evil eyes. It runs best without the laser sight, as tightening the hip-fire any further makes its destruction holes too small. If you fancy a hand cannon though, the Keratos .357 is viable and capable of some mediocre destruction. As with all pistols, fix it up with a muzzle break. Barbed wire pairs well with his gadget, providing a sound cue to attacker movements nearby. But consider bringing some impact grenades for either quicker setups or “impact tricking,” which destroys breach gadgets placed on certain reinforced walls that can have small gaps shot out above them as well as certain hatches next to walls or furniture above.
 
Bank Bombsite Locations
 
Bomb Site 1 - Executive Lounge (2F) and CEO Office (2F)
This site is almost completely surrounded by windows, so expect attackers to be on rappel, whether its on the Northern site windows, or the West Lobby windows, where they may even be peeking from the rooftop across. Otherwise you should anticipate attackers breaching the East CEO walls and pushing up the 2F hallway. As such, it is wise to play in Executive, where you are safely in the back of site, and can hold the flank. Otherwise, a more aggressive and influential anchor position is in the hallway elevator.
 
This cam offers plant denial as attackers typically plant behind CEO desk. It is exposed to EMPs through the wall though, so listen for them to be thrown and rotate it to safety before its disabled. Make a rotate to Janitor to allow aggressive holds in there, where defenders are also safe if the wall gets opened. Pop the hatch too so they can drop out if they get pinched.
 
Add this bad boy to your arsenal, as he offers great info to your mates playing with a C4 behind the couch. Just vault the couch to place it and use your Bailiff to improve its vision while giving the homies a hole to toss their C4s through.
 
If you (or a teammate) is playing elevator, use these next two Evil Eyes to help hold the perimeter. An ADS in the elevator can protect the defender in there as well as this Evil Eye from explosives flying down the hallway.
 
While there is a default cam watching lobby, it can be shot out from outside. This is a nice replacement that can also zap drones rolling up spiral stairs.
 
Bomb Site 2 - Staff Room (1F) and Open Area (1F)
While it does bear plenty of destructible walls, Staff Room also has an entirely indestructible ceiling and floor. Attackers frequently seek to breach the wall from Skylight Stairwell, but if this breach can be denied, this is the safest room to play in. Be sure to reinforce this wall. Make sure your teammates reinforce the three hatches, and maybe bring impact grenades to trick either the Stock hatch or the Janitor hatch. Admin can be opened into Archives for a very spread out hold if your team is well-coordinated, or it can be reinforced. Go ahead and pop the floor hatches for some late-round flanks.
 
Vault this cart in Open Area and smack this sucker on the wall for plenty of views on site. Reinforce this wall so attackers can't peer deep into site from outside with ACOGs. You can also shoot out the baseboards of the wall Maestro is aiming at so attackers who hop in suddenly have their legs crippled by gunfire.
 
This is another great cam to monitor site and doubles as a lookout on Server stairs. You can shoot out the baseboards of Electrical Room wall to make that push difficult for attackers.
 
If you've taken it upon yourself to be the sole protector of reinforcements leading to site, bring some impact grenades and use these two Evil Eyes. Have fun sitting on cams in Staff all round and laugh while you make Thermite and Hibana cry over the obliteration of their favorite toys.
 
Bomb Site 3 - Tellers' Office (1F) and Archives (1F)
This site is typically a third pick since attackers can completely rip out the floor above, and taking top floor control with a concerted team is almost sure to happen. This can be played around though, especially if some anchors brought C4s. Just do your best to balance giving intel to your team without overstaying your welcome on your cams. Reinforce the Tellers Office wall towards Lobby, and pop the hatch under Skylight Stairwell and the hatch in Tellers.
 
The Archives wall can be reinforced or opened to extend into Open Area where reinforcements can be used on hatches above instead. This provides a nice escape from attackers tearing out the ceiling and allows more angles on attackers pushing Tellers. The CEO Evil Eye featured in the video is great for landing C4s for allies.
 
If you're looking for some intel on perimeter and want to simultaneously deny the breach on Tellers wall, this is your sneaky little friend you'll want to employ.
 
If you want some oversight on Tellers Office as well as some info on Skylight Stairwell, utilize this setup. The vault prompt can be a little tough, but once mastered it's worth it. You can bring impact grenades to protect the wall as well.
 
 
Bomb Site 4 - Lockers (B) and CCTV Room (B)
This is by far the most popular site, and for good reason. None of the ceiling is destructible. This leaves the attackers with 4 hatches to pick between, and the option to push Garage, Main Stairs, or Servers, where they can come from the tunnel. The entire round is typically focused heavily around utility use, so situate yourself in Vault where you will be on cams for most of the round.
 
If you choose to you set up Evil Eyes that deny plant in CCTV, each of these are good options. In fact, you could even double down and use both. But break the monitors and plant them on the frame so attackers don't just shoot out the monitors.
 
If instead you want to keep the typical wall shut so attackers can't just tuck in for a plant behind the desk, use either of these options, or place one on the right side of the doorway leading to the wind tunnel. But these are kind of cheesy and definitely won't work more than once.
 
The following two cams are great for monitoring the perimeter and denying drones. This cam on the truck tire can be especially nice in case the attackers opt for a rare, but effective, garage push.
This one above the couch in Vault Lobby has the added benefit of monitoring three potential hatch drops, one in vault, one in elevator, and one in the hallway it is aiming at.

Guide to Playing Maestro on Bank +16
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Guide to Playing Maestro on Bank

Guide for playing 'Kali' 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.
Kali is an attacking two speed operator equipped with a sniper rifle, SMG pistol, and a gadget capable of destroying any defensive utility placed within the radius of her explosive micro charge. Kali will most commonly be used as an alternative to Thatcher as her ability is capable of destroying the defensive teams entry denial utility (Bandits’ batteries, Mutes’ jammers, and Kaids’ electro-claws). The operator is also useful for flank watch and holding long angles as her sniper rifle is incredibly powerful and capable of downing defenders with one bullet.
If you are to be in accordance with the current meta, Kali’s loadout should be as follows:
PRIMARY - CSRX 300 (Attachments are unavailable on this weapon.)
SECONDARY - C75 Auto (No attachments)
UTILITY - Claymore
 
ATTACKING: [2F] MEETING(A) - OFFICE(B)
The primary route of attack on this bomb site will be by the attacking team rappelling on the second floor windows of Office(B), Meeting(A), Conector, and Bathroom. The attackers have a huge advantage on this bomb site due to the amount of control which can be had by just rappelling on the windows, attackers can cut off any and all rotates between Office(A), Meeting(B), Long Desk, and Yellow Stairs without even coming inside the building. Due to the amount of control which can be had from the outside, attackers can dedicate the majority of their personnel and resources safely from the outside while only having a few attackers actually enter the building. Kali should act as one of the support operators rappelled on the second floor windows. The most advantageous position for Kali to play on will be on either Yellow Stairs window or skylight as her gadget can be used to destroy an of Jager’s active defense systems placed on the top of Yellow Stairs; allowing attacking operators with frag grenades to eliminated anybody play at the top of Yellow Stairs.
 
GAS STATION SPAWN LOCATION
 
ATTACKING: [2F] PRESS(A) - LOBBY(B)
The primary route of attack on this bomb site will be by the attacking team planting 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 this provides defenders with the ability to open the flooring inside of Meeting Room which will provide any defenders on the second floor an clear line of sight on the default plant spot inside of Lobby(B) without over exposing themselves to the outside. Kali has a variety of positions she can play from the outside of the Lobby(B) double door which will provide the player with vital long angles necessary for covering teammates while they plant the defuser.
 
POLICE LINE SPAWN LOCATION
 
ATTACKING: [1F/BSMNT] TELLERS(A) - ARCHIVES(B)
The primary route of attack on this bomb site will be by the attacking team entering the building through the first floor Visa Entrance on the eastern side of the building and 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 their ability to open the flooring of Administrator's Office and play the vertical angles against attackers approach from either Visa Entrance or Spiral Hallway. Kali can be useful on this bomb site by playing outside of the building on the south side of the map near the outside garden half walls which can look into the Main Lobby and Visa Stairs first floor landing window. As Kali, your job will be to prevent the defenders from rotating up Visa Stairs and through the Main Lobby and Statue.
 
RIOT BARRICADE SPAWN LOCATION
 
ATTACKING: [BSMNT] CAFETERIA(A) - GARAGE(B)
The primary route of attack on this bomb site will be by the attacking team breaching the reinforced wall located on the west of the Garage(B) and planting the diffuser 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. Kali will most likely be needed on this bomb site if the defenders ban Thatcher during the ban phase. The operator's responsibility will consist of assisting the attacking teams hard breacher (Thermite or Hibanna) in breaching the west reinforced Garage(B) wall. After breaching the wall, Kali can be a very influential operator in the round as her sniper rifle is capable of partially destroying soft walls by just shooting them; presenting attackers with the ability to see into the rear Cafeteria(A) bomb site.
 
SIDE ENTRANCE SPAWN LOCATION
 
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Guide for playing 'Kali' on 'Consulate' +4
footwork. footwork. LV.14 Chief 1mo
Guide for playing 'Kali' on 'Consulate'

I need tips for ranked

I’m not bad but i play ranked usually alone and lose mmr

Marley fan num1 Marley fan num1 LV.3 Lurker 1mo
I need tips for ranked
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