Guide for playing 'Blitz' 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.
 
‘Blitz’ is a two armour two speed, attacking operator. His ability is the ‘Flash Shield’, a portable body shield equipped with a flash-bang like blinding light on the front end of the shield. This gadget is particularly useful for blinding enemies as they are shooting at the operator. Additionally, Blitz is most commonly used for the operator's ability to run with his shield deployed in front of him. As a result, this makes Blitz a phenomenal choice for an attacking teams entry fragger. This is because the operator is able to gather intel safely while also being capable of maintaining a high enough level of mobility to effectively act on the opportunities presented to him during the attacking teams initial entry. NOTE: Blitz is much more vulnerable to defender nitro-cell than alternative attacking shield operators, like Montagne. This means that Blitz will want to be cautious of defenders with nitro-cell - especially in CQC environments.
 
LOADOUT:
PRIMARY: N/A
SECONDARY: P-2 HANDGUN (Attachments to player preference)
UTILITY: Smoke Grenades x 3
 
ATTACKER SPAWN LOCATIONS:
 
ATTACKING: [2F] CEO(A) - EXECUTIVE(B)
The primary route of attack on this bomb site will be by the attacking team entering the building through the second floor ‘Terrace’ located to the south east of the map. After gaining control over square stairs, the attackers will proceed to open the reinforced wall separating CEO(A) from Square as this will provide attackers with a direct route to the bomb site to plant the defuser. Blitz will provide the largest amount of value to the attacking team by establishing the initial attacker map control on the second floor inside of Square Stairs. To do this, Blitz should breach the objective building through the second floor Square Balcony. From here, Blitz will then proceed to eliminate defenders playing on the second floor inside of Janitor Closet and Stock Trading. This will then allow additional supporting teammates (Thatcher/Thermite) to breach the CEO(A) reinforced wall separating the bomb site from Square Stairs.
 
NOTE: Blitz should spend the majority of the round establishing control over the second floor hallways adjacent to the objective rooms. This is because additional teammates will then be able to take up positions behind you inside of Meeting and ‘Banana’ (curved Main Lobby balcony).
 
BACK ALLEY SPAWN LOCATION:
ATTACKING: [1F] OPEN(A) - STAFF(B)
The primary route of attack on this bomb site will be by the attacking team gaining control over the second floor as the entire ceiling of 1F Open(A)-Staff(B) is able to be destroyed in order to gain dynamic angles into the bomb site. Blitz will spend the majority of the round assisting teammates in establishing full control over the second floor inside of Square, Stock Trading, Janitor, and Executive. Defenders will typically invest a large amount of man-power and resources to the defense of the second floor as the ceiling of Open(A) is completely soft. This means that defenders will have to have a second floor presence - otherwise, the entire bomb site will be vulnerable to vertical pressure. Blitz will help counter these off-site defenders by acting as the attacking teams ‘hot-entry’ (or just a fast paced entry). This will force defenders to split their attentions on the second floor unevenly while Blitz and additional attackers apply pressure from varying directions like that of Stock, Square, Kanto, and Main Skylight.
 
NOTE: It is important that attackers clearly communicate amongst themselves intel as it is being collected. This is because information that may not be directly relevant to you may be critical information for a teammate positioned at a different part of the map. In some cases, this creates opportunities for the attacking team that might have not been seen had the callout not been made.
 
JEWELRY SPAWN LOCATION:
ATTACKING: [1F] TELLERS(A) - ARCHIVES(B)
The primary route of attack on this bomb site will be by the attacking team gaining control of the second floor CEO Office as this will enable attackers to destroy the ceiling of the Tellers-Archives bomb site. Attackers will also focus on control of Kitchen and Open Area as this will enable attacking hard breachers like Hibanna and Thermite to breach the reinforced wall between Admin Office and Archives(B). Blitz will provide value to the attacking team on this bomb site by establishing the initial first floor map control inside of Open Area and Kitchen. This will then allow the attacking teams supporting operators (Thatcher/Thermite) to take up positions inside of Open Area and Breach the reinforced wall separating OPen and Archives(B). After the wall has been breached, Blitz should then reposition through the Kitchen and apply horizontal pressure onto the Archives(B) bomb site from the first floor portion of Square Stairs. This will provide attackers with multiple directions of pressure when attempting to plant the defuser inside of Archives(B). As a result, this will force defenders to reposition into Tellers(A) due to there being no viable positions to defend from inside of Archives(B).
 
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. Blitz will be used by the attacking team on this bomb site to establish the attacking teams primary control inside of Server and Blue Stairs. To do this, Blitz will breach the objective building through the Dirt Tunnel and steadily apply pressure onto defenders playing inside of Server. Blitz should be cautious with where the operator positions himself inside of Server while contesting control over Server. This is because there will likely be more than one defender playing inside of Server and Blue Stairs; leaving Blitz vulnerable to a cross-fire between the two defending players positioned here.
 
To counter this, Blitz will need to communicate the cross-fire to additional first floor teammates inside of Kitchen so as to have the attacking teams primary assault flush out defenders playing on Blue Stairs. This will then allow Blitz to safely apply direct pressure onto remaining defenders playing behind ‘server rack’ inside of Server.
 
 
Thank you for reading and I hope this was helpful for you guys.
 
If you are interested in more content or want to ask me questions, you can always find me on Twitch or connect with me via discord - I always enjoy discussing Siege with fellow enthusiasts; regardless of skill level.
 
Discord - https://discord.com/invite/TjGAPdM
Twitch - https://www.twitch.tv/footwork6

Guide for playing 'Blitz' on 'Bank'. +4
Guide for playing 'Blitz' on 'Bank'.
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Excerpt from 'Blitz on Kafe':

"Attackers will begin the round by establishing control over the third floor (similar to the way in which attackers played on the previous bomb site). Blitz will breach the objective building through the third floor Red Hatch and proceed to establish the attacking teams initial map control on the third floor on Red Stairs and New Hatch. From here, Blitz will communicate with additional attacking teammates so as to effectively eliminate all defenders positioned on the third floor. This can be tricky to do as an attacking team as all third floor defenders will have local hatches with which they can quickly escape to the second floor with. In addition to easy disengagement, defenders positioned inside of Freezer and Cocktail will be immediately supported by second floor defenders with nitro-cell. In fact, nitro-cell can be incredibly dangerous when establishing third floor control as defenders positioned on the third floor can easily ping the locations of attackers for supporting on-site defenders to use their nitro-cell on.
 
After assisting attacking teammates in establishing complete third floor control, Blitz will then reposition to the second floor Pillar and Brown Stairs so as to be centrally located on the second floor; positioning Blitz to apply pressure onto any second floor bomb site in a short amount of time. This mobility in positioning is important because attackers may want to focus one room over another at varying intervals of time. So long as Blitz is in a central position on the second floor, the operator will be able to amplify the pressure third floor teammates are applying vertically in a very short amount of time"
 
ATTACKING
BLITZ - KAFE
[2F] FIREPLACE(A) - MINING(B) + [2F] READING(A) - FIREPLACE(B)

Excerpt from 'Blitz on Kafe':
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Excerpt from 'Blitz on Bank':

"Blitz will spend the majority of the round assisting teammates in establishing full control over the second floor inside of Square, Stock Trading, Janitor, and Executive. Defenders will typically invest a large amount of man-power and resources to the defense of the second floor as the ceiling of Open(A) is completely soft. This means that defenders will have to have a second floor presence - otherwise, the entire bomb site will be vulnerable to vertical pressure. Blitz will help counter these off-site defenders by acting as the attacking teams ‘hot-entry’ (or just a fast paced entry). This will force defenders to split their attentions on the second floor unevenly while Blitz and additional attackers apply pressure from varying directions like that of Stock, Square, Kanto, and Main Skylight.
 
NOTE: It is important that attackers clearly communicate amongst themselves intel as it is being collected. This is because information that may not be directly relevant to you may be critical information for a teammate positioned at a different part of the map. In some cases, this creates opportunities for the attacking team that might have not been seen had the callout not been made."
 
ATTACKING
BLITZ - BANK
[1F] OPEN(A) - STAFF(B)

Excerpt from 'Blitz on Bank':
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Guide for playing 'Blitz' on 'Kafe'.

[DISCLAIMER: This guide is intended to be as bare bones as possible in order to give general advice to any new Rainbow Six: Siege players. In addition to this article being opinionated, I would like to also state that zero-sum strats in this game do not exist and the tell of a good Siege player is their decision making and adaptation to the changing battlefield.]
Kafe is a triple-level map (consisting of three floors) found both in ranked play as well as professional. The current architecture of the building is fairly balanced since the rework of the map.
 
‘Blitz’ is a two armour two speed, attacking operator. His ability is the ‘Flash Shield’, a portable body shield equipped with a flash-bang like blinding light on the front end of the shield. This gadget is particularly useful for blinding enemies as they are shooting at the operator. Additionally, Blitz is most commonly used for the operator's ability to run with his shield deployed in front of him. As a result, this makes Blitz a phenomenal choice for an attacking teams entry fragger. This is because the operator is able to gather intel safely while also being capable of maintaining a high enough level of mobility to effectively act on the opportunities presented to him during the attacking teams initial entry. NOTE: Blitz is much more vulnerable to defender nitro-cell than alternative attacking shield operators, like Montagne. This means that Blitz will want to be cautious of defenders with nitro-cell - especially in CQC environments.
 
LOADOUT:
PRIMARY: N/A
SECONDARY: P-2 HANDGUN (Attachments to player preference)
UTILITY: Smoke Grenades x 3
 
ATTACKER SPAWN LOCATIONS:
 
ATTACKING: [3F] BAR(A) - COCKTAIL(B)
The primary route of attack on this bomb site will be by the attacking team gaining control over Cigar. This will allow attackers to breach the reinforced wall separating Cigar and Freezer and, in turn, flush out any defenders playing inside of Freezer. After eliminating defenders inside of the Freezer, attackers will attempt to plant the defuser under the cover of smoke behind one of the wooden counters inside of Bar(A). Blitz will provide value to the attacking team on this bomb site by eliminating the defending teams off-site presence inside of Cigar and then maintaining further pressure onto defenders inside of White Hallway. To do this, Blitz should breach the objective building through Red Stairs Hatch (located on the roof of the objective building) so as to establish the attacking teams initial map control on Red Stairs. From here, Blitz will then communicate with additional supporting teammates as they drone the third floor Cigar-Christmas so as to deduce the defending teams set-up.
 
When contesting control over Cigar and Christmas, Blitz will want to be sure to listen to the exact information given to him by supporting teammates. This is because it is common for defenders to have a significant presence inside of Cigar as a way of preventing attackers from breaching the Freezer wall. In the event that there are multiple defenders inside of Cigar using a crossfire setup, Blitz will need to wait for additional teammates to help eliminate defenders by rappelling on the Cigar windows. Not doing so will almost invariably result in Blitz losing the advantage to the defending teams cross-fire.
 
PARK SPAWN LOCATIONS:
 
ATTACKING: [2F] FIREPLACE(A) - MINING(B) + [2F] READING(A) - FIREPLACE(B)
Due to these two bomb sites being so similar in nature, both bomb sites will be covered in one section of the guide.
 
Attackers will begin the round by establishing control over the third floor (similar to the way in which attackers played on the previous bomb site). Blitz will breach the objective building through the third floor Red Hatch and proceed to establish the attacking teams initial map control on the third floor on Red Stairs and New Hatch. From here, Blitz will communicate with additional attacking teammates so as to effectively eliminate all defenders positioned on the third floor. This can be tricky to do as an attacking team as all third floor defenders will have local hatches with which they can quickly escape to the second floor with. In addition to easy disengagement, defenders positioned inside of Freezer and Cocktail will be immediately supported by second floor defenders with nitro-cell. In fact, nitro-cell can be incredibly dangerous when establishing third floor control as defenders positioned on the third floor can easily ping the locations of attackers for supporting on-site defenders to use their nitro-cell on.
 
After assisting attacking teammates in establishing complete third floor control, Blitz will then reposition to the second floor Pillar and Brown Stairs so as to be centrally located on the second floor; positioning Blitz to apply pressure onto any second floor bomb site in a short amount of time. This mobility in positioning is important because attackers may want to focus one room over another at varying intervals of time. So long as Blitz is in a central position on the second floor, the operator will be able to amplify the pressure third floor teammates are applying vertically in a very short amount of time.
 
RIVER DOCKS SPAWN LOCATION:
 
ATTACKING: [1F] SERVICE(A) - COOKING(B)
The primary route of attack on this bomb site will be by the attacking team gaining control of Large and Small Bakery. This will allow attacking hard breachers like Thermite and HIbanna to breach the reinforced wall between Cooking(B) and Large Bakery. It is common for defenders like Kaid or Bandit to trick the Bakery-Cooking wall due to Cooking(B) being nearly impossible to defend after the wall has been breached. Blitz will provide value on this bomb site by acting as the attacking teams primary entry fragger at the start of the round. To do this, Blitz will breach the objective building through the first floor Big Baker (also called Main Bakery). Before actually breaching the building, Blitz will want to communicate with teammates so as to determine the defending teams defensive set-up inside of Big Bakery, Small Bakery, and Prep. Defenders will commonly dedicate a large portion of resources to the defense of Bakery and Small Bakery as losing this map control will allow attackers to breach the Bakery wall and plant the defuser.
 
Luckily for Blitz, the only vertical angles defenders have available are ones on the ceiling of Prep. This means that Blitz will only need to worry about defender crossfires set up across Bakery, Small Bakery, and Prep. Attackers typically eliminate these crossfires by applying pressure through the Small Bakery window and breaching the Prep wall with Hibanna or Ace. After neutralizing the defenders first floor crossfires, Blitz will then be able to focus pressure onto the remaining defenders playing inside of Big Bakery. After attacking hard breachers open the Bakery-Cooking(B) wall, Blitz will then be able to apply further pressure inside of the bomb site so as to provide active cover for the attacking teams dedicated planter as they stick the defuser.
 
CHRISTMAS SPAWN LOCATION:
 
Thank you for reading and I hope this was helpful for you guys.
 
If you are interested in more content or want to ask me questions, you can always find me on Twitch or connect with me via discord - I always enjoy discussing Siege with fellow enthusiasts; regardless of skill level.
 
Discord - https://discord.com/invite/TjGAPdM
Twitch - https://www.twitch.tv/footwork6

Guide for playing 'Blitz' on 'Kafe'. +4
Guide for playing 'Blitz' on 'Kafe'.
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Guide to playing "Jackal" in "Consulate"

Consulate is a rather large map consisting of three floors: an underground, first, and second floor. Although each floor by itself is not very big, there are many stairs that allow for easy vertical movement that can make the map larger than it actually is. There are also many external windows that defenders can use for spawn kills, so attackers should be wary of this. On the other hand, there are plenty of opportunities to repel down to the many windows to scout the defenders before entering the building.
 
Consulate’s objective locations consist of one on each floor. There is also an arrangement that places one objective location on both the underground and first floors. However, the first floor objective location is rather out in the open, so defenders should opt for the second floor or underground objectives instead.
▲Consulate’s objective locations. Take note of the third’s unusual structure.
▲As you can see, the many windows allow for many different strategies of attack and defense. Using them efficiently can change the match’s outcome.
 
Jackal is an offensive operator that can track the enemy’s footsteps using his Eyenox Tracker. Due to his skillset, he specializes in counter-roaming. Eyenox Tracker can reveal whether or not defenders have been in an area before and can also track each footprint owner’s current whereabouts as well as how old their footprints are. Generally, you want to start far away from the Bombsite and work your way in while clearing the defending roamers.
Jackal’s primary weapons are the C7E Assault Rifle and PDW9 SMG. The C7E boasts strong damage and fire rate stats making it one of the best offensive weapons. However, it does have a lot of recoil and a very long barrel, so your attachments should compensate for this. With this gun, Jackal can also play the role of Entry Fragger, who specializes in engaging the enemy team in the front line and reducing their numbers.
 
For his secondary weapon, Jackal can equip the ITA12S Shotgun for soft breaching unreinforced walls and floors. This allows Jackal to breach the floor above the Bombsites and scan enemy footprints from above.
▲The C7E is a powerful assault rifle even amongst most offensive weapons.
 
▣ 2F Consul Office ~ 2F Meeting Room
The second floor of Consulate can only be accessed through 3 staircases from the first floor, or through repelling through windows. This makes it quite hard for attackers to even enter the second floor safely. Near the Meeting Room window, there is a balcony attackers can stand on to scout the enemy team before making their advance.
 
To use Eyenox Tracker effectively, scout the Meeting Room interior from the 2F balcony. Alternatively, go through the Administration Office window and follow footprints as you get closer to the bombsite.
▲The best strategy for attacking the second floor is repelling down to windows and scouting the enemy from outside.
▲On the west side of the building, there is a window that lets you see inside the Consul Office bombsite.
▲The defenders may try a run-out play from the emergency exit. Set a claymore mine to catch this.
▲Repel up to the second floor balcony and scout the Meeting Room.
▲Shooting this wall from the roof can give you a good angle into the Consul Office.
▲You can also try to penetrate the building through the Administration Office or Copy Room windows.
▲Although you may try to take the stairs up to the second floor…
▲if the defending roamers manage to get behind the attackers you will be completely open, so be cautious of your rear.
 
▣ 1F Lobby ~ 1F Press Room
The Lobby is directly connected to the building’s front door, so breaking the barricade will allow you to see the Lobby Bombsite from the outside. Because the Lobby Bombsite lacks hiding spots for the defenders, there is a good chance defenders will be in the Public Bathroom next to the Bombsite or the directly above Meeting Room. It is advised to not attack the Lobby, but instead to take an indirect approach starting from somewhere else.
 
Sometimes the defenders will breach the floor in the 2F Meeting Room and stop the attackers coming from the front door. Therefore, it is important that you clear the 2F Meeting Room before coming in through the front doors. On the second floor, there are two hatches that lead to each Bombsite so using these to make a vertical attack is a viable option.
 
 
Another effective attack strategy is starting from the back of the building. Open the Emergency Exit doors near the Exit Stairs or go through the West Corridor window to reach the Press Room. Once there, you can use both the Press Room window and the hatch to attack the Bombsite.
▲Simply breaking the Lobby front door barricade will allow your team to scout the Bombsite from the outside.
▲Sometimes the defenders will hide in the Public Bathroom to cover the Lobby front doors.
▲Breaching the 2F Meeting Room floor will allow defenders to cover the Lobby front door as shown above.
▲ Using the first floor windows will enable you to attack the Press Room more easily.
▲There are two hatches in the Meeting Room and Consul Office respectively that lead down to the Bombsites.
▲The north side windows can also be used to enter the West Corridor.
▲From this spot, you can breach the Public Bathroom wall or push forward into the Press Room.
 
▣ B Archives ~ 1F Tellers
Spreading out your team members between the first and underground floors is crucial to successfully defending this layout. This is because the attackers have many different routes they can take to the Bombsites. This particular layout isn’t selected very often because it is so disadvantageous to the defenders, but sometimes you will have no choice to play it if the match gets too long.
When attacking the first floor Tellers room, coming in straight from the Visa Entrance can be a little dangerous. The entrance is likely guarded from multiple angles. Also, the second floor Administration Office hatch provides a downward angle to the entrance. First, use your drone to see if any enemies are positioned on the second floor. If you find them there, clear the second floor first, then proceed down to the first floor.
 
When attacking the underground Archives, often players will use the underground garage to enter or use one of the many hatches to drop down into the underground floor. However, it is possible for defending roamers to camp at these locations, so coordinate well with your team.
▲Although the Visa Entrance seems safe…
▲There are many angles for the defending team, so I would not recommend this route.
▲Coming in from the second floor Administration Office window and clearing the second floor first is often the better choice.
▲If you choose to enter the underground Garage, you can press forward to Archives directly.
▲Taking the first floor Lobby hatch down…
▲will lead you right to the Archives entrance. This is a good route to take if your team is rushing.
 
▣ B Cafeteria ~ B Garage
When both objectives are underground, the most important location to control is the Garage. There are three exterior walls in the Garage, so if the attackers have a hard breacher like Thermite or Hibana, scouting from the outside becomes possible. However, the defenders may be expecting this and use Bandit’s Shock Wire or Kaid’s Electroclaw to counter your approach.
 
Oftentimes defending Bandits will try to use the Bandit Trick from behind the wall to stop hard breaches, so covering the rear side of walls is important if you are expecting this. Of course, you may clear the Emergency Exit barricade and cover the rear Garage walls but this is unsafe as it is quite predictable. A better option is to come through the first floor Press Room and breach the floor to make a vertical play.
 
As mentioned before, Jackal’s secondary weapon, the ITA12S Shotgun, can help with floor breaching. Breaching the floor near the piano in the Press Room can give you an angle behind the reinforced walls. You can also use Eyenox Tracker to track first floor footprints.
▲The troublesome Garage wall. Penetrating this wall is essential to a smooth underground attack.
▲The aforementioned Emergency Exit route to reach behind the wall. (Unsafe)
▲How defenders can counter the Emergency Exit route.
▲Breaching the Press Room floor can make penetrating the Garage easier.
▲You can use your Eyenox Tracker after breaching the floor.
▲If the Garage has been secured, you can go through the back and attack the Cafeteria Bombsite as well.
 
 

Guide to playing "Jackal" in "Consulate" +29
Guide to playing "Jackal" in "Consulate"
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Guide to playing "Castle" in "Oregon"

Oregon consists of underground, first, and second floors. Because each floor isn’t very big, defenders will have a hard time finding places to camp. However, there are many vertical pathways between the floors that allow defenders to sneak up on advancing attackers. Since the Void Edge update, a new staircase has been added that leads from the first floor to the underground floor.
 
There is 1 objective location on the second floor, 2 on the first floor, and 1 on the underground floor. The 2 objective locations on the first floor are both located in the Kitchen, so defenders should prioritize the Kitchen’s surroundings when planning their defense strategies. Because of the objective layout, defenders tend to prefer the second and underground floors.
▲ Oregon’s objective locations. Take note of the two objectives in 1F Kitchen.
Castle is an operator that can set up Armor Panels in fortifiable walls and windows. Typically, you want to use these Armor Panels to block shooting angles and attacking routes. Armor Panels do not break from gunfire and can only be destroyed with explosives or 12 hits from a melee weapon. They also make a noticeable sound when broken, allowing defenders to scope out the attackers’ locations.
 
Castle can use the Super Shorty Shotgun as his secondary weapon to remodel Bombsites to your team’s advantage. Oregon is a map that depends heavily on how the defending team sets up their Bombsites, so the Super Shorty Shotgun is recommended on this map.
▲ Recommended loadout for Castle. UMP45 for primary and SSS for secondary.
 
▣ Defending 2F Kids’ Dorms ~ 2F Dorms Main Hall
The second floor has many windows attackers can use to find angles, so be extra wary of windows on this floor. A common attack angle is the big window in the Dorms Main Hall. Attackers can stand on the Dining Hall Roof to reach this window, so defenders be careful to avoid walking past this window. To do this, breach the wall that leads into Kids’ Dorms for a much safer rotation.
Castle should focus on using his Armor Panels to cover the many windows. The attackers will most likely destroy them, so keep in mind they will eventually break. However, your team will be able to scout the enemy locations once they are destroyed. Just doing this is sufficient use of your Armor panels.
▲ Breach the wall between Bombsites for effective rotation. Be wary of attacks from Dorm Main Hall.
▲ It is recommended to fortify these two walls in the Game Room, as attackers will often try to breach them.
▲ A common pathway for attackers. Placing an Armor Panel here will slow them down.
▲ Fortifying these two walls that connect Big Tower and Attic is also a viable option.
▲ If you strengthened the Attic wall, you may breach a hole in the wall next to it for rotation through Kids’ Dorm and Attic.
 
▣ Defending 1F Kitchen ~ 1F Dining Hall
It is imperative that you defend the Kitchen and Dining Hall routes. Attackers targeting the Kitchen will most likely come from Big Tower, Meeting Hall, or Lobby. If they target the Dining Hall, their most likely starting position will be Small Tower.
 
Because the Bombsite is on the first floor, there is a chance of a vertical play from the second floor. There is a hatch right above the Kitchen that attackers will likely try to use. Therefore, place your roamers on the second floor to defend against these plays.
 
Usage of your Armor Panels is similar to the aforementioned ways. When defending the Kitchen, use your Armor Panels in the Big Tower and Kitchen Corridor. When defending the Dining Hall, strengthen the Small Tower or Shower Corridor and the White Stairs window.
▲Stopping attackers advancing through Small Tower is easier from the second floor.
▲Placing an Armor Panel on the second floor Small Tower Office can delay the attackers.
▲If the Small Tower Office has been taken by the attackers, it becomes difficult to defend against vertical advances.
▲ Placing an Armor Panel on the closest exterior window to the Kitchen can be effective as well.
▲Because of this hatch on the second floor leading directly into the Kitchen, losing the second floor can be dangerous.
 
▣ Defending 1F Meeting Hall ~ 1F Kitchen
The two Bombsites are separated by a wall, so breach it immediately for rotation. Although it is preferable for Castle to use his Super Shorty Shotgun to breach walls, if you are short on time you can ask your teammates to use one of their impact grenades instead.
There are two walls between Big Tower and Meeting Hall and two more near Attic, so four reinforcements are needed. There is another hatch right above the Meeting Hall, so if one wall ever gets breached defense becomes much harder. If you need to defend the Meeting Hall, play around your reinforced walls and wait for roamers near Big Tower.
 
While defending in the Dining Room, focus on the Small Tower. If Attackers attempt to use the windows or doors to advance, you can greet them from the Small Tower Office. Using your Armor Panels here to slow down the enemy is also not a bad option.
▲ NEVER reinforce the wall between Bombsites and instead breach it for rotations.
▲ The attackers will likely try to breach the wall between Big Tower and Meeting Hall
▲ If the second floor Attic has been taken, hiding spots for the defenders become extremely limited.
▲ Ambushing from the 3rd floor Big Tower is also a viable strategy.
▲ If the wall and roof hatch of Big Tower has been breached, hide near Meeting Hall Split to defend.
▲ Sometimes the attackers will attack from the Lobby, so use your Armor Panels to delay them
 
▣ Defending B Laundry Room ~ B Supply Room
There aren’t any windows or doors the attackers can use to get into the underground Bombsite. Therefore, attackers will have to use one of the routes that lead underground from above. Roamers can easily catch attackers attempting to do this on the above floors.
Before the map rework, attackers could only use the Laundry Stairs or Back Stairs and the Construction Site -> Blue Bunker route. After the rework, attackers can also use the new White Stairs that lead to the Security Corridor which leads to the Freezer room right next to the Bombsite.
There aren’t many effective places to use your Armor Panels in the underground floor. Try to predict the route the attackers will take and use the sound of your Armor Panels being destroyed to locate the enemy team.
▲The Main Stairs hatch can be used for the Laundry route.
▲The new White Stairs entrance.
▲ Be wary of the hatch in the first floor Security that leads down to the Freezer.
▲The underground route that leads from the Construction Site to the Blue Bunker
▲When defending the Blue Bunker, block or breach this wall for a more upfront approach.

Guide to playing "Castle" in "Oregon" +22
Guide to playing "Castle" in "Oregon"
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Guide for playing 'Blitz' on 'Theme Park'.

[DISCLAIMER: This guide is intended to be as bare bones as possible in order to give general advice to any new Rainbow Six: Siege players. In addition to this article being opinionated, I would like to also state that zero-sum strats in this game do not exist and the tell of a good Siege player is their decision making and adaptation to the changing battlefield.]
 
Theme Park is a double-level map (consisting of two floors) found both in ranked play as well as professional. The current architecture of the map is overall fairly balanced however, some bomb sites have heavy advantages for either side.
 
‘Blitz’ is a two armour two speed, attacking operator. His ability is the ‘Flash Shield’, a portable body shield equipped with a flash-bang like blinding light on the front end of the shield. This gadget is particularly useful for blinding enemies as they are shooting at the operator. Additionally, Blitz is most commonly used for the operator's ability to run with his shield deployed in front of him. As a result, this makes Blitz a phenomenal choice for an attacking teams entry fragger. This is because the operator is able to gather intel safely while also being capable of maintaining a high enough level of mobility to effectively act on the opportunities presented to him during the attacking teams initial entry. NOTE: Blitz is much more vulnerable to defender nitro-cell than alternative attacking shield operators, like Montagne. This means that Blitz will want to be cautious of defenders with nitro-cell - especially in CQC environments.
 
LOADOUT:
PRIMARY: N/A
SECONDARY: P-2 HANDGUN (Attachments to player preference)
UTILITY: Smoke Grenades x 3
 
ATTACKER SPAWN LOCATIONS:
 
ATTACKING: [2F] OFFICE(A) - INITIATION(B)
The primary route of attack on this bomb site will be by the attacking team gaining control over Dragon Stairs, Cash Room, and Control Room. After establishing control over the eastern most rooms of the second floor, the attacking team will breach the reinforced wall separating Initiation(B) from Control Room. This will provide attackers with significant control over Initiation(B) and, as a result, allow them to plant the defuser. Blitz will be used on this bomb site as the attacking teams primary entry fragger. This will mean that the operator is responsible for establishing the attacking teams initial map control at the start of the round as well as eliminating off-site defenders who pose a threat to the attacking teams support operators. To do this, Blitz will breach the objective building through 2F Cafe and communicate with supporting teammates as they drone the second floor Arcade, Bunks, Cafe, and Yellow hallway for defending roamers. As an entry fragger it will be your responsibility to eliminate these defenders so as to provide your supporting teammates with the map control needed inside of Bunks. After doing so, Blitz will then reposiong over to the Cash Balcony and apply secondary pressure onto the defenders playing inside of Cash, 2F Dragon, and Office(A). This will help create a multi-dimensional attack for your team and force defenders to spend time and energy on restructuring their defensive set-up.
 
NOTE: Blitz will want to be highly aware of cross-fire angles intentionally set up by defenders on the western portion of the second floor. This is particularly prevalent if Blitz has been brought in earlier rounds of the match as defenders will be more proactive about countering a shield player.
 
MAIN ENTRANCE SPAWN LOCATION:
 
ATTACKING: [2F] DAYCARE(A) - BUNK(B)
The primary route of attack on this bomb site will be by the attacking team entering the building through the hatch located on the roof of the Control Room. Attackers will then proceed to establish control over all second floor rooms east of the second floor yellow hall doorway. This will provide attackers with flank protection while the attacking team's hard breacher opens the reinforced wall separating Initiation room and Bunk(B). Attackers may also commonly enter the building through the second floor Cafe located directly across the hall from Daycare(A). Blitz will be used almost identically to the way in which the operator was used on the previously mentioned Office-Initiation bomb site. The primary difference here being that, instead of breaching the objective building through Cafe, Blitz will breach the building through the second floor Cash Balcony. This will then position the player to thoroughly roam clear the second floor of all defending roamers playing on the eastern portion of the second floor, inside of Cash, Office, 2F Dragon, Control, and Initiation. After assisting the bulk of the attacking team in establishing second floor map control, Blitz will then reposition to the opposite side of the primary assault from Initiation; establishing an attacker presence on the Cafe balcony and inevitably inside of Cafe and Arcade.
 
Repositioning will accomplish the exact same goal as when you were attacking Initiation-Office in that it will create a multidimensional attack. An added benefit to an attacking team restructuring their assault mid-round is that it prevents funneling and bottlenecking - both of which are deadly for an attacking team as players leave themselves vulnerable to nitro-cell collaterals.
 
TEACUPS SPAWN LOCATION:
 
ATTACKING: [1F] ARMORY(A) - THRONE(B)
The primary route of attack on this bomb site will be by the attacking team establishing control over bottom Arcade and Barrels as the reinforced wall separating the two rooms is a common access point for attackers to breach and plant the defuser. Control over lower Arcade is important for attackers to have as it will provide a buffer zone for the attacking teams flank watch to use to protect friendly hard breachers from the defending teams roamers. Blitz’s primary responsibility on this bomb site will be to eliminate all off-site defenders positioned inside of Drug Lab, Drug Storage, 1F Arcade, and Barrels room. To do this, Blitz should breach the objective building through the first floor Barrels room and thoroughly clear all defending players positioned immediately inside of, or adjacent to, Barrels Room. This will then allow the attacking teams hard breacher to enter Barrels and breach the reinforced wall separating Barrels and Throne(B). After setting the initial attacker map control, Blitz will then carry out his first floor roam clear much more thoroughly inside of Drug Lab, Drug Storage, and Bathroom. This is because it is common for defenders to use the north western rooms as off-site anchoring positions (positions used by defenders to defend from for the duration of a round) as they are located relatively close to the attacking teams most likely avenues of assault: Barrels and Split door.
 
NOTE: When breaching the Barrels window at the start of the round, attackers will want to be cautious of defenders throwing nitro-cell over the Barrels-Throne(B) reinforced wall as a way of contesting the attacking teams hard breacher. Attackers can typically anticipate this by noting whether or not the defenders have opened the soft-walling above the site reinforcement.
 
BUMPER CARS SPAWN LOCATION:
 
ATTACKING: [1F] LAB(A) - STORAGE(B)
The primary route of attack on this bomb site will be by the attacking team establishing control over the second floor Upper Arcade, Cafe, and Yellow Hallway as the flooring inside of these rooms can be destroyed in order to open up lines of sight down onto the two bomb sites as well as the first floor bathroom which is not one of the bomb sites, but is commonly used by defenders to defend Storage(B). Blitz will provide value to the attacking team on this bomb site by establishing the attacking teams primary map control inside of Bathroom and Storage(B). To do this, the player will breach the objective building through the first floor Locker and steadily apply pressure onto defenders playing inside of Bathroom and 1F Yellow Hallway, also known simply as ‘90’. This will then provide the attacking team with interior map control that is adjacent to Lab(A) and Bathroom. From here, Blitz will then be able to maintain a direct route to the Storage(B) bomb site from the Bathroom so as to allow the attacking teams dedicated planter to stick the defuser inside of Storage(B).
 
NOTE: Blitz will want to communicate directly with second floor soft-destructors (Sledge/Buck) so as to work together to safely eliminate defenders playing inside of the Bathroom. First floor horizontal pressure and second floor vertical pressure tend to amplify each other when done in cooperation
 
 
Thank you for reading and I hope this was helpful for you guys.
 
If you are interested in more content or want to ask me questions, you can always find me on Twitch or connect with me via discord - I always enjoy discussing Siege with fellow enthusiasts; regardless of skill level.
 
Discord - https://discord.com/invite/TjGAPdM
Twitch - https://www.twitch.tv/footwork6

Guide for playing 'Blitz' on 'Theme Park'. +4
Guide for playing 'Blitz' on 'Theme Park'.
footwork.
footwork. footwork.
verified LV.29 Legend 10mo

Excerpt from 'Blitz on Border':

"After doing so, Blitz will then clear Detention, Supply, Customs, and bottom Metal of all defensive presence. This will then allow the operator to steadily apply pressure onto the Workshop(A) and Vent(B) bomb sites while second floor attackers inside of Archives and Armory apply vertical pressure.
 
NOTE: Horizontal and vertical pressure always compliment each other. This means that vertical pressure will always be more powerful when applied in tandem with secondary horizontal pressure and vice versa. Blitz’s primary responsibility on this bomb site will be to compliment the attacking teams primary vertical pressure on the second floor by maintaining steady horizontal pressure onto defenders form the first floor. This strategy could be visualized as a multi-dimensional pincer assault."
 
ATTACKING
BLITZ - BORDER
[1F] WORKSHOP(A) - VENT(B)

Excerpt from 'Blitz on Border':
footwork.
footwork. footwork.
verified LV.29 Legend 10mo

Guide for playing 'Blitz' on 'Border'.

[DISCLAIMER: This guide is intended to be as bare bones as possible in order to give general advice to any new Rainbow Six: Siege players. In addition to this article being opinionated, I would like to also state that zero-sum strats in this game do not exist and the tell of a good Siege player is their decision making and adaptation to the changing battlefield.]
 
Border is a double-level map (consisting of two floors) found both in ranked play as well as professional. The current architecture of the map is generally balanced, although a slight edge may be given to attackers as the map is highly destructible.
 
‘Blitz’ is a two armour two speed, attacking operator. His ability is the ‘Flash Shield’, a portable body shield equipped with a flash-bang like blinding light on the front end of the shield. This gadget is particularly useful for blinding enemies as they are shooting at the operator. Additionally, Blitz is most commonly used for the operator's ability to run with his shield deployed in front of him. As a result, this makes Blitz a phenomenal choice for an attacking teams entry fragger. This is because the operator is able to gather intel safely while also being capable of maintaining a high enough level of mobility to effectively act on the opportunities presented to him during the attacking teams initial entry. NOTE: Blitz is much more vulnerable to defender nitro-cell than alternative attacking shield operators, like Montagne. This means that Blitz will want to be cautious of defenders with nitro-cell - especially in CQC environments.
 
LOADOUT:
PRIMARY: N/A
SECONDARY: P-2 HANDGUN (Attachments to player preference)
UTILITY: Smoke Grenades x 3
 
ATTACKER SPAWN LOCATIONS:
 
ATTACKING: [2F] ARMORY(A) - ARCHIVES(B)
The primary route of attack on this bomb site will be by the attackers gaining control over CCTV and Break room located on the north side of the second floor. After establishing control over CCTV-Break room, attackers will then proceed to breach the reinforced wall of the outside balcony leading into the Armory(A) bomb site. Attackers will then plant the defuser in or around the breach hole. Blitz will provide value on this bomb site by assisting additional first floor attackers in eliminating all defenders from the first floor. The operator should breach the objective building through the first floor Main Door and proceed to communicate with the attacking teams soft destructors (Buck/Sledge) while they drone Workshop, Vent, and Customs for off-site defenders. After isolating all defenders back up to the second floor, attacking soft destructors will then be able to use their utility to eliminate the defending teams entry-denial utility placed on the ‘box’ wall inside of Armory(A). While attacking teammates are breaching the site wall, Blitz will reposition to the top of East Stairs and maintain pressure onto defenders playing inside of Office and Fountain. This will then provide attackers with a secondary route to the Archives(B) bomb site from Fountain.
 
NOTE: Maintaining first floor control as an attacker will be critical for the rest of the attacking team. This is because defenders will commonly play on the first floor inside of Detention or Ventilation so as to be positioned to deny a plant with nitro-cell.
 
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. Blitz will be used as the attacking teams primary entry-fragger on this bomb site. To do this, Blitz will want to breach the second floor through Break Room and CCTV with additional second floor attackers so as to diligently clear the second floor of all defensive presence. While doing so, Blitz will want to clearly communicate with supporting teammates inside of CCTV as they drone Armory, Archives, Fountain, and Office for the particular defensive set-up. In order for Blitz to entry frag safely and efficiently, the player should be patient and wait for supporting teammates to determine the optimal way to attack defenders on the second floor.
 
After clearing the second floor Office and Fountain of defenders, additional first floor attackers positioned outside of Tellers(B) will then be able to safely breach the Tellers(B) reinforced wall and plant the defuser under attacker cover from the second floor hatch located inside of Office.
 
WEST VEHICLE SPAWN LOCATION:
 
ATTACKING: [1F] SUPPLY(A) - CUSTOMS(B)
The primary route of attack on this bomb site will be by the attacking team breaching the south-western reinforced wall leading from the outside into Detention. Attackers will also commonly attempt to gain control over the second floor CCTV and Break Room as these positions will provide great vertical control over the two first floor bomb sites. Blitz will be used almost identically to the way in which the operator was used on the previously mentioned Tellers-Bathroom bomb site. The only real difference on this bomb site will be that Blitz will only focus pressure onto the second floor CCTV and Break Room, as opposed to applying pressure across all second floor rooms. To do this, Blitz will breach the second floor though the second floor CCTV balcony doorway. This will then provide Blitz with a clear and open route through CCTV and Break Room while additional teammates maintain horizontal pressure onto the second floor from the outside balcony. Defenders will then be forced to give up the second floor map control as there will be no viable defensive positions to defend CCTV and Break Room from. After second floor control is established, attackers will then be able to breach the flooring of the second floor so as to establish highly influential vertical pressure onto the Customs(B) bomb site while additional support players establish horizontal pressure on the first floor inside of Detention and Supply(A).
 
NOTE: Second floor attackers need to be cautious of intel defenders (Pulse/Valkyrie) as they will likely be positioned inside of the Customs(B) bomb site while attackers are fighting for second floor control. This defensive positioning will leave second floor attackers vulnerable to nitro-cell attackers from the first floor.
 
EAST 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 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. Blitz will provide value to the attacking team on this bomb site by acting as the attackers primary horizontal pressure at the Main Entrance and Ventilation(B) bomb site. To do this, Blitz should breach the objective building through the first floor Detention. After doing so, Blitz will then clear Detention, Supply, Customs, and bottom Metal of all defensive presence. This will then allow the operator to steadily apply pressure onto the Workshop(A) and Vent(B) bomb sites while second floor attackers inside of Archives and Armory apply vertical pressure.
 
NOTE: Horizontal and vertical pressure always compliment each other. This means that vertical pressure will always be more powerful when applied in tandem with secondary horizontal pressure and vice versa. Blitz’s primary responsibility on this bomb site will be to compliment the attacking teams primary vertical pressure on the second floor by maintaining steady horizontal pressure onto defenders form the first floor. This strategy could be visualized as a multi-dimensional pincer assault.
 
 
 
Thank you for reading and I hope this was helpful for you guys.
 
If you are interested in more content or want to ask me questions, you can always find me on Twitch or connect with me via discord - I always enjoy discussing Siege with fellow enthusiasts; regardless of skill level.
 
Discord - https://discord.com/invite/TjGAPdM
Twitch - https://www.twitch.tv/footwork6

Guide for playing 'Blitz' on 'Border'. +4
Guide for playing 'Blitz' on 'Border'.
footwork.
footwork. footwork.
verified LV.29 Legend 10mo

Excerpt from 'Blitz on Theme Park' Pt. 2:

"Blitz’s primary responsibility on this bomb site will be to eliminate all off-site defenders positioned inside of Drug Lab, Drug Storage, 1F Arcade, and Barrels room. To do this, Blitz should breach the objective building through the first floor Barrels room and thoroughly clear all defending players positioned immediately inside of, or adjacent to, Barrels Room. This will then allow the attacking teams hard breacher to enter Barrels and breach the reinforced wall separating Barrels and Throne(B). After setting the initial attacker map control, Blitz will then carry out his first floor roam clear much more thoroughly inside of Drug Lab, Drug Storage, and Bathroom. This is because it is common for defenders to use the north western rooms as off-site anchoring positions (positions used by defenders to defend from for the duration of a round) as they are located relatively close to the attacking teams most likely avenues of assault: Barrels and Split door.
 
NOTE: When breaching the Barrels window at the start of the round, attackers will want to be cautious of defenders throwing nitro-cell over the Barrels-Throne(B) reinforced wall as a way of contesting the attacking teams hard breacher. Attackers can typically anticipate this by noting whether or not the defenders have opened the soft-walling above the site reinforcement."
 
ATTACKING
BLITZ - THEME PARK
[1F] ARMORY(A) - THRONE(B)

Excerpt from 'Blitz on Theme Park' Pt. 2:
footwork.
footwork. footwork.
verified LV.29 Legend 10mo

Guide for playing 'Blitz' on 'Club House'.

[DISCLAIMER: This guide is intended to be as bare bones as possible in order to give general advice to any new Rainbow Six: Siege players. In addition to this article being opinionated, I would like to also state that zero-sum strats in this game do not exist and the tell of a good Siege player is their decision making and adaptation to the changing battlefield.]
Clubhouse is a triple-level map (consisting of three floors) found both in ranked play as well as professional. The current architecture of the map can favor either attackers or defenders depending upon which team wins the ban phase, as well as which site is being played.
 
‘Blitz’ is a two armour two speed, attacking operator. His ability is the ‘Flash Shield’, a portable body shield equipped with a flash-bang like blinding light on the front end of the shield. This gadget is particularly useful for blinding enemies as they are shooting at the operator. Additionally, Blitz is most commonly used for the operator's ability to run with his shield deployed in front of him. As a result, this makes Blitz a phenomenal choice for an attacking teams entry fragger. This is because the operator is able to gather intel safely while also being capable of maintaining a high enough level of mobility to effectively act on the opportunities presented to him during the attacking teams initial entry. NOTE: Blitz is much more vulnerable to defender nitro-cell than alternative attacking shield operators, like Montagne. This means that Blitz will want to be cautious of defenders with nitro-cell - especially in CQC environments.
 
LOADOUT:
PRIMARY: N/A
SECONDARY: P-2 HANDGUN (Attachments to player preference)
UTILITY: Smoke Grenades x 3
 
ATTACKER SPAWN LOCATIONS:
 
ATTACKING: [2F] CASH(A) - CCTV(B)
The primary route of attack on this bomb site will be by the attacking team breaching the east reinforced wall inside of CCTV(B) (also known as ‘Platform wall’) as this will provide a direct route for attackers to plant the defuser behind ‘Server Rack’ located inside of the CCTV bomb site. Blitz will provide value to the attacking team on this bomb site by acting as an entry fragger for attackers on the first and second floor of the Garage. In addition to this, Blitz will also help in establishing the attacking teams initial control inside of the objective building. Blitz should breach the objective building though the Main Entrance so as to first establish attacker control inside of Lounge, Stock, and Blue Stairs. This will then provide the attacking team with a beachhead to carry out a more intensive off-site clear of the Garage. Blitz should be careful when taking engagements inside of Garage as it will be easy for defenders to gain access to angles that are not protected by the operators shield (for example, when Blitz moves from Lounge to Garage Stairs, the operators back will be exposed to defenders near the 2F Garage Window).
 
NOTE: Control over the first floor Lounge will provide attackers with the ability to breach the ceiling of Lounge and eliminate the entry denial utility placed on the reinforced wall separating CCTV(B) from the outside.
 
MAIN GATE SPAWN LOCATION:
 
ATTACKING: [2F] BEDROOM(A) - GYM(B)
The primary route of attack on this bomb site will be by the attacking team breaching the reinforced wall between outside ‘jacuzzi’ and the bedroom/gym hallway (commonly known as Jacuzzi wall). After breaching the Jacuzzi wall, attackers will attempt to plant the defuser inside of Gym(B). Attackers will also commonly dedicate a large amount of time and resources to gain control over 2F Construction. Blitz will provide value by carrying out the attacking teams secondary assault from CCTV through Construction. To do this, Blitz should breach the objective building through the first floor floor of Garage. Typically, the CCTV wall will be reinforced. This is because defenders will want to maintain positioning and map control inside of CCTV/Cash for as long as possible at the start of the round. Blitz will help counter this by first eliminating all defenders playing inside of Garage and then positioning himself on the second floor catwalk of Garage so as to eliminate the entry denial utility placed on the CCTV wall. This will then allow supporting hard breachers to open the CCTV wall. After doing so, defenders will be forced back into Cash and, inevitably, further back into Construction. From Cash and Construction, Blitz will then want to maintain the same pressure onto second floor defenders so as to successfully isolate all defenders back into Bedroom(A). This will support additional teammates applying pressure from the west onto the Jacuzzi wall and Gym(B) window as the attacking team will be maintaining a multi-dimensional attack onto both bomb sites.
 
SHIPPING DOCK SPAWN LOCATION:
 
ATTACKING: [1F] BAR(A) - STOCK(B)
The primary route of attack on this bomb site will be by the attacking team planting the defuser inside of one of the two doorways located inside of Stock(B). Although the attackers have a very direct route to the bomb site from the outside, successfully planting the defuser inside of Stock(B) can be difficult due the exposure attackers are under from ‘stage’ (located inside of Bar(A). Blitz will provide value to the attacking team on this bomb site by applying immediate pressure onto defenders inside of Bar(A). This will assist the attacking teams designated planter get the defuser planted. Blitz will be used by attackers to distract and preoccupy defenders who would otherwise be countering the plant. To do this, Blitz should breach the objective building through Garage and establish the attacking teams initial map control inside of Garage, Lounge, and Secret. From here Blitz will be able to effectively flank defenders playing behind ‘stage’ (located inside of Bar(A)) while additional teammates are planting the defuser inside of Stock(B).
 
NOTE: When applying pressure onto the Bar(A) bomb site, Blitz should be prioritizing defenders who would be countering the attacking teams plant. Plant-denial operators include Echo, Maestro, Smoke, and any other on-site defender equipped with nitro-cell. Blitz’s primary responsibility on this bomb site will be to keep the attacking teams planter alive long enough to successfully stick the plant.
 
CONSTRUCTION SPAWN LOCATION:
ATTACKING: [BSMNT] CHURCH(A) - ARSENAL (B)
The primary route of attack on this bomb site will be by attackers establishing vertical control over the bomb sites by opening the hatches located on the ceiling of ‘Moto connector’ and Arsenal(B). To do this, attackers will first need to gain control of the first floor. Blitz will provide value to the attacking team on this bomb site by establishing attacker control at the bottom of Main Stairs and inside of Moto. The map control which will be gained by Blitz at the beginning of the round will be critically important for attackers to have in order to move the round forward with a plant inside of Church(A). Blitz should breach the objective building though Strip Bar and communicate with additional supporting teammates as they drone the first floor for defender positions. Blitz will want to diligently roam clear the first floor so as to isolate defenders back down into the basement and allow the attacking teams hard breachers (Hibanna, Thermite, Maverick, and Ace) to open the hatches inside of Bar and Kitchen.
 
After clearing the first floor, Blitz will then reposition to the bottom of the Main Stairs and maintain pressure onto defenders inside of Long Hall, Short Hall, and Moto. This will be important for the rest of the attacking team as there will need to be a base level of map control had by attackers in order for the attacking teams support players to safely breach the Church(A) wall. After doing so, Blitz should then press deeper into Arsenal(B) so as to maintain as much pressure onto the remaining defenders inside of Arsenal(B) and Dirt while additional attackers plant the defuser inside of Church(A).
 
NOTE: Generally speaking, the further Blitz can keep remaining defenders away from the attacking teams planter, the higher the likelihood of attackers successfully sticking the plant.
 
WAREHOUSE SPAWN LOCATION:
 
 
Thank you for reading and I hope this was helpful for you guys.
 
If you are interested in more content or want to ask me questions, you can always find me on Twitch or connect with me via discord - I always enjoy discussing Siege with fellow enthusiasts; regardless of skill level.
 
Discord - https://discord.com/invite/TjGAPdM
Twitch - https://www.twitch.tv/footwork6

Guide for playing 'Blitz' on 'Club House'. +5
Guide for playing 'Blitz' on 'Club House'.
footwork.
footwork. footwork.
verified LV.29 Legend 10mo

Excerpt from 'Blitz on Theme Park':

"Blitz will be used on this bomb site as the attacking teams primary entry fragger. This will mean that the operator is responsible for establishing the attacking teams initial map control at the start of the round as well as eliminating off-site defenders who pose a threat to the attacking teams support operators. To do this, Blitz will breach the objective building through 2F Cafe and communicate with supporting teammates as they drone the second floor Arcade, Bunks, Cafe, and Yellow hallway for defending roamers. As an entry fragger it will be your responsibility to eliminate these defenders so as to provide your supporting teammates with the map control needed inside of Bunks. After doing so, Blitz will then reposiong over to the Cash Balcony and apply secondary pressure onto the defenders playing inside of Cash, 2F Dragon, and Office(A). This will help create a multi-dimensional attack for your team and force defenders to spend time and energy on restructuring their defensive set-up.
 
NOTE: Blitz will want to be highly aware of cross-fire angles intentionally set up by defenders on the western portion of the second floor. This is particularly prevalent if Blitz has been brought in earlier rounds of the match as defenders will be more proactive about countering a shield player."
 
ATTACKING
BLITZ - THEME PARK
[2F] OFFICE(A) - INITIATION(B)

Excerpt from 'Blitz on Theme Park':
footwork.
footwork. footwork.
verified LV.29 Legend 10mo

DEBATE: Should kanal be removed from the map pool?

Even after the rework I’m still not liking the new kanal. Comment what you think about it

DEBATE: Should kanal be removed from the map pool?
DEBATE: Should kanal be removed from the map pool?
Kachungus
Kachungus Kachungus
LV.5 Anchor 10mo

Looking for people to help me get to plat 3 on ranked

Also I'm gold 3

Looking for people to help me get to plat 3 on ranked
taco tuesday62
taco tuesday62 taco tuesday62
LV.2 Lurker 10mo

Guide for playing 'Blitz' 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.
 
‘Blitz’ is a two armour two speed, attacking operator. His ability is the ‘Flash Shield’, a portable body shield equipped with a flash-bang like blinding light on the front end of the shield. This gadget is particularly useful for blinding enemies as they are shooting at the operator. Additionally, Blitz is most commonly used for the operator's ability to run with his shield deployed in front of him. As a result, this makes Blitz a phenomenal choice for an attacking teams entry fragger. This is because the operator is able to gather intel safely while also being capable of maintaining a high enough level of mobility to effectively act on the opportunities presented to him during the attacking teams initial entry. NOTE: Blitz is much more vulnerable to defender nitro-cell than alternative attacking shield operators, like Montagne. This means that Blitz will want to be cautious of defenders with nitro-cell - especially in CQC environments.
 
LOADOUT:
PRIMARY: N/A
SECONDARY: P-2 HANDGUN (Attachments to player preference)
UTILITY: Smoke Grenades x 3
 
ATTACKER SPAWN LOCATIONS:
 
ATTACKING: [2F] MEETING(A) - OFFICE(B)
The primary route of attack on this bomb site will be by the attacking team rappelling on the second floor windows of Office(B), Meeting(A), Conector, and Bathroom. The attackers have a huge advantage on this bomb site due to the amount of control which can be had by just rappelling on the windows, attackers can cut off any and all rotates between Office(A), Meeting(B), Long Desk, and Yellow Stairs without even coming inside the building. Due to the amount of control which can be had from the outside, attackers can dedicate the majority of their personnel and resources safely from the outside while only having a few attackers actually enter the building. Blitz will provide value to the attacking team on this bomb site by contesting the defending team's presence on the second floor level of Yellow Stairs. To do this, Blitz should breach the objective building through the first floor Benches Windows and proceed to clear defenders positioned on the first floor portion of Yellow Stairs, Zig, and Piano. From here, Blitz will then communicate with additional teammates as they maintain pressure onto the Yellow Stairs second floor railing from SkyLight. This will greatly help Blitz in that it will prevent defenders from being able to shoot the operators back while he is moving up the Yellow Stairs from the first floor. After establishing control on the second floor level of Yellow Stairs, Blitz can maintain this position for the duration of the round so as to prevent defenders from being able to rotate back into the Office(B) bomb site. Alternatively, Blitz can also apply more pressure onto defenders playing by Long Desk and inside of Meeting(A) by steadily moving deeper into the second floor Long Hall and Vending from Yellow Stairs and Bathroom.
 
RIOT BARRICADE SPAWN LOCATION:
 
ATTACKING: [1F] PRESS(A) - LOBBY(B)
The primary route of attack on this bomb site will be by the attacking team attempting to plant the defuser inside of the outside double door leading into Lobby(B) from the south of the bomb site. This is the most common strategy due to the safe and direct route to the bomb site the attacking team is given in addition to the attackers not needing too much map control in order to successfully plant the defuser. That being said, some map control is still required by attackers before planting the defuser. It is very common for defenders to have a presence inside of the second floor Meeting Room as, any defenders with the ability to open the flooring of 2F Meeting Room, can provide any defenders on the second floor a clear line of sight to the default plant spot inside of Lobby(B) without over exposing themselves to the outside. Blitz will be used by attackers as the primary entry for the attacking team by eliminating defenders positioned on the second floor inside of Meeting, Connector, and Long Desk. To do this, Blitz will breach the objective building through the first floor Yellow Stairs doorway. After doing so, Blitz will then work his way up the Yellow Stairs and communicate with supporting teammates as they drone to efficiently eliminate defenders playing inside of Meeting and Connector. Blitz will want to be hyper-aware of the operators positioning as it is easy for defenders to set up cross-fires on the second floor (ex. Bathroom-Connector) so as to counter a shield rushing the defenders primary off-site second floor positions. Blitz should be patient and wait for the intel to come to him from supporting teammates as they deduce the exact defensive set-up inside of Connector, Meeting, Long Desk, and Bathroom.
 
NOTE: It is critical that attackers clear the second floor of all defenders BEFORE planting the defuser inside of Lobby(B). Not doing so will leave the attacking teams designated planter vulnerable to second floor defenders contesting the plant spot with nitro-cell and smoke canisters.
 
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 to their ability to open the flooring of Administrator's Office and use the vertical angles against the attackers approach from either Visa Entrance or Spiral Hallway. Blitz will provide value on this bomb site by entry fragging the Basement for the attacking team. To do this, Blitz should breach the objective building through either the Garage Door or through the Yellow Stairs doorway (both located on the western wall of the building). After establishing an initial attacker presence inside of the building, Blitz will then steadily work his way through the Basement and towards Archives(B). Blitz’s primary responsibility will be to act as the attacking team's horizontal pressure onto the archives(B) bomb site. This will be vital for the additional attackers on the first floor, inside of Visa and Tellers(A), as defenders will be trying to use nitro-cell underneath them from the basement. Blitz will help counter this by acting as an immediate threat to basement-level defenders - forcing them to prioritise man power and utility towards Blitz and away from first floor attackers.
 
NOTE: Blitz will want to be highly cautious of defender cross-fires when applying pressure from Kitchen and Short Hall. The operator will want to be particularly cautious of defenders playing passively on Lower Spiral Stairs as these defenders will be able to easily flank the operator from this position while Blitz advances into Archives(B) from Kitchen.
 
GAS STATION SPAWN LOCATION:
ATTACKING: [BSMNT] CAFETERIA(A) - GARAGE(B)
The primary route of attack on this bomb site will be by the attacking team breaching the reinforced wall located on the west of the Garage(B) and planting the defuser in front of ‘White Van’. However, before breaching the reinforced wall, the attackers will need to gain control over the first floor Press Room and Lobby as these two rooms are located directly above the basement bombsites. Blitz will provide value to the attacking team on this bomb site by entry fragging the first floor and establishing the initial presence inside of Anti-chamber, Piano, and Main Lobby. To do this, Blitz should breach the objective building through the first floor Main Lobby double doorway; then proceeding to eliminate all defenders playing on the first floor inside of Lobby, Anti-Chamber, Bathroom, and Piano. After isolating defenders back into the basement, additional soft-breaching attackings (Buck/Sledge) will take up positions on the first floor and begin to breach the flooring of Piano and Anti so as to establish and maintain vertical pressure onto the Garage(B) bomb site while also eliminating the defending teams entry denial utility placed on the Garage(B) wall. Meanwhile, Blitz will reposition to the bottom of Spiral Stairs and apply horizontal pressure onto defenders playing inside of Garage(B) and ‘pipes’ by establishing an attacker presence inside of Short Hall. This will then force the remaining defenders to separate their attentions across three separate avenues of attack: vertical pressure from the first floor, western pressure from the main Garage(B) wall, and interior pressure from Spiral Stairs and Short hall.
 
NOTE: When entry fragging on the first floor at the start of the round, Blurtz should be cautious of defenders playing vertically from Meeting and Office on the second floor. This is a common way for defenders to waste attacker time as it will force attackers to complete a full second floor roam clear before establishing first floor control.
 
SIDE ENTRANCE SPAWN LOCATION:
 
Thank you for reading and I hope this was helpful for you guys.
 
If you are interested in more content or want to ask me questions, you can always find me on Twitch or connect with me via discord - I always enjoy discussing Siege with fellow enthusiasts; regardless of skill level.
 
Discord - https://discord.com/invite/TjGAPdM
Twitch - https://www.twitch.tv/footwork6

Guide for playing 'Blitz' on 'Consulate'. +5
Guide for playing 'Blitz' on 'Consulate'.
footwork.
footwork. footwork.
verified LV.29 Legend 10mo

Kills

If we can one knife the enemy, then why we can't just throw the knives on them🤣

(Just a joke)

Kills
R6 Labužník CZ
R6 Labužník CZ R6 Labužník CZ
LV.14 Chief 10mo

Guide to Playing Warden on Clubhouse

Clubhouse is probably most iconic for the heavy emphasis on hard-breaching. It is a large map with three floors and three internal staircases. Attackers have plenty of external walls to breach which they may enter the building through. One is by Bedroom Stairs, called Jacuzzi wall. Another is in CCTV. There are also two external walls in Garage. A single panel in Construction leads out to Construction spawn, where you can find another external wall opening Dirt Tunnel in the basement. A couple external walls can be found in Strip too, but they are more commonly used by defenders to peek or run out. All of these major walls are in close proximity to the bomb sites, so they are typically reinforced to give defenders more room to play with.
 
With the release of Warden, Operation Phantom Sight heralded in the ultimate answer to an attacker composition loaded with stuns and smokes. This makes Warden a rather situational defender, excelling against particular attacking rosters designed to pull off a “smoke execute” with the intent of planting the defuser. He is rounded out a bit though as a two-speed, two-armor operator who brings mediocre fire power with some of the best secondary utility in the game. As an added bonus he is perhaps the most suave operator in the game with unmatched impeccable style.
 
WARDEN’S GADGET
Warden comes equipped with the Glance Smart Glasses. Upon activation, the glasses grant immunity to blinding effects from flash grenades, Blitz’s shield, and Ying’s candelas. If already blinded, the glasses will cleanse this, returning vision. Additionally, Warden gains vision through smoke, though the clarity fades with positional changes including walking, leaning, and crouching. Standing still will cause clarity to return shortly. The glasses function using a charge mechanic. They drain over the course of 10 seconds and recharge over 12 seconds. As long as the glasses have roughly one third of the charge, Warden can activate them.
 
PLAYSTYLE & COUNTERS
Warden best uses these glasses to gun down the attacker going for defuser-plant. They also allow you to perform as a thorn in the side of attackers, enabling you to hold positions that are difficult to deal with – positions that attackers traditionally use flash bangs to handle. As for counters, watch out for Thatcher, since his EMPs will disable your glasses. If zapped by Twitch’s drone, the same will occur. IQ can also detect your position while your glasses are in use, which can leave you vulnerable to wall-bangs and prefires in certain situations. You are also incredibly vulnerable to a well-cooked frag grenade and Capitao’s fire bolts. Zofia’s concussion grenades will still affect you completely, and Glaz is a formidable foe since he can see through smoke as well.
 
LOADOUT
Warden brings either the MPX or the M590A1. The MPX offers an SMG with virtually no recoil at the expense of pitiful damage output. As of Operation Shadow Legacy, you can equip it with the 1.5x scope, which combined with its tasty fire rate of 830, makes it a headshot machine. The M590A1 allows Warden to remodel site as well as hold very tight angles. This CQB shotgun favors the playstyle that aims to be a nuisance for attackers to deal with. As for secondaries, Warden brings either the P-10C or the SMG-12. The SMG-12 is very difficult to use, especially at range, but provides a fully automatic weapon for those who bring the shotgun, and performs much better in close quarters than the MPX. The P-10C, on the other hand, has a clean sight and can be very fun to use for some spicy one-taps.
 
The Nitro Cell is perhaps the best secondary gadget available to defenders. With it you can take out attackers above you through destructible ceilings, or toss it over some cover from a safe position, detonating it to wipe out attackers. This is also the best gadget in the game for securing multi-kills. It fits well into Warden’s kit for use as plant-denial.
 
The Deployable Shield is an amazing choice as well. It creates additional positions for defenders to play on site while watching key areas. While covering these areas you can prefire at attackers thanks to the intel gained via the see-through slits. As an added bonus, this allows you to bring a gadget which forces attackers to expend their own utility in order to deal with it.
 
DEFENDER BOMBSITES
 
BOMB SITE 1 – Gym (2F) and Bedroom (2F)
Gym and Bedroom are next to Construction, and each of these three rooms contains a window facing the South Balcony. Attackers mainly push from this direction and breach Jacuzzi wall to the West, at the top of Bedroom Stairs. They may also come up the stairs themselves to flank the perimeter. It is also quite common for attackers to breach the roof hatch in Logistics Office, and drop down. Or they may clear from CCTV and Garage, to push Construction.
 
Logistics is a great area to hold with Warden. Attackers who want to push in here will likely try to flash the room before dropping the hatch, so just keep your glasses ready. You may also get an early kill on the person breaching the hatch with a nitro cell.
 
With this reinforcement and punch hole in Secret Stash, you can retreat to this cubby in Logistics to cover Bedroom window. You can also wrap around to peek the hallway if attackers breach Jacuzzi wall and try to cover their push in with smokes or flash bangs.
 
Be sure this wall in Construction is reinforced as well so you are not easily flanked. Whether or not this soft wall is reinforced, or a rotate is made is up to you and your playstyle. I personally prefer having an escape available but do not bring the shotgun for this site.
 
If you do bring a shotgun, remodel the site with this rotate, and holes in the feet below Gym window. Since you are equipped for CQB, you may want to bring the deployable and place it next to the bomb. This gives you an added position to use as cover in addition to the Mattress on ping and the weight rack in Gym. The single reinforcement between sites prevents defenders in Bedroom from getting wallbanged through Gym window.
 
 
BOMB SITE 2 - CCTV Room (2F) and Cash Room (2F)
Attackers tend to primarily focus on opening CCTV wall to obtain direct access into site. They also pressure CCTV Window and may try to take the Garage to push up to the Catwalk. Controlling Catwalk throughout the round can make a serious impact, making it easier to rotate using the staircases to bypass the the main wall once it’s breached. Flanks often come through Construction, and attackers may clear below to approach site from either of the staircases.
 
This is the main wall attackers breach. After it's open, attackers may seek to cover their push in with smokes or flashes. Position here behind this deployable to deny the planter's entry. Just be careful not to overexpose yourself to CCTV window.
 
You may instead wish to cover Red Stairs, another area popularly cleared with flash bangs. This setup allows you to do just that, while still watching for planters rushing in the breach.
 
Garage Rafters are another area you can play while covering the main breach entry. Attackers may bring flashes to deal with you. But if they bring frag grenades, be ready to get in a gunfight so you can run away. This shield gives you added cover when contesting attackers through Rafters window or the rotate.
 
When playing rafters you will want to reinforce all of Garage to limit attacker entry points. This prevents them from safely throwing grenades at you.
 
 
BOMB SITE 3 - Bar (1F) and Stock Room (1F)
Bar and Stock don't really see too much play, arguably because they make up the worst site in the ranked map pool, but practicing a pocket strat to surprise your opponents could be fun. Attackers will almost certainly go for a smoke plant in Stock Room, but may otherwise push Bar, clearing through the Strip Club and Bathroom or flanking from Bedroom Stairs.
 
This shield allows you to cover the main door attackers will try to smoke in order to plant. Make sure the hatch above is reinforced from construction to play here. This position is best played with the MPX, but lines of sight will need to be made to play it effectively.
 
This shield is a good alternative if you would rather not play in the Stage area itself. For either this or the above position, be sure the hatch and the adjacent wall are reinforced.
 
Either way, watch for attackers entering through this room. I call it Wolf due to the Wolf head mounted on the wall. Attackers who are insane enough to enter here will likely seek to do so under the cover of smokes or flashes.
 
 
BOMB SITE 4 - Church (B) and Arsenal Room (B)
Most of the ceiling in Arsenal is soft, whereas Church’s is entirely indestructible. Attackers will frequently clear a portion of first floor and work on opening hatches. There is also the treacherous route of Dirt Tunnel which is commonly pushed. Other than that, Attackers are left with Blue hall and Main Stairs.
 
When playing in the Basement you can cover three major entrances to sight from this position when using a deployable shield here. All three entrances are difficult to push through and will likely see flash or smoke utility brought along. This Blue hall is one of them.
 
This hatch is another. Attackers primarily like to drop through the hatch under the guise of smoke or flashes to plant the defuser nearby. The last entrance is to the right, Dirt Tunnel.
 
You can also play in Dirt itself. This can be accomplished with an MPX and a shield, or alternatively the shotgun and a nitro make for a good combo when defending here. Just play a bit closer to site if you bring those two.
 
If your team needs someone holding Church, you can cover the Moto hatch drop with this shield. Attackers dropping this hatch will likely feel uncomfortable doing so unless flashing the area first. So be ready with your Glance Glass.
 
You can also play in Blue Hall behind the generator. Make this rotate and reinforce the middle panel and hatch to give you more room to play around. A shield watching Garage ladder completes the position nicely. Regardless which direction attackers push from they have a lot of ground to cover so they may bring flashes or smokes to accomplish this, making Warden a great pick for playing here.

Guide to Playing Warden on Clubhouse +19
Guide to Playing Warden on Clubhouse
drTaperdown
drTaperdown drTaperdown
verified LV.19 Big Chungus 10mo

Guide to Playing Warden on Border

Home to the infamous annoying loud speaker, Border was released during Operation Dust Line. A bit on the smaller side, with only two floors and two staircases, the map favors plenty of close quarter combat. Border also sees attackers playing from outside for a large portion of the round, either holding flanks or pressuring site windows, thus run outs are quite common. The majority of the walls and floors in this map are destructible, so vertical play is essential.
 
With the release of Warden, Operation Phantom Sight heralded in the ultimate answer to an attacker composition loaded with stuns and smokes. This makes Warden a rather situational defender, excelling against particular attacking rosters designed to pull off a “smoke execute” with the intent of planting the defuser. He is rounded out a bit though as a two-speed, two-armor operator who brings mediocre fire power with some of the best secondary utility in the game. As an added bonus he is perhaps the most suave operator in the game with unmatched impeccable style.
 
WARDEN’S GADGET
Warden comes equipped with the Glance Smart Glasses. Upon activation, the glasses grant immunity to blinding effects from flash grenades, Blitz’s shield, and Ying’s candelas. If already blinded, the glasses will cleanse this, returning vision. Additionally, Warden gains vision through smoke, though the clarity fades with positional changes including walking, leaning, and crouching. Standing still will cause clarity to return shortly. The glasses function using a charge mechanic. They drain over the course of 10 seconds and recharge over 12 seconds. As long as the glasses have roughly one third of the charge, Warden can activate them.
 
PLAYSTYLE & COUNTERS
Warden best uses these glasses to gun down the attacker going for defuser-plant. They also allow you to perform as a thorn in the side of attackers, enabling you to hold positions that are difficult to deal with – positions that attackers traditionally use flash bangs to handle. As for counters, watch out for Thatcher, since his EMPs will disable your glasses. If zapped by Twitch’s drone, the same will occur. IQ can also detect your position while your glasses are in use, which can leave you vulnerable to wall-bangs and prefires in certain situations. You are also incredibly vulnerable to a well-cooked frag grenade and Capitao’s fire bolts. Zofia’s concussion grenades will still affect you completely, and Glaz is a formidable foe since he can see through smoke as well.
 
LOADOUT
Warden brings either the MPX or the M590A1. The MPX offers an SMG with virtually no recoil at the expense of pitiful damage output. As of Operation Shadow Legacy, you can equip it with the 1.5x scope, which combined with its tasty fire rate of 830, makes it a headshot machine. The M590A1 allows Warden to remodel site as well as hold very tight angles. This CQB shotgun favors the playstyle that aims to be a nuisance for attackers to deal with. As for secondaries, Warden brings either the P-10C or the SMG-12. The SMG-12 is very difficult to use, especially at range, but provides a fully automatic weapon for those who bring the shotgun, and performs much better in close quarters than the MPX. The P-10C, in contrast, is blessed with a clean sight and some low recoil, with respectable damage and low recoil. Great for spicy long-range 1 taps!
 
The Nitro Cell is perhaps the best secondary gadget available to defenders. With it you can take out attackers above you through destructible ceilings, or toss it over some cover from a safe position, detonating it to wipe out attackers. This is also the best gadget in the game for securing multi-kills. It fits well into Warden’s kit for use as plant-denial.
 
The Deployable Shield is an amazing choice as well. It creates additional positions for defenders to play on site while watching key areas. While covering these areas you can prefire at attackers thanks to the intel gained via the see-through slits. As an added bonus, this allows you to bring a gadget which forces attackers to expend their own utility in order to deal with it.
 
DEFENDER BOMBSITES
 
BOMB SITE 1 – Customs Inspections [1F] and Supply Room [1F]
This site is commonly the third pick, but can be a good early pick to catch opponents off-guard if your team has a rehearsed strat. Attackers will breach Detention wall and may breach the East Customs wall from Passport Check so reinforce these and reinforce Supply wall at the bottom of Metal Stairs. Hatches can be played open if you have significant upstairs roam presence or reinforced if you have good intel upstairs and a few anchors with nitro cells.
 
When playing the MPX, play around the Conveyer Belt and the nearby tables. You will need to react to any breaches of the East wall or the hatch on ping. Vertical pressure may be used as well to deal with you, so bring a nitro cell for the ceiling.
 
With this line of sight opened up, you can get a long angle on attackers trying to smoke or flash their way into Supply for a plant. Either use some of your secondary ammo to open this, or ask a teammate with a shotgun to make the hole for you.
 
If you prefer those close, intimate fights, grab your shotty and play around this rotate and reinforcement in Supply to deny attackers from getting in through the Detention breach.
 
You can run over to this corner if you have the opportunity to hold Supply window through a hole you open up here.
 
These reinforcements keep you safe while holding the corner in Supply. And with this rotate you can keep an eye on Customs door as well. The shield provides added cover for defenders using this rotate to move between Supply and Customs Desk.
 
 
BOMB SITE 2 – Ventilation Room [1F] and Workshop [1F]
The most popular second choice, Vents and Workshop are a spacious site, and include Server Room in between. Since Vents itself is dangerous to play in, hold it from above in Armory Lockers. East Workshop wall should be reinforced, but a coordinated team may leave it soft and even create a rotate hole to bathroom, instead saving their reinforcements for elsewhere. Either way be sure someone is keeping an eye on Bathroom so attackers cannot freely breach the flank.
 
Early in the round you can use this shield to keep an eye out for teams that like to smoke off the front door and go for a rush plant.
 
If the shield is destroyed or for some reason you need to fall off, move to here in Server. The hatch above and this reinforcement will keep you safe while playing this position, and through this hole you can cover attackers trying to plant in Vents window.
 
Another great position to hold that covers all site entrances is this island bordering Construction and Server. Use it to isolate your angles so you can take your gunfights one at a time.
 
For those who enjoy it up-close and personal, play on ping with a shotgun, using this reinforcement as cover when you rotate around into Workshop.
 
If attackers end up moving to breach Construction wall or hatch, you can preemptively make your way to the bomb chassis. Use this shield and the Workshop Table as cover when pushing up and repositioning to take the close-range gunfights.
 
Some teams like to keep Bathroom open for added mobility. Dropping Offices hatch into Tellers and returning through Bathroom is an easy fall back to site for roamers. You can also leave through this way and push up East Stairs if you need to retake top floor control. With a team that likes to do this, you can bunker down in here with Warden, watching the flank, and popping any attackers that drop Construction hatch with your shotgun.
 
 
BOMB SITE 3 – Bathroom [1F] and Tellers [1F]
This site is almost unplayable but could potentially be defended well enough with a solid vertical hold from Offices. To do so, a few teammates need to invest plenty of utility upstairs. But if you are less comfortable with this site in general, extend laterally instead into Customs by reinforcing Detention, or Server Room using reinforcements along with a teammate on Server wall. Generally, this site favors aggressive defending teams.
 
With Warden you really don't have too many options for playing this site. This is because attackers will almost solely push through this breach or window to plant behind the Vending Machine.
 
Place a shield here to keep you safe while doing so, and play around it when watching your flank.
 
Position the shield so that you can get a pixel shot lined up between it and the Bathroom Door. You may have to fall back, or otherwise choose to rotate here if attackers try to plant in Bathroom instead.
 
 
BOMB SITE 4 – Armory Lockers [2F] and Archives [2F]
Finally, we arrive at the preferred bomb site! Attackers almost always push this site by taking control of Security and West balcony, then breaching Lockers wall. Sometimes, they will push Archives door and window, and may or may not take control of Offices before breaching Archives. This site is best defended by extending into Offices, or otherwise having an off-site anchor in Security with a bit of utility to delay as long as possible.
 
Playing behind this Half Wall gives you excellent coverage of the main breach and door that attackers like to push through when planting. This area can be a hotspot for grenades though.
 
Another way to clear defenders out of Half Wall is breaching from below. These holes in the floor will give you eyes on attackers pushing in Ventilation Window or Exit Door trying to do so.
 
Placing a shield here gives you a great spot to rotate to if you want to dip out of Half Wall.
 
You can also swing around into Armory Desk. This is a great place to hold if expecting attackers to push up the stairs or through 90 Hallway into the Metal Detector. You can always drop hatch if you need a way out, or want to go on a flank.

Guide to Playing Warden on Border +21
Guide to Playing Warden on Border
drTaperdown
drTaperdown drTaperdown
verified LV.19 Big Chungus 10mo

A guide to using Maverick on Villa

■ Using Maverick on Villa
Villa is a small map, with three floors. The building features many small rooms and a lot of tight narrow hallways. Attackers can use these many interconnected rooms to their advantage, flanking defenders and catching them by surprise.
 
Maverick is a three-speed, one armor breaching operator. Maverick’s gadget, the breaching torch, can breach any surface, including reinforced walls and hatches. It requires a steady hand and knowledge of the environment to create small holes and lines of sight. Maverick must be in close range to use his gadget on the chosen surface. This torch makes almost no sound but it runs out of fuel quickly. Nevertheless, the high precision of this gadget makes it a very creative tool to use hands-on without relying on digital technology.
 
Maverick has the choice between two primary weapons. The first is the AR-15.50 Assault Rifle. This powerful, single-shot rifle offers less damage output than the other DMRs in the game, but also less recoil. However, this comes at the expense of being a single fire weapon, with only 10 bullets per magazine, forcing you to land your shots. It is hard to recommend this weapon over Maverick’s other primary weapon option.
 
The M4 Assault Rifle, is a more standard issue assault rifle. Its got average stats across the board, offering decent damage output, with low to moderate recoil. This is a very easy gun for new players to use.
 
Maverick does not get a choice of secondary weapon. He is equipped with the 1911 TACOPS handgun, which is a very capable pistol.
 
Maverick has the choice between frag grenades or a claymore. Both can be very useful depending on the situation. Claymores are great for covering your flank when you are planning to approach a reinforced wall with your blow torch in hand.
 
However, frag grenades are especially useful when playing as Maverick. You can create a small opening in a reinforced wall with your blow torch, and then proceed to throw your frag grenades through this hole.
▲ The sites you will have to attack on Villa.
 
▶ In case, the site is located at '2F Aviator Room ~ 2F Games Room'
Games Room, Bomb Site A, is a site with only one door as an entry point. On the surface this site may look easy to defend, but the destruction of the breakable walls in this room can leave defenders very exposed. This is where the importance of hard breachers comes into effect.
▲ This is usually a hotly contested area. As Maverick, try to get into the study and create openings into either bomb sites.
▲ This window provides an alternate view into study.
▲ Beware of defenders in this hallway as you enter the Study.
 
There is a connecting room between the bomb sites in the form of the Hunting Vault. This provides great cover to defenders so expect enemies to be anchoring here. The use of gadgets and stun grenades can assist you in clearing out enemies from this Hunting Vault. However attackers will expect defenders to be in this area, and will be maintaining the sight.
▲ Bomb Site A can be accessed by a single door.
 
Aviator Room, Bomb Site B, is a room with two entry points. This room also has less cover available, making it a difficult site anchor in. The main point of entry for attackers is usually through the Office. This room, which connects to Bomb Site B, has a door and window which leads directly outside. Use your superior assault rifles to engage your opponents at range. It has another door that leads to the main staircase which attackers can use to gain access to the second floor. Expect a fight in this Office.
▲ The view from inside Bomb Site B, beware of enemies anchoring inside the Hunting Vault.
▲ You can also access Bomb Site B from the Landing.
 
▶ In case, the site is located at '2F Trophy Room ~ 2F Statuary Room'
These two bomb sites combined almost form a ‘U’ shape. They have open archways allowing both defenders and attackers alike to look into both the two sites simultaneously from a variety of angles.
 
Statuary Room, Bomb Site A, provides little cover to defenders while also giving them 3 angles to defend. The main points of entry are the door at the top of the room, close to the statue, and also the door leading to the Master Bedroom. This Master bedroom area has many windows leading directly outside. Attackers can stand on the rooftop and engage you and your teammates from this position making it a popular point of entry for attackers.
▲ How the bomb sites connect to one another.
 
The other door in Bomb Site A leads to a connecting room between the sites, Astronomy Room. This room provides some good cover and holding this room can deny attackers this angle of attack. Astronomy room has a staircase which directly enters the room as well as a door leading to the Master Bedroom. If you are coming from Master Bedroom expect defenders to be taking cover behind the desk in Astronomy room.
▲ Expect enemies to be in the Astronomy room.
▲ You can use Back Stairs to reach the Astronomy Room also.
 
Trophy Room, Bomb Site B, is a small room with some cover in the center. It connects to Astronomy Room. The other door in this site leads to the rest of the top floor. Attackers of this site will have to be mindful of the archways exposing them to sight lines which stretch all the way back to Master Bedroom, which is adjacent to Bomb Site A.
▲ This window leads to Master Bedroom.
▲ You can reach both bombsites from inside the building by passing through the Classical Hall.
 
▶ In case, the site is located at '1F Living Room ~ 1F Library'
Living Room, Bomb Site A, is a large room with a lot of entry points. One to take special note of is the window leading directly outside, this is not in plain view. This window leads into a tiny room which then subsequently leads into Living Room.
The other entrances are the two doors at the top of the room. Use these alternate points of entry to full effect, coordinating a multifaceted attack with your teammates to overwhelm any defenders anchoring inside.
▲ This large door leads to both bomb sites.
▲ How the bomb sites connect to one another.
 
Library, Bomb Site B, is connected directly to Living Room by a door. It has a small room which can be considered as a part of this site. This smaller room has breakable walls can be reinforced and used as additional cover, or opened up to create additional angles of the hallways surrounding these bomb sites. Beware of defender creating “kill holes” here. The other door in Library leads out to a landing at the bottom of main stairs. This landing is also close to some of the main ground floor entrances to the building. This is where you will more than likely be approaching from as an attacker. You will have to be mindful of the stairs that may be used by defenders to roam around the map.
▲ You can reach the bomb sites through Skylight Hallway.
▲ Notice how close this window is to the bomb sites.
 
▶ In case, the site is located at '1F Dining Room ~ 1F Kitchen'
Dining Room, Bomb Site A, is a medium sized room which can become exposed quickly. It has doors leading to some of the main entry points that attackers can use to enter the building. In fact, both of these bomb site’s proximity to the entrances leading outside make these sites difficult to defend. Attackers can quickly create lines of sight and get in close to the objectives very quickly. The two main doorways into Dining room, which are on the same side of the room, making it easier for defenders to defeat you here.
▲ The winding Back Hallway connects to the bomb sites.
▲ The bomb sites are directly connected to one another.
▲ You can reach the bomb sites by traversing through the basement.
 
Kitchen, Bomb Site B, has many points of entry. These doors leading into this site are also at differing angles, making anchoring here difficult. You are able to reach the sites quickly due to this site’s proximity to easy-to-access entrances which can be opened up easily.

A guide to using Maverick on Villa +18
A guide to using Maverick on Villa
Shampy
Shampy Shampy
verified LV.20 S 10mo

Guide to Playing Warden on Oregon

Oregon is on the larger side, but has some very direct avenues to site with quite tight choke points. Its three floors are a bit spread out and feature many destructible floors and ceilings. Three major staircases connect the map together, creating plenty of flank routes. The lobby in the East contains a set of stairs, as does the Security Corridor in the South, and the Big Tower in the North.
 
With the release of Warden, Operation Phantom Sight heralded in the ultimate answer to an attacker composition loaded with stuns and smokes. This makes Warden a rather situational defender, excelling against particular attacking rosters designed to pull off a “smoke execute” with the intent of planting the defuser. He is rounded out a bit though as a two-speed, two-armor operator who brings mediocre fire power with some of the best secondary utility in the game. As an added bonus he is perhaps the most suave operator in the game with unmatched impeccable style.
 
WARDEN’S GADGET
Warden comes equipped with the Glance Smart Glasses. Upon activation, the glasses grant immunity to blinding effects from flash grenades, Blitz’s shield, and Ying’s candelas. If already blinded, the glasses will cleanse this, returning vision. Additionally, Warden gains vision through smoke, though the clarity fades with positional changes including walking, leaning, and crouching. Standing still will cause clarity to return shortly. The glasses function using a charge mechanic. They drain over the course of 10 seconds and recharge over 12 seconds. As long as the glasses have roughly one third of the charge, Warden can activate them.
 
PLAYSTYLE & COUNTERS
Warden best uses these glasses to gun down the attacker going for defuser-plant. They also allow you to perform as a thorn in the side of attackers, enabling you to hold positions that are difficult to deal with – positions that attackers traditionally use flash bangs to handle. As for counters, watch out for Thatcher, since his EMPs will disable your glasses. If zapped by Twitch’s drone, the same will occur. IQ can also detect your position while your glasses are in use, which can leave you vulnerable to wall-bangs and prefires in certain situations. You are also incredibly vulnerable to a well-cooked frag grenade and Capitao’s fire bolts. Zofia’s concussion grenades will still affect you completely, and Glaz is a formidable foe since he can see through smoke as well.
 
LOADOUT
Warden brings either the MPX or the M590A1. The MPX offers an SMG with virtually no recoil at the expense of pitiful damage output. As of Operation Shadow Legacy, you can equip it with the 1.5x scope, which combined with its tasty fire rate of 830, makes it a headshot machine. The M590A1 allows Warden to remodel site as well as hold very tight angles. This CQB shotgun favors the playstyle that aims to be a nuisance for attackers to deal with. As for secondaries, Warden brings either the P-10C or the SMG-12. The SMG-12 is very difficult to use, especially at range, but provides a fully automatic weapon for those who bring the shotgun, and performs much better in close quarters than the MPX. The P-10C, on the other hand, has a clean sight and can be very fun to use for some spicy one-taps.
 
The Nitro Cell is perhaps the best secondary gadget available to defenders. With it you can take out attackers above you through destructible ceilings, or toss it over some cover from a safe position, detonating it to wipe out attackers. This is also the best gadget in the game for securing multi-kills. It fits well into Warden’s kit for use as plant-denial.
 
The Deployable Shield is an amazing choice as well. It creates additional positions for defenders to play on site while watching key areas. While covering these areas you can prefire at attackers thanks to the intel gained via the see-through slits. As an added bonus, this allows you to bring a gadget which forces attackers to expend their own utility in order to deal with it.
 
DEFENDER BOMBSITES
 
BOMB SITE 1 – Kids' Dorms (2F) & Dorms Main Hall (2F)
Attackers will have two major pushes available to them. One involves pushing from Master Bedroom and Armory to breach Games Room wall. The other involves taking control of Big Tower and breaching Attic to push. Often you will see an attempt to breach both of these. But be on the lookout for attackers pressuring windows surrounding site or flanking either of the nearby staircases.
 
Attic is a great position to play with Warden since attackers have to push up a significant distance and will want to use flash bangs to do so. This shield provides cover to peek from behind, and these reinforcements keep you safe while holding here.
 
You can also easily turn around and watch for attackers dropping utility to cover the plant after breaching Games wall.
 
This shield is also a great option with views onto most major site entrances.
 
Another great option, particularly if you bring the shotgun, is this position, holding Big Window. It is difficult to remove defenders from here, and this shield gives you extra protection to play around.
 
 
BOMB SITE 2 – Kitchen (1F) and Dining Hall (1F)
Kitchen and Dining is a tricky site to hold. Attackers tend to push Small Tower and breach Dining wall. Otherwise they may push through Meeting Room to breach Kitchen wall. Be on the lookout for flanks coming through the surrounding hallways and Security Room. Kitchen is vulnerable to soft destruction breachers above, but the ceiling in Dining is largely indestructible. Extend into Showers to control the perimeter and delay the Small Tower push.
 
Extending into Security helps to prevent getting flanked through Kitchen and lets defenders drop this hatch to rotate or push out into the surrounding hallways. Warden is great for holding here as pushing in requires attackers to check both sides, a move best accomplished with flash bangs.
 
To extend into Security, reinforce this panel and make a rotate here. Reinforce the panel between sites if you bring the shotgun for more room to move around, unless your team prefers to have it soft. But the hatch above should certainly be reinforced.
 
You can also play in Small Tower Office to be a thorn in the side of attackers, wasting as much time as possible, or even scoring a kill against uncoordinated teams. This shield gives you cover from the window in case you have to dodge a grenade. But you mostly will want to remain in the Office, using your Glance Glasses to deal with threatening attackers.
 
 
BOMB SITE 3 – Meeting Hall (1F) and Kitchen (1F)
Attackers like to focus on taking control of Big Tower to breach Attic and Meeting Hall, enabling a plant on the Stage. If they do focus Kitchen, they may push from Small Tower and above, and flank through Security, breaching Kitchen wall and hatch. Due to the overlap with the above site, much of the same information applies here as well.
 
Split is one of those areas that's tough to push and often requires the use of flash bangs or smokes. This makes Warden a great candidate for watching the flank here. This works even better if Bandit or Mute can protect the wall.
 
Place your shield by the bench and use it for cover, along with the sandbags and tables. This gives you a lot of room to play with , so long as the hatch on ping remains closed! The hatch can be reinforced from Attic by running up Lobby Stairs.
 
If you find yourself needing to defend Kitchen, reinforce the hatch in Kids' Dorms and this single panel. Jam this shield in the doorway too to give you plenty of space to safely move around. Use the shield for info to prefire attackers pushing in Dining.
 
The main area you will want to keep an eye on is this hallway. Attackers will likely smoke off your line of sight or toss some flash bangs your way to cover their advance. Lucky for you, you're playing Warden!
 
 
BOMB SITE 4 – Laundry Room (B) and Supply Room (B)
The basement has seen a major overhaul since the map rework. Attackers frequently push Blue Bunker to breach, and head into Meeting to open the hatch. This push can be defended by playing the Pillar in Boiler Room, and playing the Elbow connecting Supply to Bunker. They also like to push Small Tower to breach Freezer wall. Watch for attackers flanking Laundry via Lobby Stairs.
 
Holding Bunker with a shield and a shotgun can make it incredibly difficult for attackers to gain any meaningful ground.
 
Make a second rotate here and reinforce the single panel on ping. Having a shield in this position as well allows you to move over to cover Laundry in case attackers breach Freezer.
 
From this shield you can also keep an eye out on attackers flanking Laundry from the stairs.
 
If you'd prefer the MPX you can play behind the pillar with a shield in Boiler. Keep an eye on the stairs though as attackers will likely try to flank you from there. If you're looking to get aggressive, push up on ping beneath the stairs.
 
Alternatively you can hold Freezer by yourself, so long as this hatch is reinforced. You can find it in Security. Place a shield next to the lockers and use it for info on attackers pushing down the stairs. You can also hop onto this food crate for a dirty angle on the stairs over the lockers themselves.

Guide to Playing Warden on Oregon +19
Guide to Playing Warden on Oregon
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verified LV.19 Big Chungus 10mo

Guide to Playing Warden on Consulate

Consulate is one of those maps that really favors playing for picks and fragging out so it sees plenty of spawn peeks and run outs, especially if Valkyrie is on the board or Nomad is banned. With three large floors, three staircases, and plenty of hatches, a full roam-clear on attack can be pretty tedious.
 
With the release of Warden, Operation Phantom Sight heralded in the ultimate answer to an attacker composition loaded with stuns and smokes. This makes Warden a rather situational defender, excelling against particular attacking rosters designed to pull off a “smoke execute” with the intent of planting the defuser. He is rounded out a bit though as a two-speed, two-armor operator who brings mediocre fire power with some of the best secondary utility in the game. As an added bonus he is perhaps the most suave operator in the game with unmatched impeccable style.
 
WARDEN’S GADGET
Warden comes equipped with the Glance Smart Glasses. Upon activation, the glasses grant immunity to blinding effects from flash grenades, Blitz’s shield, and Ying’s candelas. If already blinded, the glasses will cleanse this, returning vision. Additionally, Warden gains vision through smoke, though the clarity fades with positional changes including walking, leaning, and crouching. Standing still will cause clarity to return shortly. The glasses function using a charge mechanic. They drain over the course of 10 seconds and recharge over 12 seconds. As long as the glasses have roughly one third of the charge, Warden can activate them.
 
PLAYSTYLE & COUNTERS
Warden best uses these glasses to gun down the attacker going for defuser-plant. They also allow you to perform as a thorn in the side of attackers, enabling you to hold positions that are difficult to deal with – positions that attackers traditionally use flash bangs to handle. As for counters, watch out for Thatcher, since his EMPs will disable your glasses. If zapped by Twitch’s drone, the same will occur. IQ can also detect your position while your glasses are in use, which can leave you vulnerable to wall-bangs and prefires in certain situations. You are also incredibly vulnerable to a well-cooked frag grenade and Capitao’s fire bolts. Zofia’s concussion grenades will still affect you completely, and Glaz is a formidable foe since he can see through smoke as well.
 
LOADOUT
Warden brings either the MPX or the M590A1. The MPX offers an SMG with virtually no recoil at the expense of pitiful damage output. As of Operation Shadow Legacy, you can equip it with the 1.5x scope, which combined with its tasty fire rate of 830, makes it a headshot machine. The M590A1 allows Warden to remodel site as well as hold very tight angles. This CQB shotgun favors the playstyle that aims to be a nuisance for attackers to deal with. As for secondaries, Warden brings either the P-10C or the SMG-12. The SMG-12 is very difficult to use, especially at range, but provides a fully automatic weapon for those who bring the shotgun, and performs much better in close quarters than the MPX. The P-10C, in contrast, is blessed with a clean sight and some low recoil, with respectable damage and low recoil. Great for spicy long-range 1 taps!
 
The Nitro Cell is perhaps the best secondary gadget available to defenders. With it you can take out attackers above you through destructible ceilings, or toss it over some cover from a safe position, detonating it to wipe out attackers. This is also the best gadget in the game for securing multi-kills. It fits well into Warden’s kit for use as plant-denial.
 
The Deployable Shield is an amazing choice as well. It creates additional positions for defenders to play on site while watching key areas. While covering these areas you can prefire at attackers thanks to the intel gained via the see-through slits. As an added bonus, this allows you to bring a gadget which forces attackers to expend their own utility in order to deal with it.
 
DEFENDER BOMBSITES
 
BOMB SITE 1 – Consul Office (2F) & Meeting Room (2F)
This site on the top floor tends to be the preferred site for most teams. The most difficult part of defending the site is when attackers establish multiple rappels on the many windows surrounding site, cutting off site rotations. The glass on the windows can be shot out to better hear rappels and respond early. Waiting Room, the connector, is the strongest window for attackers to rappel on, but they also rappel on the site windows and other nearby windows. Attackers pushing into the building may push primarily from Administration Office or Yellow Stairs, but may also flank either Visa or Spiral Stairs.
 
Reinforcing this Closet completely allows you to play on ping to cover the windows, which attackers frequently try to smoke off in order to plant in Consul Office. Just watch for grenades sailing over the top of the reinforcements from Yellow Stairs Skylight. If you need to you can always drop the hatch.
 
Placing a shield here gives you the ability to cover attackers pushing through the Bathroom, Spiral Stairs, or up the Long Desk Hallway.
 
With a line of sight here you can even cover Meeting doorway.
 
This reinforcement keeps you from getting wallbanged by attackers rappelling Connector window. Making the rotate here gives you access to the angle mentioned above. And these Punch Holes allow you to peek from behind soft cover without attackers knowing your precise location.
 
 
BOMB SITE 2 – Lobby (1F) & Press Room (1F)
Lobby & Press Room are best defended with aggressive peeking to waste time and eventually plant denial. Attackers mostly just need to make sure roamers aren’t watching from above before attempting a smoke plant in Lobby, but if Press Room is caught unattended, they may instead swing in there to plant, or rush from Yellow Stairs.
 
Any good Lobby hold depends on a well-reinforced Bathroom. You don't have much to do during Prep phase so start by putting up these four walls.
 
Place your shield here and smash all the furniture in Antechamber. Breaking the window slightly allows you contest attackers outside when needed without making a sound cue before doing so.
 
From behind the shield you can cover the smoke plant. Attackers usually will smoke off the front door and try to plant on ping.
 
When forced to peek outside, watch for attackers back by the gate, as well as rappelling up on the Pillar Balcony.
 
There is also this deep angle to watch out for. Be careful moving past here not to get picked off by an attacker way in the back.
 
This is another commonly-held deep angle by the Police Line Spawn. It also makes for a good spawn peek if you are feeling confident.
 
 
BOMB SITE 3 – Archives (B) & Tellers (1F)
This split site rarely sees play, so if you have a full squad build a pocket strat for it and you can probably grab some easy rounds. It requires a coordinated team that can spread out between floors effectively, which can be difficult to achieve. You will need to maintain control over Visa stairs, and Admin hatch plus the hallway hatch by Tellers. Attackers like to push into Lobby and Consul, looking to flank Tellers. They also may push Archives from Garage and Cafe through Lockers and Red hallway.
 
Tellers is most often the site attackers try to plant in. Playing in here will allow you to withstand their efforts to flash you out of this small room. Just be sure you have all these corners reinforced and this rotate available in case you need an exit.
 
Another way out is through this Hallway hatch. You will want the single panel reinforced to protect this rotate and to keep you from getting wall-banged when you're in Tellers. Dropping here is a nice, quick route to the site below.
 
This reinforcement will help to keep you safe once you drop. From below you can even still cover attackers entering Tellers through these shotgun holes. This angle is particularly strong because they will have to turn around after entering to contest you. But it is vulnerable to the hatch above as well.
 
You can also swing over to this side to watch the Tellers door from these holes
 
If attackers do make it inside they will try to plant behind the bomb or up on this desk to avoid your nitro tosses if they are wise. So consider making some holes here to deny them from making this play.
 
Another position they may try to plant is between the desks. This hole will give you an angle on them. Or you could always toss a nitro here.
 
 
BOMB SITE 4 – Cafeteria (B) & Garage (B)
This site has been popular in the past, but may become less so with the addition of Ace. Reinforce Garage wall, Lobby and Bathroom hatches , and Visa hatches as well. Someone should play Pipes to keep an eye on Yellow Stairs and Locker Hallway. Someone should play in Café to deny flanks coming through Red Hall. And a roamer should be ready to pounce on attackers should they play vertically in Piano.
 
One way to play Garage with Warden is to aggressively hold White Van, since this is a common area for attackers to push after blinding the defense. A shield here can help, but you may want a nitro or shotgun to deal with the vertical pressure.
 
Another place to play is back in Cafeteria where you have pretty reliable coverage of the entrances to site through Garage wall. If hatch is opened, this position will certainly be weakened though.
 
Alternatively you can play by Pipes, watching for attackers entering site from here, using a deployable shield as added cover to move between. If you could get a teammate to bring a shield too, you can use this along with the one by Cafeteria door. This is particularly strong if the hatch is protected by Kaid.
 
From pipes you can even creep up to hold Yellow Stairs, an area that is commonly pushed using blinding utility.

Guide to Playing Warden on Consulate +23
Guide to Playing Warden on Consulate
drTaperdown
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verified LV.19 Big Chungus 10mo

A guide to using Finka on Villa

■ Using Finka on Villa
Villa is a small map, with three floors. The building features many small rooms and a lot of tight narrow hallways. Attackers can use these many interconnected rooms to their advantage, flanking defenders and catching them by surprise.
 
Finka is a two speed, two armor operator whois great for supporting pushes into the objective.
Finka's Adrenal Surge gives her team a short boost in HP, pick up allies that have been downed, and also steady the team’s aim. These three effects are all being tied together making this ability very powerful. This ability gives a boost of 20 HP to the attacking team for a few seconds.
 
Finka has the choice of three weapons. The first option is the SPEAR .308 Assault Rifle. This weapon offers excellent damage output with minimal recoil. It is hard to find a negative argument as to why you would pick this weapon.
 
The second option is the 6P41 LMG offers a slower ADS time and more recoil than the SPEAR .308. The benefit to this weapon is that it offers a massive clip of 100 bullets allowing you to prefire and suppress enemies with confidence.
 
The final option is the SASG-12 Shotgun. It is hard to make a case for choosing this weapon over the other options. However, If you are just playing to have some fun, I heavily recommend combining using Finka’s ability while rushing the objective with this shotgun, you are guaranteed to have fun!
 
Finka also has the option of two semi-automatic handguns. Try out both and pick what feels the best for you.
 
You can choose to either use breach charges or frag grenades for your secondary gadget.
▲ The sites you will have to attack on Villa.
 
▶ In case, the site is located at '2F Aviator Room ~ 2F Games Room'
Games Room, Bomb Site A, is a site with only one door as an entry point. On the surface this site may look easy to defend, but the destruction of the breakable walls in this room can leave defenders very exposed. This is where the importance of hard breachers comes into effect.
▲ This is usually a hotly contested area. Ideally you will have a hard breacher on your team that can create an opening into one of the bomb sites from this position.
▲ Beware of defenders in this hallway as you enter the Study.
 
There is a connecting room between the bomb sites in the form of the Hunting Vault. This provides great cover to defenders so expect enemies to be anchoring here. The use of gadgets and stun grenades can assist you in clearing out enemies from this Hunting Vault. However attackers will expect defenders to be in this area, and will be maintaining the sight.
▲ Bomb Site A can be accessed by a single door.
 
Aviator Room, Bomb Site B, is a room with two entry points. This room also has less cover available, making it a difficult site anchor in. The main point of entry for attackers is usually through the Office. This room, which connects to Bomb Site B, has a door and window which leads directly outside. Use your superior assault rifles to engage your opponents at range. It has another door that leads to the main staircase which attackers can use to gain access to the second floor. Expect a fight in this Office.
▲ The view from inside Bomb Site B, beware of enemies anchoring inside the Hunting Vault.
▲ You can also access Bomb Site B from the Landing.
 
▶ In case, the site is located at '2F Trophy Room ~ 2F Statuary Room'
These two bomb sites combined almost form a ‘U’ shape. They have open archways allowing both defenders and attackers alike to look into both the two sites simultaneously from a variety of angles.
 
Statuary Room, Bomb Site A, provides little cover to defenders while also giving them 3 angles to defend. The main points of entry are the door at the top of the room, close to the statue, and also the door leading to the Master Bedroom. This Master bedroom area has many windows leading directly outside. Attackers can stand on the rooftop and engage you and your teammates from this position making it a popular point of entry for attackers.
▲ How the bomb sites connect to one another.
 
The other door in Bomb Site A leads to a connecting room between the sites, Astronomy Room. This room provides some good cover and holding this room can deny attackers this angle of attack. Astronomy room has a staircase which directly enters the room as well as a door leading to the Master Bedroom. If you are coming from Master Bedroom expect defenders to be taking cover behind the desk in Astronomy room.
▲ Expect enemies to be in the Astronomy room.
▲ You can use Back Stairs to reach the Astronomy Room also.
 
Trophy Room, Bomb Site B, is a small room with some cover in the center. It connects to Astronomy Room. The other door in this site leads to the rest of the top floor. Attackers of this site will have to be mindful of the archways exposing them to sight lines which stretch all the way back to Master Bedroom, which is adjacent to Bomb Site A.
▲ This window leads to Master Bedroom.
▲ You can reach both bombsites from inside the building by passing through the Classical Hall.
 
▶ In case, the site is located at '1F Living Room ~ 1F Library'
Living Room, Bomb Site A, is a large room with a lot of entry points. One to take special note of is the window leading directly outside, this is not in plain view. This window leads into a tiny room which then subsequently leads into Living Room.
The other entrances are the two doors at the top of the room. Use these alternate points of entry to full effect, coordinating a multifaceted attack with your teammates to overwhelm any defenders anchoring inside.
▲ This large door leads to both bomb sites.
▲ How the bomb sites connect to one another.
 
Library, Bomb Site B, is connected directly to Living Room by a door. It has a small room which can be considered as a part of this site. This smaller room has breakable walls can be reinforced and used as additional cover, or opened up to create additional angles of the hallways surrounding these bomb sites. Beware of defender creating “kill holes” here. The other door in Library leads out to a landing at the bottom of main stairs. This landing is also close to some of the main ground floor entrances to the building. This is where you will more than likely be approaching from as an attacker. You will have to be mindful of the stairs that may be used by defenders to roam around the map.
▲ You can reach the bomb sites through Skylight Hallway.
▲ Notice how close this window is to the bomb sites.
 
▶ In case, the site is located at '1F Dining Room ~ 1F Kitchen'
Dining Room, Bomb Site A, is a medium sized room which can become exposed quickly. It has doors leading to some of the main entry points that attackers can use to enter the building. In fact, both of these bomb site’s proximity to the entrances leading outside make these sites difficult to defend. Attackers can quickly create lines of sight and get in close to the objectives very quickly. The two main doorways into Dining room, which are on the same side of the room, making it easier for defenders to defeat you here.
▲ The winding Back Hallway connects to the bomb sites.
▲ The bomb sites are directly connected to one another.
▲ You can reach the bomb sites by traversing through the basement.
 
Kitchen, Bomb Site B, has many points of entry. These doors leading into this site are also at differing angles, making anchoring here difficult. Expect attackers to come quickly due to this site’s proximity to easy-to-access entrances which can be opened up easily.
▲ Not the proximity of this room to the bomb sites.

A guide to using Finka on Villa +18
A guide to using Finka on Villa
Shampy
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verified LV.20 S 10mo

A guide to using Maverick on Theme Park

■ Using Maverick on Theme Park
Theme Park is a small to medium sized map with 2 floors of elevation. It features long hallways and providing far reaching sight lines. There are many rooms branching off from these hallways that provide many angles from which to attack your enemy.
 
Maverick is a three-speed, one armor breaching operator. Maverick’s gadget, the breaching torch, can breach any surface, including reinforced walls and hatches. It requires a steady hand and knowledge of the environment to create small holes and lines of sight. Maverick must be in close range to use his gadget on the chosen surface. This torch makes almost no sound but it runs out of fuel quickly. Nevertheless, the high precision of this gadget makes it a very creative tool to use hands-on without relying on digital technology.
 
Maverick has the choice between two primary weapons. The first is the AR-15.50 Assault Rifle. This powerful, single-shot rifle offers less damage output than the other DMRs in the game, but also less recoil. However, this comes at the expense of being a single fire weapon, with only 10 bullets per magazine, forcing you to land your shots. It is hard to recommend this weapon over Maverick’s other primary weapon option.
 
The M4 Assault Rifle, is a more standard issue assault rifle. Its got average stats across the board, offering decent damage output, with low to moderate recoil. This is a very easy gun for new players to use.
 
Maverick does not get a choice of secondary weapon. He is equipped with the 1911 TACOPS handgun, which is a very capable pistol.
 
Maverick has the choice between frag grenades or a claymore. Both can be very useful depending on the situation. Claymores are great for covering your flank when you are planning to approach a reinforced wall with your blow torch in hand.
 
However, frag grenades are especially useful when playing as Maverick. You can create a small opening in a reinforced wall with your blow torch, and then proceed to throw your frag grenades through this hole.
 
▲ The sites you will have to attack on Theme Park.
 
▶ In case, the site is located at '2F Initiation Room ~ 2F Office'
Office, Bomb Site A, is a medium sized room with two main points of entry. The first is a door leading to a bathroom which you and your teammates use to get up close and personal. The other entry point is the large door which opens up onto a wide hallway which cuts through both bomb sites.If you can hold a maintain a sight line of the hallway between the sites you can make life very difficult for defenders. To traverse between the bombs, defenders will have to cross this hallway, being open to attackers while they do so.
▲ The view from inside Bomb Site A.
▲ The hallway between the bomb sites.
 
Initiation Room, Bomb Site B, is a small room with good cover. It has two doors. One leading to the wide hallway mentioned above, with the other acting as another point of entry for attackers. Opening any of the breakable walls in this site will leave defenders who happen to be in this room very exposed.
▲ This window provides you with a good sight line of Bomb Site B.
▲ This bathroom is adjacent to Bomb Site A. This window can provide you with a sight line into the bomb site.
▲ From Yellow Stairs you can create the following openings into Bomb Site A. You may need your blow torch to do this as this wall is usually reinforced.
 
▶ In case, the site is located at '2F Bunk ~ 2F Daycare'
Daycare, Bomb Site A, is a small room with two doors facing one another. There are two breakable walls between these doors. Holding these angles simultaneously can be difficult for defenders, however this room does provide some decent cover. You and your team should attack this site from different directions forcing the defenders inside to react quickly.
▲ The Upper Arcade connects the two bomb sites.
 
Bunk, Bomb Site B has three entry points. These sites are surrounded by long narrow hallways. Controlling these long narrow hallways will be key to successfully attacking this site. There is the balcony which is connected directly to Bomb Site B which provides sight lines of the stairway below. Bomb Site B has a large door which has a sight down the other hallway which leads to another staircase. By controlling these stairways attackers can stop defenders from moving through the map safely.
▲ The Yellow Stairs provides a direct view of Bomb Site A.
▲ This window provides a view into the bomb site, however defenders will be prepared to defend this window.
▲ Defenders will have a view of you as you come up Arcade Stairs.
 
▶ In case, the site is located at '1F Armory ~ 1F Throne Room'
These separate sites can also be viewed as one large site. The only separation between these sites is in the form of a large door and two breakable walls which can easily be opened.
There are three doors in which attackers can enter these sites. One facing the dragon room and stairs, the other two forming a long hallway, of which defenders should be easily able to maintain control. This means that breaching the reinforced walls of these sites is absolutely necessary. If you do not your opponents will have to only consider two separate directions of attack.
▲ How the bomb sites are connected to one another.
 
There is a breakable ceiling above Bomb Site A so beware of the usual suspects, Buck, Sledge and Fuze. They can cause havoc from above. The number of breakable walls make this site a challenge for defenders.
▲ This door is one of only two doorways leading into the bomb sites.
▲ You can use the Dragon Stairs area on the second floor as a vantage point.
▲ This main entrance to the building can get you in close proximity to both bomb sites, however expect to encounter resistance here.
 
Considering there are only two doors that lead into the site, having an effective hard breacher is extremely important. As Maverick, open up sections of reinforced walls. This will keep the defenders anchoring inside on their toes, and give them more to think about than just the two doors.
 
▲ Use your blow torch to create openings.
 
▶ In case, the site is located at '1F Lab ~ 1F Storage'
Lab, Bomb Site A, is a medium sized room with one main access point in the form of a large door. There are also breakable walls which will probably be reinforced. Opening one of the breakable walls in this site using a hard breacher will assist you greatly. This will give the defending team more to think about other than the single large door which leads into the site.
▲ You can use this window to get a sight line into the bomb sites.
 
Storage, Bomb Site B, is a small room with decent cover. It has one window leading directly to outside. This window is very accessible for you and your teammates. Once opened you can hold various angles and try to pick off defenders. There are no breakable walls in this site other than the one leading to Bomb Site A.
▲ From Arcade Entrance, this large door is the only route into Bomb Site A.
▲ How the sites connect to one another.
 
One of the two doors in this room leads to the other bomb site. The other leads to a bathroom. This bathroom has decent cover but also a window that leads outside. If you can get control of this bathroom you may be able to flank the defenders inside, as long as they are focusing on the large door that leads into Bomb Site A.
▲ The bathroom that connects to Bomb Site B. This window can be used to gain control of this room.

A guide to using Maverick on Theme Park +18
A guide to using Maverick on Theme Park
Shampy
Shampy Shampy
verified LV.20 S 10mo

Guide to playing ‘Mute’ in ‘Border’

Border is a small building-type battlefield consisting only of the 1F and 2F. The battlefield is quite narrow, so no Bombsite has enough room for the defensive team to settle down, so they have to use the entire floor to defend. For this reason, it is more effective to actively block offensive teams from around Bombsite rather than wait for them to come. For example, when an offensive team attacks outside the building through a window, it is better to deal with it by doing a run-out play.
 
While the Objective Location has only one place on the 2F, it features three locations on the 1F. The battlefield itself is not wide enough, but three out of four Bombsite are on the 1F, so the offensive team should also try Vertical play on the 2F. There are many hatches on the 2F that connect with Bombsite on the 1F, so it is inevitable to place defensive members on the 2F to make the map wider.
 
 
▲ In Border, the Bombsite on the 2F is usually preferred.
 
 
Mute has the ability to install Signal Disruptors that disables all of the offensive team's electronic equipment in a certain range. Four Signal Disruptors can be installed in a round, and are usually installed on the way where the offensive team drones go, blocking the information gathering by the offensive team or installing it behind the main reinforcement wall to prevent the explosion of the breaching equipment. In particular, it is better to leave the reinforced wall to Bandit or Kaid, as the drone blocking ability is only one of the two in the defensive team along with Mozzie.
 
Mute, like Smoke belonging to SAS, can use the SMG-11 Machine Pistol as the Secondary Weapon; players often use the SMG-11 with the M590A1 Shotgun as the Primary Weapon. The M590A1 shotgun itself has such a high collection rate that it can be overpowered from a rather long distance, and Impact Grenade can be used instead if a Remodel work is required within the Bombsite. However, keep in mind that SMG-11 is difficult to use at long distances because of its big recoil.
 
 
▲ Secondary Weapon, SMG-11, which has a high fire rate of 1270, but its recoil is enormous and capacity is small.
 
 
▣ In case, the site is '1F Customs Inspections ~ 1F Supply Room'
 
There are two walls that are connected to the outside on the Detention close to both Bombsite, and it is important for the defensive team to reinforce and prevent them. It is also good to install a Signal Disruptor behind this reinforced wall, but as mentioned earlier, it is recommended to use the Signal Disruptor to block the offensive team's drones, so if the team has Bandit or Kaid, it is better to let them defend it. On the contrary, it would be better to have a Signal Disruptor installed if the team doesn’t have both of them.
 
If you use MP5K for a long-range attack, it is possible to do run-out play through the Exit Hallway door or the Ventilation Room window and raid the offensive team that tries to breach the reinforced wall. However, if there are several offensive teams that are breaching, there is a risk of being attacked in reverse, and if you are unlucky, you may end up giving a kill to the offensive team.
 
There are two hatches in the security room on the 2F that leads to the Customs Inspections, so the defensive team should also consider the offensive team targeting the hatch, Vertical play, and Hatch Drop. One of these hatches, in particular, is located just above the Customs Inspections bomb, making it difficult for the defensive team to hide inside the Bombsite if this angle is taken away. Therefore, it is recommended that at least one person be on standby and respond according to the movements of the offensive team.
 
 
▲ The Detention Reinforcement Wall, which is the core of the attack, and there can be an offensive team that makes a hole in the top of the reinforcement wall and throws Frag Grenade, so be careful.
 
▲ You can do run-out play through Exit Hallway or Ventilation Room windows and raid the offensive team's hard-breachers.
 
▲ The basic operation is to block drones by installing a Signal Disruptor around the Bombsite entrance.
 
▲ A location that protects the reinforced walls and also blocks the drone's path on the opposite side to some extent.
 
▲ Install it close to the corner of the Supply Room to block drone access across the aisle.
 
▲ If you're using the M590A1 shotgun, make a hole in this side so that you can look at the Supply Room from the Customs Inspection.
 
▲ Giving the 2F security room hatch to the offensive team is dangerous as most of the Bombsite is exposed from here.
 
 
▣ In case, the site is '1F Ventilation Room ~ 1F Workshop'
 
Outside the building, there are two angles that can keep the Ventilation Room in check, so virtually every corner of the Ventilation Room is captured in the offensive team's sight. In other words, there is no room for the defensive team to hide in the Ventilation Room. Because of this, the defensive team has to make a rotation through the Server Room wall and defend at the Server Room. Installing Mira's Black Mirror in the direction of the Ventilation Room and defending based on it is often seen.
 
The problem is that there are also hatches on the 2F that leads to the Server Room and Workshop. These hatches are also located directly above Bombsite, and unlike the CCTV Room, the floors here are all made of breakable materials, making them highly vulnerable to Vertical play. That's why it is essential to have defense members on the 2F, similar to the defense in the Customs Inspections.
 
If you do run-out play from the 2F Archives or the Armory Lockers window, you can also catch a checking offensive team at the Ventilation Room window. When defending on the 2F, it's worth a try if you get a briefing from team members that the offensive team is in the Ventilation Room window.
 
 
▲ If you're using a shotgun, the first thing to do is to make a hole here to create a rotation to the Ventilation Room.
 
▲ It is the basis of a defense to confront the outside-building offensive team in the Server Room that aims for the Ventilation Room.
 
▲ At the Bathroom on the opposite side, it would be better to defense if you make a rotation and make it a defensive team’s area.
 
▲ Location of drone holes in the Workshop, it’s good to install a Signal Disruptor here.
 
▲ The 2F Archives hatch, this hatch is connected to the workshop. It's dangerous to lose either one of them to the offensive team.
 
▲ You can do run-out play through the window from the Archives on the 2F to target the offensive team outside the Ventilation Room window.
 
 
▣ In case, the site is '1F Bathroom ~ 1F Tellers'
 
There are two walls connected to the outside in the Tellers, so engagements are held mainly here. However, the situation is completely different from the Detention reinforced wall described above, if the offensive team checks here, as there is a window right next to the reinforcement wall, Shock Wire or Electroclaw behind the reinforcement wall can be easily destroyed. Naturally, neither Bandit nor Kaid can do Bandit Trick. For this reason, the defense must be continued with the assumption that the wall will be breached unconditionally.
 
It seems to be a hopeless situation for the defensive team, but even if the wall is pierced, the offensive team cannot keep the entire Tellers Bombsite in check, so it is not that helpless. If the defensive team defends by opening the hatch from the 2F Office and looking down, they could catch an offensive team entering through the Tellers reinforcement wall. Because of this, neither would the offensive team try to penetrate inside Bombsite.
 
You can break the Archives or Office windows, do a run-out play, and raid an offensive team keeping Tellers in check outside the building. As always, however, doing run-out play has great risks, so be careful of the offensive team's counterattack.
 
 
▲ The Tellers wall has a window right next to it, so it's hard to stop the offensive team from breaching.
 
▲ There is also a way to target the offensive team through the hatch at the offices on the 2F assuming the Tellers wall will be breached.
 
▲ It would be better to reinforce the three walls of the Offices when playing defense here.
 
▲ When defending inside Bombsite, be careful of the sniper from this window, never expose the angle of getting shot.
 
▲ Depending on the situation, you can do run-out play like jumping over the Offices window to the 1F……
 
▲ Or the method of running out through the Archives window mentioned above is also valid.
 
▲ The drone hole in the Bathroom, if necessary, install a Signal Disruptor.
 
 
▣ In case, the site is '2F Armory Lockers ~ 2F Archives'
 
It is the only place where Bombsite is created on the 2F, and unlike other places, there is no risk of Vertical play, so it’s the easiest place for the defensive team to defend. Perhaps that's why it's the most frequently selected Objective Location in Borders.
 
There’s Balcony where the offensive team can stand on all sides of the 2F, the offensive team tends to come up here first and then start the attack. In particular, if the offensive team on the West Balcony breaks the wall leading to the Armory Lockers, Bombsite will be exposed immediately, which would be good for the defensive team to block in the Security Room. In addition, it is not bad for the defensive team to try a run-out play using the 2F Balcony.
 
The routes around Bombsite are usually narrow, so proper installation of Signal Disruptors as soon as the Preparation Phase starts may prevent drones from getting close to the Bombsite. Behind the reinforced wall of the Armory Lockers, if there is no Bandit or Kaid on the team, it would not be bad to install one of the Signal Disruptors.
 
 
▲ Let's set up a Signal Disruptor on the way to the drone.
 
▲ The most important reinforcement wall in the Armory Lockers, if possible, would be a good place to focus the defense gadgets.
 
▲ You can interfere with the breaching of the offensive team on the opposite side of the security room.
 
▲ If the Offices are taken away by the offensive team, they will try to breach this wall.
 
▲ Location of Signal Disruptor to block drones approaching from the North Balcony.
 
▲ Location of Signal Disruptor to block drones approaching the Break Room.
 
▲ It's also good for a defensive team member to do run-out play to the Balcony.

Guide to playing ‘Mute’ in ‘Border’ +28
Guide to playing ‘Mute’ in ‘Border’
RetroFlame77
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verified LV.24 Good Leader 10mo

Excerpt from 'Blitz on Club House':

"Blitz will provide value by carrying out the attacking teams secondary assault from CCTV through Construction. To do this, Blitz should breach the objective building through the first floor floor of Garage. Typically, the CCTV wall will be reinforced. This is because defenders will want to maintain positioning and map control inside of CCTV/Cash for as long as possible at the start of the round. Blitz will help counter this by first eliminating all defenders playing inside of Garage and then positioning himself on the second floor catwalk of Garage so as to eliminate the entry denial utility placed on the CCTV wall. This will then allow supporting hard breachers to open the CCTV wall. After doing so, defenders will be forced back into Cash and, inevitably, further back into Construction. From Cash and Construction, Blitz will then want to maintain the same pressure onto second floor defenders so as to successfully isolate all defenders back into Bedroom(A). This will support additional teammates applying pressure from the west onto the Jacuzzi wall and Gym(B) window as the attacking team will be maintaining a multi-dimensional attack onto both bomb sites."
 
ATTACKING
BLITZ - CLUB HOUSE
[2F] BEDROOM(A) - GYM(B)

Excerpt from 'Blitz on Club House':
footwork.
footwork. footwork.
verified LV.29 Legend 10mo

Guide to Playing Goyo on Theme Park

Theme Park, the Chinese map of operation Blood Orchid, is an abandoned spooky amusement park which has since been repurposed for rather devious activity. It features two very spread out floors and three staircases as well as two roof hatches. The map is essentially rectangular in shape, being split in half East to West. The choice between four viable bomb sites, and the time it takes for attackers to completely roam clear tends to leave the defending team in favor.
 
Goyo, the Mexican defender released during Operation Ember Rise, packs some serious firepower in his kit – in more ways than one! He is a two-speed, two-armor operator that excels at creating more aggressive defenses and expanding the positions defenders can play, while limiting attacker movement. He is able to waste time, provide cover for his teammates, and even trap his enemies.
 
GOYO’S GADGET
Goyo brings two Volcan shields which feature the glass slits you may peek through for intel just like regular deployable shields. Additionally, they are each modified with combustible gas canisters that detonate when triggered. Upon detonating, the shields explode, dealing 34 damage to nearby operators, and destroying other gadgets within 4 meters. Following the explosion, fire propagates to fill the area, burning any player caught for 12 points per second over the next 10 seconds. When finally forced off the shield, you may want to blow it up to deny the area and provide cover while rotating or dealing with attackers from a different angle.
 
SYNERGIES & COUNTERS
The gas canister can be shot or hit with a melee attack by any player behind the shield. So position it with the rear protected, and don’t accidentally punch it! You can coordinate with Maestro, as an Evil Eye behind the shield can zap it to detonate it. A Kapkan trap, placed at knee-height, will detonate the canister when both are placed in the same doorway as an attacker vaults over (if placed at ankle-height, attackers will dodge the Kapkan trap). The shield can be destroyed by Sledge’s hammer and Maverick’s torch, but when properly placed, and when a defender plays behind it as intended, this should be practically impossible, leaving attackers with one solution – EXPLOSIVES. Ash’s breaching round can be countered by electrifying the shield with a Bandit battery or Kaid’s Electroclaw. But all explosives are countered with Jaeger’s ADS or Wamai’s Mag-Nets. For this reason, the shield is often best placed offset if near doorways, instead of locking it in the doorway, so these gadgets can properly intercept projectiles.
 
****YELLOW PINGS IN THE GUIDE WILL OFTEN BE USED TO REPRESENT ADS PLACEMENTS***
 
LOADOUT
Goyo has two amazing guns to choose from – the Vector .45 ACP and the TCSG12. Most players will prefer the Vector .45 ACP with a vertical grip and compensator. But I run it with a flash hider for better burst since the magazine capacity is a bit small, especially given the high fire-rate. In some situations I plan on taking long-range engagements and equip the extended barrel. When the team needs it, you can bring the TCSG12 to help remodel the site. It also has a much better optical zoom for players that prefer it.
 
The Nitro Cell is perhaps the best secondary gadget available to defenders. With it you can take out attackers above you through destructible ceilings, or toss it over some cover from a safe position, detonating it to wipe out attackers. This is also the best gadget in the game for securing multi-kills. It has the added bonus of synergizing with the Volcan shield – place it safely behind the shield to detonate it when an attacker treads too close for an instant kill.
 
The Proximity Alarm can be a decent choice too though. Place it to alert teammates to incoming flanks or use it to inform the team when attackers are close to a Volcan. Shooting the canister in response can potentially secure a kill, or at least deal some serious damage and bide some time.
 
DEFENDER BOMBSITES
 
BOMB SITE 1 – Initiation Room [2F] and Office [2F]
Initiation and Office are split apart by Waiting Room, which is itself quite exposed and risky to play in. This makes it easy for attackers to cut off rotations between sites when attacking from the West, forcing defenders to rotate instead through the hallway between Cash and Control Room. Beware the roof hatches above Yellow Corridor and Control Room providing attackers quick access to site. The site can also be held by extending into Cash and Control or instead stretching into Bunk and Cafe for more elaborate setups.
 
This Volcan helps establish control over Control Room Hallway. Play around it and the reinforcements to also keep an eye on Cash Room.
 
Place this Volcan by the bench so you could rotate around if the push comes through Waiting. Opening a rotate to Initiation gives you quick access to either site from the shield.
 
Alternatively, use this Volcan and rotate to focus more on contesting Bunk. This is particularly useful if you have a roamer playing in there.
 
 
BOMB SITE 2 – Bunk [2F] and Day Care [2F]
A rather popular site, Bunk and Day Care are surrounded by three hallways and Break Room. Attackers will likely push from Cafe, and possibly up Yellow or Arcade Stairs. Be wary as well of the hatch in the hallway by the vending machine that attackers may drop. The other push comes from Cash and Control in through Initiation to breach Bunk wall. There is also always the threat of attackers rappelling into Break Room to flank site.
 
This Volcan is easily protected by either Jaeger's ADS or Wamai's discs and can stall out a push into Cafe, potentially netting a pick in the process. Just be careful for attackers creeping up Yellow Stairs or dropping the hallway hatch.
 
This Volcan works to prevent attackers from entering through Cafe balcony as well and is positioned aggressively near the window. This will keep attackers concerned about peeks or run outs from here until dealt with.
 
This Volcan sits just behind the arcade machine on Arcade Balcony with an ADS on the machine to keep it safe. You may also want to have Wamai throw some discs on the balcony railing in case attackers try to throw grenades from below. This rotate and reinforcement back by Kitchen give you more pathways to move through and extra cover to play around.
 
 
BOMB SITE 3 – Armory [1F] and Throne Room [1F]
This is widely considered to be the most defender-favored site. The reason for this is because there are many different ways to deny breaching of the three reinforced walls, and the ceiling above Throne Room is indestructible. Given that the tops of the panels can be shot open, impact tricking is viable, or teammates can throw C4s over the reinforcements, and of course traditional breach denial operators work well. Be sure someone is keeping an eye on Split from either side to easily trade kills on attackers pushing through.
 
This Volcan allows you to aggressively peek the doorway and creates a sort of island of cover to play around. Create even more cover to rotate to by reinforcing the side panels between sites.
 
Open up some holes above any of the site walls with the TCSG to hurl nitros at attackers going for the breach.
 
You can place a Volcan behind Throne but a well placed grenade through this drone hole may spell your end. Consider a second ADS placed above it. If you get intel that attackers will breach barrels instead, simply move the shield to the other side, facing the other direction!
 
Another great Volcan is one watching Split for flanking attackers or any trying to drop the hatch. This makes the Furnace much safer to play. Especially if you reinforce this wall between sites so you aren't wall banged by attackers near Dragon Statue.
 
Alternatively, place the shield in Split door itself. This is particularly good if the hatch is covered with an Electroclaw and Kapkan adds a trap to combo your Volcan.
 
 
BOMB SITE 4 – Lab [1F] and Storage [1F]
This site can be defended in a few ways. One option is to send a few roamers above to to cover site entrances using holes in the flooring. Another is to extend the defense into Armory and Throne Room by reinforcing East and West Throne Wall, effectively granting control over the site flank and creating a safe area for roamers above to retreat using Split hatch. To complete this strategy someone should open a line of sight onto Yellow Stairs from Armory using a shotgun. Attackers tend to push upstairs to establish vertical control, but if they get a pick by Bathroom or Storage they may simply rotate to site to plant.
 
Controlling the entry point to bathroom is vital to winning a Lab defense. Extend site into the surrounding hallway to better watch the flank and protect the rotate with this Volcan. Wamai discs in the rafters above will keep it safe.
 
Just be sure the reinforcements behind the shield are reinforced and be wary of attackers flanking through Throne or dropping this hatch. You may want to consider reinforcing the hatch or having a roamer play above to protect it from being opened.
 
The rest of the walls in this hallway should be reinforced too. Watch out for attackers holding an angle down this hallway from Arcade Stairs when rotating through here.
 
A second Volcan can be used to deny entry through Bathroom window. The ceiling above is soft though, making the nitro cell a good pickup for whoever plays this shield. Position the shield like this so it is not easily shot by attackers in the hallway.
 
If you opt into a Throne extension, reinforce East throne walls and cover this doorway with an alarm and Volcan. This rotate behind the Volcan will allow you to detonate it or move towards it to peek.
 
Create lines of sight in Armory wall to watch for attackers pushing down Yellow Stairs or into Toilet. You can even see into Storage from this angle.

Guide to Playing Goyo on Theme Park +20
Guide to Playing Goyo on Theme Park
drTaperdown
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verified LV.19 Big Chungus 10mo

A guide to using Maverick on Kafe Dostoyevsky

■ Using Maverick on Kafe Dostoyevsky
Kafe Dotsoyevsky is a medium to large sized map with 3 floors of elevation. This map features small to medium sized room with lots of narrow hallways connecting them. The hallways in this map almost form a square shape with rooms branching out at different points. This makes roaming on this map popular. Defenders have the ability to spawn peak most of the spawn locations due to the high number of windows. This means the attacking team will have to be cautious on their approach.
 
Maverick is a three-speed, one armor breaching operator. Maverick’s gadget, the breaching torch, can breach any surface, including reinforced walls and hatches. It requires a steady hand and knowledge of the environment to create small holes and lines of sight. Maverick must be in close range to use his gadget on the chosen surface. This torch makes almost no sound but it runs out of fuel quickly. Nevertheless, the high precision of this gadget makes it a very creative tool to use hands-on without relying on digital technology.
 
Maverick has the choice between two primary weapons. The first is the AR-15.50 Assault Rifle. This powerful, single-shot rifle offers less damage output than the other DMRs in the game, but also less recoil. However, this comes at the expense of being a single fire weapon, with only 10 bullets per magazine, forcing you to land your shots. It is hard to recommend this weapon over Maverick’s other primary weapon option.
 
The M4 Assault Rifle, is a more standard issue assault rifle. Its got average stats across the board, offering decent damage output, with low to moderate recoil. This is a very easy gun for new players to use.
 
Maverick does not get a choice of secondary weapon. He is equipped with the 1911 TACOPS handgun, which is a very capable pistol.
 
Maverick has the choice between frag grenades or a claymore. Both can be very useful depending on the situation. Claymores are great for covering your flank when you are planning to approach a reinforced wall with your blow torch in hand.
 
However, frag grenades are especially useful when playing as Maverick. You can create a small opening in a reinforced wall with your blow torch, and then proceed to throw your frag grenades through this hole.
▲ The sites you will have to attack on Kafe Dotsoyevsky.
 
▶ In case, the site is located at '3F Bar ~ 3F Cocktail Lounge'
Cocktail Lounge, Bomb Site A, is situated on the balcony with a view of both the floor below, and the balcony on the other side of the room. Attackers will have to mindful of several entry points. The main point of entry to this room is the entrance which leads to Back Stairs and the Washroom Corridor. Expect resistance at the top of these stairs and associated hallway.
 
Another entry point to Bomb Site A is through a single window in a connecting room. Defenders will more than likely be defending this window, it can be a dangerous route for attackers.
▲ These two windows are useful when attacking these bomb sites.
▲ The White Stairs are notoriously dangerous thanks to the view defenders will have as you come up.
 
Bar, Bomb Site B, is a large room with many entry points. To successfully attack this site you will have to also mindful of enemies that may be anchoring in Bomb Site B, as these sites are connected to one another. There is a skylight above Bar, which is a popular point of attack. You and your teammates can reach this point by rappelling to the rooftop. Use this skylight to throw your grenades and gadgets towards defenders, while also creating angles and sight lines to keep the defenders pinned down.
▲ Bomb Sight B, notice the skylight directly overhead.
▲ The skylight on the roof provides attackers with excellent angles.
 
There is an adjacent room, Bar Freezer, which is a room that can provide some cover for defenders, expect your opponents to be hiding here when traversing this area. However some sections of this room are in the view of the skylight mentioned earlier, use this to your advantage.
▲If you can successfully gain control of Cigar Lounge it can serve as the foundation for the rest of your attack.
 
The other entry point to this room is through the Cigar shop, a small narrow room which attackers must approach with caution. An opponent could be lying in wait holding an angle on this area.
If you and your teammates can gain control of the expansive Cigar Lounge on this floor, it will give you a great advantage, and will assist you greatly in your effort to win the round.
 
▶ In case, the site is located at '2F Fireplace Hall ~ 2F Mining Room'
Fireplace Hall, Bomb Site A, is a small room with three entry points. There is a window from where the attacker can see both sides of the room depending on which side they are peaking in from. You will have to rappel to this window stay hanging in order to maintain this line of sight. There is also a door and a fireplace where attackers and defenders alike will have to crouch in order to fit through it. Bomb Site A is relatively simple to defend given it has few entry points. However it is a small room so gadgets with an area of effect such as that of Ying or Fuze will be effective. The breakable wall in this room that is parallel to the stairwell is a great area to open up. It will more than likely be reinforced, however if you do manage to open up this wall, it will leave defenders in this room very exposed.
▲ Fireplace Hall, this window can provide you with access to the site.
▲ The stairs in relation to Bomb Site A. You can open this wall using your gadget if it is reinforced.
 
Mining Room, Bomb Site B, is a small room with many entry points. It features two large doors at right angles to one another and a window which views the entirety of this room.
Staying in this site is difficult given the number of directions attackers can come from. Use this to your advantage. Open the window and maintain the sight line in the hope of picking one or two opponents off as they move around the site. While this is happening the rest of your team can get in position and attack this room from using all the entry points available.
▲ You can stand and engage enemies in Bomb Site B though this window.
 
The connecting room, or the Train Museum, is a room which provides excellent cover and sight lines of both of the bomb sites . This room is frequently used by anchors thanks to the abundance of cover that can be utilized. However, the ceiling is completely destructible and features a hatch, which you and your teammates can use to flush out the enemy.
▲ Expect enemies to be anchoring in Train Museum.
▲ Use this hatch above Train Museum to gain the advantage over your enemies.
 
▶ In case, the site is located at '2F Reading Room ~ 2F Fireplace Hall'
Fireplace Hall, Bomb Site A, is a small room with 3 entry points. This is the same site which was mentioned above. In summary, there is a window from where the attacker can see both sides of the room depending on which side they are peaking in from. There is also a door and a fireplace that players have to crouch through. Bomb Site A is relatively simple to defend given its few entry points. However it is a small room so gadgets with an area of effect such as Ying’s or Fuze’s will be effective.
▲ Bomb Site A, you will have to watch the window and fireplace.
 
Reading Room, Bomb Site B, is an ‘L’ Shaped site with two points of entry. This room is quite susceptible to a multipronged attack. If you and your teammates coordinate your attack, it will require the enemies inside to have at least one person looking at each of the doors that lead into the room. Throw in some stun grenades or useful gadgets to improve your odds of success.
▲ This L-Shaped room provides good cover.
▲ Use this door located on the Terrace, in close proximity to Bomb Site B, to get access to the sites quickly.
▲ The stairs in relation to Bomb Site A.
 
The bombs are separated by a long hallway which defenders can access by a door leading directly to outside. This hallway also leads the all the way to another staircase and also to the door at the back of Bomb Site B. If you and your teammates can gain control of this hallway It will essentially cut off the defenders from one another. If the hallway is lost it will be very difficult for the opponents to get from one site to the other without crossing into your sight lines.
 
▶ In case, the site is located at '1F Kitchen Service ~ 1F Kitchen Cooking'
These bomb sites are separated by a large door and a breakable wall. If the breakable wall is destroyed these can be treated as one large site.
Kitchen Cooking, Bomb Site A, has one main point of entry. It is a doorway leading to a short hallway which has a wide window looking straight into the room, and a door that shoots off to the left, providing attackers with direct access into the site. There are many breakable walls in this site so use your reinforcements wisely. Get your hard breachers into a position where they can open the reinforced walls of this site, and you will have a high probability of winning the round.
▲This large door leads directly to the bomb sites. Expect defenders to be waiting behind this door.
▲When entering the sites be mindful of the window on the right. It exposes you to defenders’ line of sight.
 
Kitchen Service, Bomb Site B, has two main points of entry. There is a large door which is the main access point to this site. Defenders have ample cover to maintain sight lines and hold angles of this doorway, so beware entering through here. The other point of entry is a hatch in the back of Bomb Site B, in Freezer. The Freezer ceiling is completely destructible making holding this hatch from below quite difficult. Use this to your full advantage, there is a strong chance that you ill be able to pick up a kill by opening up this ceiling and hatch. The walls in the back of the freezer room are also destructible. These walls will more than likely be reinforced, but if you manage to open them it will but the defending team at a great disadvantage.
▲ This door at the Back Alley provides an alternate route to the bomb sites.
▲ Opening this wall will make life exceedingly difficult for defenders inside. You may need to use your torch as this wall is usually reinforced.
▲ Roaming to the floor above and opening this hatch can help clear out enemies anchoring on the floor below.

A guide to using Maverick on Kafe Dostoyevsky +19
A guide to using Maverick on Kafe Dostoyevsky
Shampy
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verified LV.20 S 10mo

A guide to using Finka on Outback

■ Using Finka on Outback
Outback is a small confined map, with two floors. Outback, with the exception of it’s garage area, is a map with many small rooms and a lot of tight narrow hallways. Attackers can use these many interconnected rooms to their advantage, flanking roaming defenders and catching them by surprise.
 
Finka is a two speed, two armor operator whois great for supporting pushes into the objective.
Finka's Adrenal Surge gives her team a short boost in HP, pick up allies that have been downed, and also steady the team’s aim. These three effects are all being tied together making this ability very powerful. This ability gives a boost of 20 HP to the attacking team for a few seconds.
 
Finka has the choice of three weapons. The first option is the SPEAR .308 Assault Rifle. This weapon offers excellent damage output with minimal recoil. It is hard to find a negative argument as to why you would pick this weapon.
 
The second option is the 6P41 LMG offers a slower ADS time and more recoil than the SPEAR .308. The benefit to this weapon is that it offers a massive clip of 100 bullets allowing you to prefire and suppress enemies with confidence.
 
The final option is the SASG-12 Shotgun. It is hard to make a case for choosing this weapon over the other options. However, If you are just playing to have some fun, I heavily recommend combining using Finka’s ability while rushing the objective with this shotgun, you are guaranteed to have fun!
 
Finka also has the option of two semi-automatic handguns. Try out both and pick what feels the best for you.
 
You can choose to either use breach charges or frag grenades for your secondary gadget.
▲ The sites you will have to attack on Outback.
 
▶ In case, the site is located at '2F Laundry ~ 2F Games Room'
 
These sites are quite far apart and are separated by a long hallway that encompasses much of the second floor. Attackers should look to control this area in its entirety and not just the individual bomb sites. You and your teammates can gain entry to the 2nd floor directly using the many windows and doors at your disposal.
 
Laundry, Bomb Site A, is a small room with two doors. One door opens out onto the hallway which connects the two sites. The other door leads to a landing which is connected to a staircase you can use to access the 2nd floor. Be cautious if you plan on moving up through the hallway. There are many doors branching off from this hallway, with defenders possibly anchoring inside.
▲ From the Back Stairs you can create an opening into Bomb Site A.
 
Games Room, Bomb Site B, is medium sized room with ample cover. It has a door which faces the rest of the 2nd floor. Outside the door you will notice a bull. Once in the mechanical bull area you should be relatively safe, if you have cleared out the rest of the floor beforehand. You can use this bull as cover as you peak into this site.
▲ You can use this door on the Terrace to get immediate access to the second floor.
▲ Expect heavy resistance to occur in this doorway.
▲ You can use Piano Stairs to reach the bomb sites.
▲ The long hallway that connects the bomb sites.
 
▲ This window can be used to get immediate access to the second floor.
 
▶ In case, the site is located at '2F Party Room ~ 2F Office'
Party Room, Bomb Site A, is a small room with two doors. The first leads into the Bomb Site B, the other opens out to the rest of the second floor. Any defenders anchoring in this small room will be very susceptible to any stun grenades or similar gadgets you have at your disposal.
▲ How the bomb sites connect to one another.
▲ This window on the Terrace will eventually lead you to the Mechanical Bull area, from there you can breach the Party Room.
 
Office, Bomb Site B, can become quite exposed. This is due to it being next to two main areas of attack. The first is the Garage and associated stairwell. If you and your teammates manage to gain control of the Garage you will have a sight line into both bomb sites. You will have to engage enemies at range if you decide to approach via the Garage, which should suit the attacking team if they are equipped with assault rifles, compared to defenders mostly having submachine guns.
▲ Bomb Site B, opens out onto the Garage. You will be quite exposed if you decide to use this route.
 
The other area which both sites are exposed to is the Office Supplies hallway which runs perpendicular to both sites. There is a window in this hallway that can be accessed from outside. Attackers should attempt to enter through this window as it gives them direct access to the sites, however expect heavy resistance. It will probably not be possible to do so unless you have already taken out some opponents already.
▲ This window leads to the Office Supplies area which runs perpendicular to both bomb sites.
 
▶ In case, the site is located at '1F Nature Room ~ 1F Bushranger Room'
These sites can almost be treated as one. They are an anchor’s dream, with only three points of entry in total. With one door in each of the sites and a window that leads into the room that connects both sites. There is a breakable wall between these sites, which will probably be opened by the defending team. Breaching the reinforced walls of these sites is key to winning the round.
 
Bushranger Room, Bomb Site A, provides excellent cover to defenders. It will be difficult to gain entry to this room using the single doorway which leads inside. Consider using a hard breacher to open the reinforced wall.
▲ Bomb Site A is very close to this entrance to the building.
▲ The door into Bomb Site A.
 
Nature Room, Bomb Site B, is a similar situation. With excellent cover and only two angles of attack to think about, it is easy for defenders to anchor at this site.
▲ Bomb Site B provides excellent cover to defenders.
▲ This window has a view of the hallway that connects the bombs.
▲ This ground floor window leads into a small room that connects the two bomb sites. This will be heavily guarded, approach with caution.
 
▶ In case, the site is located at '1F Compressor Room ~ 1F Gear Store'
Gear Store, Bomb Site A, is a small room with three doors. One leads to the other bomb site. The other two are on opposite sides of the walls facing each other, which allows attacks to come from these two different angles. This makes staying in this room difficult. Opening either of the breakable walls on either side of this site will leave any defenders anchoring inside greatly exposed.
▲ The bomb sites are connected by a single door.
 
Compressor Room, Bomb Site B, is another small room. However there is only one door to worry about in the form of the doorway leading out to the Garage. This Garage is relatively easy for attackers to access, however be cautious on your approach as there may be defenders waiting in this location. On the opposite side of the room there are three breakable walls which when opened, make the defense of this site considerably more difficult.
▲ Bomb Site B can be accessed from the Restaurant. Attackers will have to be mindful when crossing the garage as there is little cover here.
▲ You can reach the bomb sites by crossing through the Garage.
▲ From Kitchen you can create an opening into Bomb Site B.

A guide to using Finka on Outback +19
A guide to using Finka on Outback
Shampy
Shampy Shampy
verified LV.20 S 10mo

A guide to using Finka on Theme Park

■ Using Finka on Theme Park
Theme Park is a small to medium sized map with 2 floors of elevation. It features long hallways and providing far reaching sight lines. There are many rooms branching off from these hallways that provide many angles from which to attack your enemy.
 
Finka is a two speed, two armor operator whois great for supporting pushes into the objective.
Finka's Adrenal Surge gives her team a short boost in HP, pick up allies that have been downed, and also steady the team’s aim. These three effects are all being tied together making this ability very powerful. This ability gives a boost of 20 HP to the attacking team for a few seconds.
 
Finka has the choice of three weapons. The first option is the SPEAR .308 Assault Rifle. This weapon offers excellent damage output with minimal recoil. It is hard to find a negative argument as to why you would pick this weapon.
 
The second option is the 6P41 LMG offers a slower ADS time and more recoil than the SPEAR .308. The benefit to this weapon is that it offers a massive clip of 100 bullets allowing you to prefire and suppress enemies with confidence.
 
The final option is the SASG-12 Shotgun. It is hard to make a case for choosing this weapon over the other options. However, If you are just playing to have some fun, I heavily recommend combining using Finka’s ability while rushing the objective with this shotgun, you are guaranteed to have fun!
 
Finka also has the option of two semi-automatic handguns. Try out both and pick what feels the best for you.
 
You can choose to either use breach charges or frag grenades for your secondary gadget.
▲ The sites you will have to attack on Theme Park.
 
▶ In case, the site is located at '2F Initiation Room ~ 2F Office'
Office, Bomb Site A, is a medium sized room with two main points of entry. The first is a door leading to a bathroom which you and your teammates use to get up close and personal. The other entry point is the large door which opens up onto a wide hallway which cuts through both bomb sites.If you can hold a maintain a sight line of the hallway between the sites you can make life very difficult for defenders. To traverse between the bombs, defenders will have to cross this hallway, being open to attackers while they do so.
▲ The view from inside Bomb Site A.
▲ The hallway between the bomb sites.
 
Initiation Room, Bomb Site B, is a small room with good cover. It has two doors. One leading to the wide hallway mentioned above, with the other acting as another point of entry for attackers. Opening any of the breakable walls in this site will leave defenders who happen to be in this room very exposed.
▲ This window provides you with a good sight line of Bomb Site B.
▲ This bathroom is adjacent to Bomb Site A. This window can provide you with a sight line into the bomb site.
▲ From Yellow Stairs you can create the following openings into Bomb Site A.
 
▶ In case, the site is located at '2F Bunk ~ 2F Daycare'
Daycare, Bomb Site A, is a small room with two doors facing one another. There are two breakable walls between these doors. Holding these angles simultaneously can be difficult for defenders, however this room does provide some decent cover. You and your team should attack this site from different directions forcing the defenders inside to react quickly.
▲ The Upper Arcade connects the two bomb sites.
 
Bunk, Bomb Site B has three entry points. These sites are surrounded by long narrow hallways. Controlling these long narrow hallways will be key to successfully attacking this site. There is the balcony which is connected directly to Bomb Site B which provides sight lines of the stairway below. Bomb Site B has a large door which has a sight down the other hallway which leads to another staircase. By controlling these stairways attackers can stop defenders from moving through the map safely.
▲ The Yellow Stairs provides a direct view of Bomb Site A.
▲ This window provides a view into the bomb site, however defenders will be prepared to defend this window.
▲ Defenders will have a view of you as you come up Arcade Stairs.
 
▶ In case, the site is located at '1F Armory ~ 1F Throne Room'
These separate sites can also be viewed as one large site. The only separation between these sites is in the form of a large door and two breakable walls which can easily be opened.
There are three doors in which attackers can enter these sites. One facing the dragon room and stairs, the other two forming a long hallway, of which defenders should be easily able to maintain control. This means that breaching the reinforced walls of these sites is absolutely necessary. If you do not your opponents will have to only consider two separate directions of attack.
▲ How the bomb sites are connected to one another.
 
There is a breakable ceiling above Bomb Site A so beware of the usual suspects, Buck, Sledge and Fuze. They can cause havoc from above. The number of breakable walls make this site a challenge for defenders.
▲ This door is one of only two doorways leading into the bomb sites.
▲ You can use the Dragon Stairs area on the second floor as a vantage point.
▲ This main entrance to the building can get you in close proximity to both bomb sites, however expect to encounter resistance here.
 
▶ In case, the site is located at '1F Lab ~ 1F Storage'
Lab, Bomb Site A, is a medium sized room with one main access point in the form of a large door. There are also breakable walls which will probably be reinforced. Opening one of the breakable walls in this site using a hard breacher will assist you greatly. This will give the defending team more to think about other than the single large door which leads into the site.
▲ You can use this window to get a sight line into the bomb sites.
 
Storage, Bomb Site B, is a small room with decent cover. It has one window leading directly to outside. This window is very accessible for you and your teammates. Once opened you can hold various angles and try to pick off defenders. There are no breakable walls in this site other than the one leading to Bomb Site A.
▲ From Arcade Entrance, this large door is the only route into Bomb Site A.
▲ How the sites connect to one another.
 
One of the two doors in this room leads to the other bomb site. The other leads to a bathroom. This bathroom has decent cover but also a window that leads outside. If you can get control of this bathroom you may be able to flank the defenders inside, as long as they are focusing on the large door that leads into Bomb Site A.
▲ The bathroom that connects to Bomb Site B. This window can be used to gain control of this room.

A guide to using Finka on Theme Park +17
A guide to using Finka on Theme Park
Shampy
Shampy Shampy
verified LV.20 S 10mo

A guide to using Finka on Oregon

■ Using Finka on Oregon
Oregon features is a medium to large size map, with 3 floors of elevation. Oregon provides excellent roaming opportunities with many smaller rooms for defenders to move between in order to flank their enemies. However this tactic can also be utilized by attackers once they are inside the building. This map is also well known for it’s spawn peaking, with many windows facing the various spawn points of the attackers.
 
Finka is a two speed, two armor operator whois great for supporting pushes into the objective.
Finka's Adrenal Surge gives her team a short boost in HP, pick up allies that have been downed, and also steady the team’s aim. These three effects are all being tied together making this ability very powerful. This ability gives a boost of 20 HP to the attacking team for a few seconds.
 
Finka has the choice of three weapons. The first option is the SPEAR .308 Assault Rifle. This weapon offers excellent damage output with minimal recoil. It is hard to find a negative argument as to why you would pick this weapon.
 
The second option is the 6P41 LMG offers a slower ADS time and more recoil than the SPEAR .308. The benefit to this weapon is that it offers a massive clip of 100 bullets allowing you to prefire and suppress enemies with confidence.
 
The final option is the SASG-12 Shotgun. It is hard to make a case for choosing this weapon over the other options. However, If you are just playing to have some fun, I heavily recommend combining using Finka’s ability while rushing the objective with this shotgun, you are guaranteed to have fun!
 
Finka also has the option of two semi-automatic handguns. Try out both and pick what feels the best for you.
 
You can choose to either use breach charges or frag grenades for your secondary gadget.
▲ The sites you will have to attack on Oregon.
 
▶ In case, the site is located at '2F Kids’ Dorms ~ 2F Dorms Main Hall'
These sites can almost be treated as one. Attackers should look to controlling this part of the second floor in its totality
 
Dorms Main Hall, Bomb Site A, is a big space with a large window acting as the main entry point. Expect there to be a fight over this large window. Once opened it provides you and your teammates with a great sight line of Bomb Site A. If you are patient and maintain this line of site, you are likely to pick up one or two kills as the round progresses. This site also has a doorway leading to White Stairs, which attackers can use as another route to the objective. This room stretches back to connect to the other bomb site.
▲ This large window is frequently breached by attackers.
 
Kids’ Dorms is a small room with one window acting as the point of entry. This window is on the opposite side of the room as the entrance, so defenders will have to consider both angles as a possible line of sight for attackers.
▲ The singular window into Bomb Site B.
▲ The White Stairs leads directly to Bomb Site A.
▲ Consider making the Attic your base of operations, it is close to both bomb sites.
▲ Once in the Attic, you can use create an opening into Bomb Site B.
 
▶ In case, the site is located at '1F Kitchen ~ 1F Dining Hall'
These sites are a dream for anchors. With only three doors attackers can use across both bomb sites, of which are easy to traverse between, makes one easier sites in which to stay and hold angles. Opening the reinforced walls of these sites can greatly improve your chances of success. It will force defenders to consider more angles of attack, which will prevent them from getting too comfortable.
 
Dining Hall, Bomb Site A, features two doors at a right angle to one another. The cover in this site is minimal, which is an advantage for you and your teammates when entering this room. Defenders will likely have their sights trained on both of the doors leading into this site, consider breaching the breakable walls to throw them off guard.
▲ This door leads directly to Bomb Site A, expect heavy resistance here.
▲ The two entry points into Bomb Site A.
 
Kitchen, Bomb Site B, only has one door leading into the site. The main source of cover is the kitchen placed right in the middle of the room. Be cautious if you are planning to approach this site using the Kitchen Corridor. Defenders will likely be waiting for you to turn the corner.
▲ This narrow corridor leads to Bomb Site B.
▲ The view from inside Kitchen.
 
▶ In case, the site is located at '1F Meeting Hall ~ 1F Kitchen'
Meeting Hall, Bomb Site A, is an expansive room with three main points of entry. The first is a large door which opens out onto the main entrance into the building, the large door at the front of the building. Therefore, as an attacker, you can reach this bomb site rather quickly. Another point of entry is the hatch above. If you gain complete control of the floor above you can wreak havoc using this hatch. The final point of entry is the door which leads to the hallway that connects the two bomb sites. Defenders may have opened up the breakable wall between the two bomb sites to provide another access point between them. You will more than likely be engaging enemies at range in this vast room, meaning assault rifles and longer range weaponry is a must.
▲ The Main Entrance provides you with a view of a large door which leads to Bomb Site A. This can be a dangerous route for attackers to take.
▲ The expansive site of Bomb Site A.
 
Kitchen, Bomb Site B, is the site we have already discussed above. In summary, it only has one door leading into the site. The main source of cover is the kitchen placed right in the middle of the room.
▲ Bomb Site B, Kitchen is a long narrow room with two doors.
▲ This window leads to the narrow corridor that connects the bomb sites.
▲ If you can reach the Attic safely you can open this hatch to put any defenders at Bomb Site A under pressure.
 
▶ In case, the site is located at 'B Laundry Room ~ B Supply Room'
The Laundry Room, Bomb Site A, is accessible by a winding staircase that comes down from the main lobby above. Defenders will be frequently checking this staircase so expect some resistance if you are using this route. The bomb sites are separated by a wide hallway which leads all the way to another staircase from which attackers can access the basement. One door which shoots off from this wide hallway leads to yet another staircase. These three staircases must stay in the mind of the defending team when they are planning their defense. Use the number of stairwells to your advantage and attack from different directions.
▲ The laundry stairs and how they connect to Bomb Site A.
▲You can use a stairway to reach Freezer which has a view of Bomb Site B.
 
Another route attackers can use to access the basement is through using a large door which can be easily accessed from the Construction Site spawn point. Once through this door the attackers will have access to a breakable wall which they can open up to leave the Laundry Room, Bomb Site B, very exposed. It is important to get this reinforced wall breached in order to expose Supply Room and any defenders that may be anchoring inside.
▲ The third and final stairway leads to the Boiler Room. Expect enemies to be roaming around this area.
▲ This is close to a spawn point, use this to your advantage and reach the basement quickly.
▲ You can open this wall to expose any defenders that may be anchoring inside this Bomb Site. You may need a hard breacher, as this wall is usually reinforced.
▲ How the bomb sites connect to one another.

A guide to using Finka on Oregon +20
A guide to using Finka on Oregon
Shampy
Shampy Shampy
verified LV.20 S 10mo

A guide to using Finka on Consulate

■ Using Finka on Consulate
Consulate is a large map with three floors, designed with a focus on roaming and rotations. It features long narrow hallways and gives attackers and defenders the opportunity to create far reaching sight lines. This map is also great for spawn peaking with many windows and doors leading to the different spawn points of the attackers.
 
Finka is a two speed, two armor operator whois great for supporting pushes into the objective.
Finka's Adrenal Surge gives her team a short boost in HP, pick up allies that have been downed, and also steady the team’s aim. These three effects are all being tied together making this ability very powerful. This ability gives a boost of 20 HP to the attacking team for a few seconds.
 
Finka has the choice of three weapons. The first option is the SPEAR .308 Assault Rifle. This weapon offers excellent damage output with minimal recoil. It is hard to find a negative argument as to why you would pick this weapon.
 
The second option is the 6P41 LMG offers a slower ADS time and more recoil than the SPEAR .308. The benefit to this weapon is that it offers a massive clip of 100 bullets allowing you to prefire and suppress enemies with confidence.
 
The final option is the SASG-12 Shotgun. It is hard to make a case for choosing this weapon over the other options. However, If you are just playing to have some fun, I heavily recommend combining using Finka’s ability while rushing the objective with this shotgun, you are guaranteed to have fun!
 
Finka also has the option of two semi-automatic handguns. Try out both and pick what feels the best for you.
 
You can choose to either use breach charges or frag grenades for your secondary gadget.
▲ The sites you will have to attack on Consulate.
 
▶ In case, the site is located at '2F Consul Office ~ 2F Meeting Room'
The Consul Office, or Bomb Site B, is a large room with a lot of windows, and one large door which has a view of the majority of the second floor. This site features a breakable wall that, when opened, has a view of the Exit Stairs, which you can your teammates can use to access this site.
▲ These two windows look directly into Bomb Site A.
▲ You can reach Bomb Site A using the Service Stairs.
▲ Be cautious when using the Service Stairs, defenders may have created a kill hole as shown here.
▲ Be careful on your approach to the bomb sites, defenders can peek from a multitude of windows.
▲ You can use the Exit Stairs to get a sight line of Bomb Site B.
▲ You can use this skylight to create an angle overlooking the Exit Stairs.
 
There is a connecting room between the bomb sites which has a breakable wall which can be opened by defenders to easily move between the sites. However you can counter this by opening the two windows that look into this room. By doing so you may be able to catch defenders as they traverse between the sites.
▲ The Waiting Room is a small room between the sites.
 
The Meeting Room, Bomb Site A, is a square shaped room, featuring 3 breakable walls which, when opened, lead out to the Hallway, two windows that lead out to the Balcony which can be used by attackers to stand and engage their targets at range. If you decide to stand on this balcony just beware there is no cover here, and you are quite vulnerable to any nitro cells that get thrown out at you by the defending team. There are three stairwells that you and your team can use to reach the top floor. However this high number of stairways also provides defenders with excellent roaming opportunities.
▲ Bomb Site A can be attacked directly from Balcony, however this is genarally a very risky strategy.
 
▶ In case, the site is located at '1F Lobby ~ 1F Press Room'
 
The Press Room, Bomb Site A, has two windows and a door facing the Exit Stairs mentioned earlier. Expect resistance on these stairs. There is also a hatch in this room that can be opened if you wish to apply pressure from above.
▲ This window looks directly into Bomb Site A.
 
Connecting the two bomb sites is a long hallway, the Antechamber. This hallway also connects to a bathroom which can provide defenders with some additional cover, so expect opponents to be sheltering in this area. This bathroom has a breakable wall, which when opened, looks directly into Bomb Site A.
 
The Lobby, Bomb Site B, is a difficult site to defend, use this to your full advantage. There is a large door leading directly outside. Attackers can engage enemies from outside at long ranges and from behind cover. Use your superior long range weaponry to full effect.
Attackers should also be mindful of a door on the opposite side of the room which opens up to Main Stairs. Entering the site from this angle is trickier as you will be more exposed to any defenders who are roaming. Trying to stay in this bomb site is difficult as it is near impossible to watch both of these angles by yourself.
▲ The main entrance of the building looks directly into Bomb Site B. If you are planning on standing here to engage enemies inside, beware of getting peeked from the windows in view.
▲ How the bomb sites are connected to one another.
▲ This door can get you close to Bomb Site A, however, expect it to be heavily guarded.
▲ This hatch a direct view into Bomb Site A.
 
▶ In case, the site is located at 'B Archives ~ 1F Tellers'
The first thing you will notice is that these sites are on a different floor! This certainly provides a unique challenge for defenders, and some good opportunities for attackers.
 
The Tellers room is a small room connected to the Visa Office, which has a door that opens to outside and to one of the attacker’s spawn points. Expect attackers to come bursting through this door. Defenders may stay in the Tellers Room and engage attackers through the windows, or venture out into the Visa Offices itself as there is ample cover in this location. The Visa Office also has hatches that lead to the Archives in the basement below. Gaining complete control of this location would put your teammates at a distinct advantage.
▲ You can reach Bomb Site A by using this door, however it will be heavily guarded. Successfully breaching through this point of entry is extremely difficult.
▲ The small Tellers Site with windows facing the Visa Office.
▲ You can use this window to get an alternate view of Visa Office.
 
Along with the hatches there are two main staircases that allow operators to move between these sites. These are Main Stairs and Service Stairs. Successfully gaining control of both of these staircases for as long as possible will ensure a successful offensive round.
▲ The stairs both lead to Locker Hallway which is close to Bomb Site B.
▲ The Main Stairs can also be used to get in close proximity of Bomb Site B.
 
Archives, Bomb Site B, is a medium sized room with a lot of cover. There are three separate hatches that lead directly into this site, or very close to this site. You can also choose to open up the garage on the bottom floor in order to reach this site.
▲ Bomb Site B, this room is littered with hatches in the ceiling above.
 
▶ In case, the site is located at 'B Cafeteria~ B Garage'
Garage, or Bomb Site B, is always a hotly contested site. Expect the garage doors to be opened, one way or another. The garage will certainly be reinforced, so the use of a hard breacher will be needed. If the defending team has a bandit, they will more than likely try “bandit tricking” this reinforced garage doors to prevent you and your teammates from gaining access easily. Defenders will be exposed to attackers looking in from the door and stairs which are in view from the garage doors.
▲ If you plan on standing here and engaging defenders through the breached garage doors from this position you must be mindful of getting peaked from the two windows in view.
▲ This door and associated stairwell lead directly into the garage. It will be heavily guarded.
▲ How the bomb sites connect to one another
 
There is some cover in the garage in the form of different vehicles. Defenders may be taking cover behind the white truck inside of the garage. The is also a hatch which leads directly into garage, which defenders must be mindful of.
▲ The Main Stairs lead to both bomb sites.
▲ From Service Stairs you can see directly into Bomb Site A.
 
Cafeteria, or Bomb Site A, is s smaller site adjacent to the garage. It is separated by a breakable wall. There is not much cover in this site for defenders to hide behind. There is also hatch, and also a door leading to Service stairs which makes this site a difficult place to hold. Opening the hatch will allow you to see most of this site and apply pressure from above. If you can take control of this room it can make life extremely difficult for defenders, as they will have to essentially fight their way back in from the garage area.
▲ This hatch in Lobby looks directly into Bomb Site A. You will be exposed to roaming defenders when standing here though.

A guide to using Finka on Consulate +25
A guide to using Finka on Consulate
Shampy
Shampy Shampy
verified LV.20 S 10mo

Excerpt from 'IQ on Oregon'.

"'NOTE: Attackers will commonly have a solo-entry apply pressure onto the Meeting(A) bomb site from Split and Main Lobby. This will be an important element of the attacking teams primary assault as, when done in combination with the pressure from Attic and T1, it will force defenders to completely forfeit site-control as there will be no viable defensive positions inside of Meeting(A)."
 
ATTACK
IQ - OREGON
[1F] MEETING(A) - KITCHEN(B)

Excerpt from 'IQ on Oregon'.
footwork.
footwork. footwork.
verified LV.29 Legend 10mo

Guide to Playing Warden on Kanal

Kanal is made up of two towers joined by two bridges and contains three internal staircases, plus two secret ladders in the West basement. This all adds up to plenty of ways to navigate the map. Kanal also features plenty of windows for attackers and defenders to fight through. The Eastern tower consists primarily of first and second floor, and a smidgeon of basement. The Western tower is made up mostly of first floor and basement with very small bits of second floor leading to the roof.
 
With the release of Warden, Operation Phantom Sight heralded in the ultimate answer to an attacker composition loaded with stuns and smokes. This makes Warden a rather situational defender, excelling against particular attacking rosters designed to pull off a “smoke execute” with the intent of planting the defuser. He is rounded out a bit though as a two-speed, two-armor operator who brings mediocre fire power with some of the best secondary utility in the game. As an added bonus he is perhaps the most suave operator in the game with unmatched impeccable style.
 
WARDEN’S GADGET
Warden comes equipped with the Glance Smart Glasses. Upon activation, the glasses grant immunity to blinding effects from flash grenades, Blitz’s shield, and Ying’s candelas. If already blinded, the glasses will cleanse this, returning vision. Additionally, Warden gains vision through smoke, though the clarity fades with positional changes including walking, leaning, and crouching. Standing still will cause clarity to return shortly. The glasses function using a charge mechanic. They drain over the course of 10 seconds and recharge over 12 seconds. As long as the glasses have roughly one third of the charge, Warden can activate them.
 
PLAYSTYLE & COUNTERS
Warden best uses these glasses to gun down the attacker going for defuser-plant. They also allow you to perform as a thorn in the side of attackers, enabling you to hold positions that are difficult to deal with – positions that attackers traditionally use flash bangs to handle. As for counters, watch out for Thatcher, since his EMPs will disable your glasses. If zapped by Twitch’s drone, the same will occur. IQ can also detect your position while your glasses are in use, which can leave you vulnerable to wall-bangs and prefires in certain situations. You are also incredibly vulnerable to a well-cooked frag grenade and Capitao’s fire bolts. Zofia’s concussion grenades will still affect you completely, and Glaz is a formidable foe since he can see through smoke as well.
 
LOADOUT
Warden brings either the MPX or the M590A1. The MPX offers an SMG with virtually no recoil at the expense of pitiful damage output. As of Operation Shadow Legacy, you can equip it with the 1.5x scope, which combined with its tasty fire rate of 830, makes it a headshot machine. The M590A1 allows Warden to remodel site as well as hold very tight angles. This CQB shotgun favors the playstyle that aims to be a nuisance for attackers to deal with. As for secondaries, Warden brings either the P-10C or the SMG-12. The SMG-12 is very difficult to use, especially at range, but provides a fully automatic weapon for those who bring the shotgun, and performs much better in close quarters than the MPX. The P-10C, in contrast, is blessed with a clean sight and some low recoil, with respectable damage and low recoil. Great for spicy long-range 1 taps!
 
The Nitro Cell is perhaps the best secondary gadget available to defenders. With it you can take out attackers above you through destructible ceilings, or toss it over some cover from a safe position, detonating it to wipe out attackers. This is also the best gadget in the game for securing multi-kills. It fits well into Warden’s kit for use as plant-denial.
 
The Deployable Shield is an amazing choice as well. It creates additional positions for defenders to play on site while watching key areas. While covering these areas you can prefire at attackers thanks to the intel gained via the see-through slits. As an added bonus, this allows you to bring a gadget which forces attackers to expend their own utility in order to deal with it.
 
DEFENDER BOMBSITES
 
BOMB SITE 1 – Server Room [2F] and Radar Room [2F]
Typically the preferred site, Server and Radar contain an external wall in Renovations. In addition to this whole cubby, reinforce the corner walls of the L-shaped hallway surrounding site. Attackers will breach any of these walls, but they tend to focus on the Cubby. They also may push through Upper Bridge or up the Red and Green Stairs. They also pressure the hallway windows from the balcony outside and the window in Control Room from the opposite roof.
 
This is a commonly-made rotate between sites because it offers good vision of attackers pushing through the main breach. This is a difficult move for them to execute so they will likely bring smokes or flashes to assist, possibkly rushing to plant behind the desk.
 
You can also cover Sky Bridge, using your Glance Glass to keep attackers from flashing their way through. With these holes in the floor, and the hatch open, you can still cover this area if you drop down. Or, if you bring the MPX you can play beneath the Monitors and cover the main breach from back of site.
 
This shield, along with a rotate here, provide another great position to watch attackers pushing in the main breach.
 
 
Another great position for Warden is the Fire Escape on Red Stairs, particularly with a shotgun.
 
 
BOMB SITE 2 - Security Room [1F] and Map Room [1F]
This site can be pretty rough and requires either extending vertically into Server and Radar or horizontally into Kitchen and Model Room. Attackers typically take vertical control since the whole ceiling is destructible and there are three hatches to drop. They also may push into Kitchen from Museum or push Security from West Tower through Lower Bridge.
 
Since you are an anchor with little responsibility in prep phase (when you don't bring the shotgun), you should run up and grab hatches. These are the two main ones.
 
An area that is great to play with your Glance Glass is the Blueprint Table in Map Room. You can cover these two site entrances from here and the Kitchen breach if it is opened.
 
Alternatively, you can stop attackers from trying to flash their way up Low Bridge, using a shield to give you info.
 
Falling Off to hold the close angle allows you to set up a crossfire with a teammate playing in Security.
 
You can also wrap around to hold the crossfire on attackers pushing Red Stairs or into Kitchen from Museum.
 
 
BOMB SITE 3 - Coast Guard Meeting Room [1F] and Lounge [1F]
This site is a decent third choice if your squad is more comfortable with holding the West tower, but it is quite tough to hold. All but a small portion of Lounge bears destructible flooring, so defending from below with C4s works in theory, as you can toss them up through the Lockers hatch. Extend the site into Radio for more wiggle room, making Lounge wall tougher to breach. If your team runs a pocket strat here, I recommend an Ace ban.
 
Reinforcing this hatch gives you a difficult position to be removed from without explosives. Having a Jaeger or Wamai help you with that is preferred. This creates a front line of defense against the plant following a Lounge breach.
 
You can get an angle on attackers pushing through Radio doorway into Coast Guard if you or a teammate shoots out the base of the wall here. This way you'll see them without them seeing you.
 
Another good position to play is in this corner behind Meeting Table and the Vending Machine.
 
This position becomes even stronger with a shield watching Lounge Window and a line of sight through the wall on ping to cover the Back Hallway.
 
You can also play the stairs again. There's something quite frustrating about pushing a warden off the stairs. Since they can't use flashbangs to force you off, you can bait out explosive utility and maybe even grab a quick flick on chasing attackers.
 
 
BOMB SITE 4 - Kayaks [B1] and Supply Room [B1]
This is my favorite site on Kanal. It makes for some really interesting gameplay, and uniquely features a second basement, accessible via two ladders - one in Showers and one in Diving. Attackers most commonly push above, as well as through Supply Room Corridor. They may also pressure Lockers and Diving windows to threaten a hallway flank. When attackers begin to execute, watch for pushes coming down either staircase.
 
A shield covering Trench is a great aggressive position to cover with Warden's M590A1. Great place to sit to draw out some early explosive utility.
 
You can always swing up to the Stairs to do the same. Lurking here is also likely to catch some attackers unaware when they forget to drone.
 
Another entrance Warden can deny is Lockers. Just be sure to reinforce the hatch from Lounge during Prep Phase.
 
You can rotate through Showers, just be careful moving through here of this angle attackers can get if they stand on top of the box outside. You may want to use it against them too when you're on attack!
 
Lastly another site entrance Warden is great for holding is Diving Room Window and the bottom of Yellow Stairs. If you play close to the window and get pushed out, just drop ladder and come up through Showers!

Guide to Playing Warden on Kanal +22
Guide to Playing Warden on Kanal
drTaperdown
drTaperdown drTaperdown
verified LV.19 Big Chungus 10mo

A guide to using Finka on Coastline

■ Using Finka on Coastline
Coastline a small sized map with 2 floors of elevation. This map features a lot of small to medium sized rooms, many of which have entrances leading directly outside. This gives attackers direct sight lines into the objectives in many cases, however it can also leave them vulnerable to being rushed out on or peaked from windows.
 
Finka is a two speed, two armor operator whois great for supporting pushes into the objective.
Finka's Adrenal Surge gives her team a short boost in HP, pick up allies that have been downed, and also steady the team’s aim. These three effects are all being tied together making this ability very powerful. This ability gives a boost of 20 HP to the attacking team for a few seconds.
 
Finka has the choice of three weapons. The first option is the SPEAR .308 Assault Rifle. This weapon offers excellent damage output with minimal recoil. It is hard to find a negative argument as to why you would pick this weapon.
 
The second option is the 6P41 LMG offers a slower ADS time and more recoil than the SPEAR .308. The benefit to this weapon is that it offers a massive clip of 100 bullets allowing you to prefire and suppress enemies with confidence.
 
The final option is the SASG-12 Shotgun. It is hard to make a case for choosing this weapon over the other options. However, If you are just playing to have some fun, I heavily recommend combining using Finka’s ability while rushing the objective with this shotgun, you are guaranteed to have fun!
 
Finka also has the option of two semi-automatic handguns. Try out both and pick what feels the best for you.
 
You can choose to either use breach charges or frag grenades for your secondary gadget.
▲ The sites you will have to attack on Coastline.
 
▶ In case, the site is located at '2F Hookah Lounge ~ 2F Billiards Room'
Billiards Room, Bomb Site A, is an L-shaped room with some cover in the form of a bar at the back of the room. This site can become quite exposed due to it featuring a large window in the center, as well as a door which leads to an adjacent room, Aquarium, that can be directly accessed from outside. If you and your teammates can gain control of the Aquarium area, you have a strong chance of winning the round. The final door to this site looks down a hallway towards the stairs. As an attacker if you successfully maintain control of this hallway, without getting flanked by any roaming defenders, you will be able to access both bomb sites.
▲ This door which can be accessed from a landing outside allows you to view Bomb Site A. This is a hotly contested area.
▲ This large window allows you to see Bomb Site A in it’s entirety. Beware of enemies taking cover behind the bar.
▲ You can engage enemies through this door from the relative safety of the Hookah Deck.
▲ The hallway that connects the bombs.
 
The sites are separated by a breakable wall. Attackers can open up this wall to expose any defenders.
 
Hookah Lounge, Bomb Site B, is a small room with three access points. It has a door leading directly outside from which attackers can use to stand and engage any defenders inside, or perhaps even rush into the objective. There is also a window at a 90-degree angle to this door which means you can have a full view of the room if there is one attacker positioned at each of these entry points. The final point of entry is the door that leads out to the hallway and to the top of the stairs. Attackers should make use of this staircase as once you reach the top you will have a view of the hallway which connects the sites.
 
▶ In case, the site is located at '2F Penthouse ~ 2F Theater'
Theater, Bomb Site A, is a small room offering little cover. It has one door leading to the main hallway outside of which is the main point of entry into this room. The other door in this site leads directly to Bomb Site B. The wall at the back of this site faces the stairwell, if opened, will completely expose any defenders anchoring inside. However, expect this wall to be reinforced.
▲ From the hallway you can breach the wall in view to leave the defenders inside with little to no cover.
▲ This window provides a great view of Bomb Site B, however hanging here is risky. Use Finka's ability to give you HP a boost.
 
Theater, Bomb Site B, is a larger room with many more areas that can be breached. There is a large window from which attackers can rappel and directly engage any opponents inside. There are also two doors to be mindful of. The first leads to a bathroom. This bathroom is relevant as it has a hatch leading to the roof. As an attacker you can rappel to the rooftop, open this hatch, and apply pressure from above. This hatch cannot be reinforced by defenders as they can not access the rooftop.
▲ This hatch cannot be reinforced by defenders.
 
The other door leads to a hallway and an entrance leading directly outside. Attackers should open this door and use the sight line it provides.
▲ How the bomb sites connect to one another.
▲ From this outdoor area you can see all the way into the bomb site.
 
▶ In case, the site is located at '1F Kitchen~ 1F Service Entrance'
Kitchen, Bomb Site A, is a large room with two main points of entry. The first is a large window which opens directly to outside. As an attacker, you should hold this angle or quickly peak this window. The other main entry point is a door, which is at a 90-degree angle to the window mentioned above. Once you and your teammates gain control of this doorway you will have a line of sight of covering both bomb sites, making a successful defense exceedingly difficult for the other team.
 
Service Entrance, Bomb Site B, is a long room with little to no cover. At the end of the room is a door leading directly outside. As an attacker, this will serve as your main entry point. Open this door and engage the defenders at range using your superior long-range assault rifles. The Toilets adjacent to this room provide some cover for defenders, so be cautious when entering through this door.
▲ Use Finka’s SPEAR .308 Assault Rifle or 6P41 LMG to engage enemies at range.
▲ If you come through the Main entrance you will first have to clear the Toilets before reaching the bomb sites.
▲ This door that branches off from the hallway is one of the points of entry into Bomb Site A.
▲ There is also this window that provides an alternate view of Bomb Site A.
 
▶ In case, the site is located at '1F Blue Bar ~ 1F Sunrise Bar'
Blue Bar, Bomb Site A, is a small room with many points of entry. There is a window you and your teammates can rappel to. At a right angle to this is a door leading to Office, which subsequently has an entrance to outside. The final door looks directly out to the main hallway and a staircase. The layout of this room leaves defenders quite exposed as they will have to be mindful of these many different angles of attack.
▲ This hallway provides access to both bomb sites.
 
Sunrise Bar, Bomb Site B, is a small room with a doorway leading to an entrance to the building. You and your teammates can easily access this door as it is close to a nearby spawn point. Once opened this door provides a great view into the room which you can use to pick off any defenders who may peek their heads out. This site also features a window on the opposite side of the room which can be quite dangerous to rappel on. The final door in this room looks out onto the main stairs of which you can use as another point of attack.
▲ This window has a direct view into Blue Bar.
 
The fact that these bomb sites can be accessed so easily from outside make it very difficult for the other team to defend both of these bomb sites effectively. Expect to engage in some what of a “peek off” with the defenders as you battle over the entrances to the building.
▲ This door leads directly to Sunrise Bar.
▲ This window provides an alternate view of the site. Use these different angles of attack to your advantage.
▲ This building entrance is in close proximity to the bomb sites.

A guide to using Finka on Coastline +18
A guide to using Finka on Coastline
Shampy
Shampy Shampy
verified LV.20 S 10mo

Guide for 'IQ' on 'Oregon'.

[DISCLAIMER: This guide is intended to be as bare bones as possible in order to give general advice to any new Rainbow Six: Siege players. In addition to this article being opinionated, I would like to also state that zero-sum strats in this game do not exist and the tell of a good Siege player is their decision making and adaptation to the changing battlefield.]
 
Oregon is a triple-level map (consisting of three floors) currently only found in ranked play. Although, this is subject to change. The map has recently undergone a rework by Ubisoft and will be left in ranked to see how viable the map is for high-level competitive play.
 
‘IQ’ is a 1 armour, 3 speed attacker. The operators’ ability is known as the Electronics Detector; a portable electronic gadget worn on the operators wrist which is capable of detecting electronics through any surface. IQ is most commonly used for eliminating hard to reach electronics like Bandit Batteries and Mute Jammers as the Electronic Detector allows the player to see this type of utility through walls and flooring. IQ is also used as a counter to operators like Pulse, Echo, Vigil, and Valkyrie as all of these defenders have utility that is difficult to counter with the naked eye. In fact, when operators like Vigil and Pulse are actively using their ability, IQ is able to see their electronics in use through any surface. This is also the case with any defenders that happen to be caught on their phone looking through the defending teams cameras as the phone itself is considered to be an electronic device. IQ is always a great operator choice for these reasons as well as the operator being capable of acting as a strong backup entry-fragger for the attacking team in the case of attackers losing their original entry at the beginning of the round.
 
If you are to be in accordance with the current meta, IQ’s loadout should be as follows:
PRIMARY: G8-A1 (holo-graphic + flash hider)
SECONDARY: P-12 (suppressed)
UTILITY: Breach Charge x 3
 
ATTACKER SPAWN LOCATIONS:
 
ATTACKING: [2F] KIDS(A) - DORMS(B)
The primary route of attack on this bomb site will be by the attacking team entering the building through the Big Tower located on the north side of the building. After establishing control over all of Big Tower, attackers will breach the reinforced wall on the second floor level of Big Tower separating Attic and Big Tower. This will then provide attackers with a clear pathway through the Attic to get into the Kids(A) bomb site and plant the defuser. IQ will provide value to the attacking team on this bomb site by acting as an entry denial counter for supporting teammates. IQ should breach the objective building through the first floor level of Big Tower (also referred to as ‘T1’). After establishing attacker control inside of T1 And Meeting Hall, IQ will then use her Electronics Detector to eliminate the entry denial utility placed on the reinforced wall separating Attic and T2. The player can do this safely from the first floor, inside of Meeting Hall, as the flooring underneath Attic is soft and allows attackers to eliminate utility placed above it. IQ should then reposition to White Stairs so as to apply additional pressure on the defenders playing inside of Dorms(B). This will force defenders to divide their attention over two opposing directions of attacking; White Stairs and Attic.
 
NOTE: IQ can also provide additional value to the attacking team by maintaining first floor positioning inside of Meeting Hall and Main Lobby. This will position the player to eliminate any first floor defenders attempting to eliminate second floor attackers with nitro-cell.
 
JUNKYARD SPAWN LOCATIONS:
 
ATTACKING: [1F] KITCHEN(A) - DINING(B)
The primary route of attack on this bomb site will be by the attacking team entering the building through the Small tower located on the western most part of the building. After establishing control over Small Tower, attackers will attempt to breach the reinforced wall inside of 1F Small tower which separates the first floor Small Tower and Kitchen(A) bomb site. Unfortunately, the ceiling of Dining(B) is hard, meaning that attackers cannot eliminate the defending team's entry denial utility by establishing control on the second floor. IQ can still provide value to the attacking team by eliminating the defending team's electronic utility placed inside of Small Tower, Shower, and Dining(B) - most notably Valkyrie Cameras and Echo Drones.
 
NOTE: IQ can also provide value to the attacking team by acting as an entry fragger for attackers on the second floor. If IQ is used in this manner, the player should breach the objective building through the second floor Master Bedroom balcony and communicate with additional attacking teammates so as to eliminate and isolate all defenders to the first floor. This will then allow the attacking teams soft destructors (Buck and Sledge) to breach the ceiling of the Kitchen(A) bomb site from the second floor and apply vertical pressure.
 
CONSTRUCTION SPAWN LOCATION:
 
ATTACKING: [1F] MEETING(A) - KITCHEN(B)
The primary route of attack on this bomb site will be by the attacking team entering the building through the Big Tower located on the northernmost side of the building. After establishing control over the first floor Big Tower (T1), attackers will proceed to breach the reinforced wall separating the first floor level of Big Tower and the Meeting(A) bomb site. IQ will be used on this bomb suite to eliminate the defending team's entry denial utility placed on the reinforced wall separating Meeting(A) and Big Tower. IQ should breach the objective building through either T1 or T2. This will then position the operator to effectively act on the intel gathered by supporting teammates so as to isolate the entirety of Big Tower and Attic of all defensive presence. IQ will then be able to breach the soft wall separating T2 and Attic. This will be hugely influential map control for attackers as it will allow the attacking team to breach the hatch inside of Attic, located on the ceiling of Meeting(A). This will provide the attacking team with highly influential vertical pressure after the Meeting(A) wall has been breached.
 
NOTE: Attackers will commonly have a solo-entry apply pressure onto the Meeting(A) bomb site from Split and Main Lobby. This will be an important element of the attacking teams primary assault as, when done in combination with the pressure from Attic and T1, it will resultantly force defenders to completely forfeit site-control as there will be no viable defensive positions inside of Meeting(A).
 
MAIN ENTRANCE SPAWN LOCATION:
 
ATTACKING: [BSMNT] LAUNDRY(A) - SUPPLY(B)
The primary route of attack on this bomb site will be by the attacking team entering the building through Barrel/Construction rooms located on the northwestern side of the building inside of the basement. After establishing control over Construction, attackers will breach the reinforced wall separating Construction and Supply(B). The key to a successful attacking round in the basement is to have a multi-directional assault while also having a really heavy primary assault. IQ will provide value to the attacking team on this bomb site by acting as an entry fragger. The player should breach the objective building through the basement, inside of Construction. IQ will need to communicate with additional supporting teammates so as to eliminate the defensive presence inside of Construction as you are provided with up-to-date information on enemy positions. After assisting the attacking teams support players in establishing themselves inside of Construction and Pillar, IQ will then reposition to the Main Lobby. From Main Lobby, IQ should start applying steady horizontal pressure onto the Main Lobby Stairs and Laundry(A) bomb site. This will be hugely important for teammates inside of Construction and Pillar as they will need to have additional attacking pressure being applied onto the bomb site from an alternate attacking route. Not doing so will typically result in a stalemate as the defenders will have the resources in man-power and utility to to contest attackers as they attempt to establish further attacker control inside of Supply(B).
 
 
Thank you for reading and I hope this was helpful for you guys.
 
If you are interested in more content or want to ask me questions, you can always find me on Twitch or connect with me via discord - I always enjoy discussing Siege with fellow enthusiasts; regardless of skill level.
 
Discord - https://discord.com/invite/TjGAPdM
Twitch - https://www.twitch.tv/footwork6

Guide for 'IQ' on 'Oregon'. +4
Guide for 'IQ' on 'Oregon'.
footwork.
footwork. footwork.
verified LV.29 Legend 10mo

Guide for playing 'IQ' on 'Outback'.

[DISCLAIMER: This guide is intended to be as bare bones as possible in order to give general advice to any new Rainbow Six: Siege players. In addition to this article being opinionated, I would like to also state that zero-sum strats in this game do not exist and the tell of a good Siege player is their decision making and adaptation to the changing battlefield.]
Outback is a double-level map (consisting of two floors) found only in ranked play. The current architecture of the map gives a significant advantage to the defenders due to there being limited second floor access points. Although, an argument could be made for this being mitigated by the vertical advantages given to the attackers on the ground floor bomb sites.
 
‘IQ’ is a 1 armour, 3 speed attacker. The operators’ ability is known as the Electronics Detector; a portable electronic gadget worn on the operators wrist which is capable of detecting electronics through any surface. IQ is most commonly used for eliminating hard to reach electronics like Bandit Batteries and Mute Jammers as the Electronic Detector allows the player to see this type of utility through walls and flooring. IQ is also used as a counter to operators like Pulse, Echo, Vigil, and Valkyrie as all of these defenders have utility that is difficult to counter with the naked eye. In fact, when operators like Vigil and Pulse are actively using their ability, IQ is able to see their electronics in use through any surface. This is also the case with any defenders that happen to be caught on their phone looking through the defending teams cameras as the phone itself is considered to be an electronic device. IQ is always a great operator choice for these reasons as well as the operator being capable of acting as a strong backup entry-fragger for the attacking team in the case of attackers losing their original entry at the beginning of the round.
 
If you are to be in accordance with the current meta, IQ’s loadout should be as follows:
PRIMARY: G8-A1 (holo-graphic + flash hider)
SECONDARY: P-12 (suppressed)
UTILITY: Breach Charge x 3
 
ATTACKING SPAWN LOCATIONS:
 
ATTACKING: [2F] LAUNDRY(A) - GAMES(B)
The primary route of attack on this bomb site will be by the attacking team entering the building through the top of Garage and the Shark Stairs second floor window. After establishing control over all second floor rooms east of Games(B), the attacking team will proceed to breach the reinforced wall between Mechanical Bull (Bull) and Games(B) as this will provide attackers with a direct route to plant the defuser inside of the Games(B) bomb site. IQ will provide value to the attacking team on this bomb site by eliminating the defending teams entry denial utility placed on the reinforced wall separating Games(B) and Mechanical Bull. The player should breach the objective building through either Reception or Main Entrance. Although it doesn't matter too much where the player breaches the building through, the initial goal of IQ will be to first the first floor Kitchen and Restaurant of defending roamers. This is typically accomplished most easily by breaching through the first floor Main Entrance as the access point is located so closely to the Kitchen. After eliminating roamers inside of Kitchen and Restaurant, IQ will then use her Electronics Detector to eliminate the defending teams Bandit Batteries placed on the Games(B) wall. This will then allow the attacking teams hard breached to open the site wall and plant the defuser.
 
NOTE: IQ may want to maintain positioning on the first floor throughout the duration of the round. This is because control over the first floor inside of Kitchen and Restaurant will protect additional attacking teammates on the second floor from nitro-cell being thrown by defending flankers during the middle portion of the round.
 
CAMPING SPAWN LOCATIONS:
 
ATTACKING: [2F] PARTY(A) - OFFICE(B)
The primary route of attack on this bomb site will be by the attacking team essentially executing the inverse attack plan used on the previous bomb site; the only difference here being over which rooms attackers need to establish control over. To ensure protection from any possible flanks, attackers should clear all second floor rooms west of Mechanical Bull and Shark Stairs and place some type of flank protection on Shark and Yellow Stairs - this is commonly taken care of by bringing a Nomad or Gridlock. Montagne will also mirror the attacking strategy used on the previously mentioned Laundry-Games. IQ will be used similar to the way in which the operator was used on the previously mentioned Games-Laundry bomb sites by eliminating the defending teams entry denial utility. To do this, IQ will breach the objective building through Main Entrance and eliminate all first floor defenders playing inside of Kitchen, Restaurant, Gear, and Compressor. This positioning will enable IQ to accomplish two primary goals: 1) IQ will be able to eliminate the defending teams electronic utility placed inside of Mechanical Bull, Party, and Office, 2) IQ will be able to maintain attacker control over the first floor for the remainder of the round so as to prevent defenders from being able to flank attacking teammates through Shark Stairs in addition to preventing defenders from being able to use first floor nitro-cell as a means of plant denial.
 
FUEL PUMPS SPAWN LOCATION:
 
ATTACKING: [1F] NATURE(A) - BUSHRANGER(B)
The primary route of attack on this bomb site will be by the attacking team entering the building through the first floor Yellow Stair doorway located on the west of the building near the ‘Camping’ spawn location. After establishing control over the Nature Hallway and top of Yellow Stairs, attackers will breach the reinforced wall separating Nature Hallway and BushRanger room. Attackers will commonly send a few soft destructors like Buck, Sledge, or Zofia to the second floor to destroy the flooring of of Laundry and the adjacent hallways. This will expose defending anchors inside of Bushranger(B) and Nature(A) to vertical angles. IQ will provide value to the attacking team in two primary ways. Firstly, IQ will be used as an entry fragger for the attacking teammates as they establish control on the second floor. This means that IQ will be the head of the attacking teams assault on the second floor inside of Dorms, Bathroom, and Laundry. Secondarily, IQ will be used to eliminate the attacking teams entry denial utility placed on the reinforced wall separating Back Stairs Hallway and Bushranger(B). This will then allow additional first floor attackers to breach the site wall and plant the defuser behind ‘Fridge’ (the default plant spot on this bomb site).
 
NOTE: IQ will also be incredibly valuable insofar as the operator will be able to protect teammates on the second floor from nitro-cells. This is because IQ is a direct counter to Pulse and can eliminate him whenever the operator exposes himself to IQ through soft flooring. In addition to this, IQ can also detect and shoot nitro-cell as it is being deployed from the first floor as long as IQ is within the range of the operator using the nitro-cell.
 
STORAGE SPAWN LOCATION:
 
ATTACKING: [1F] COMPRESSOR(A) - GEAR(B)
The primary route of attack on this bomb site will be by the attacking team entering the building through the top of the 2F Garage (accessed through the west and east single windows) and through the 1F Main Entrance (accessed through the mud room double-doorways on the east of the building). After establishing the necessary control over Restaurant and Kitchen, attackers will breach the reinforced wall separating Kitchen and Compressor(A). IQ will assist attacking hard breaches by establishing second floor control inside of Party, Office, and Mechanical BUll. This will then enable IQ to use her Electronics Detector to eliminate the defending team's entry denial utility placed on the wall separating Kitchen and Compressor(A). After doping so, IQ will then reposition to the first floor level of Garage and apply pressure onto the Compressor(A) bomb site from Garage. This will then force the remaining defenders inside of Compressor(A) to reposition into Gear(B) as there will be no viable defensive positions inside of Compressor(A) after the Kitchen Wall has been breached. Attackers will then be able to plant the defuser behind the primary compressor inside of the A bomb site as all defenders will have either been eliminated or isolated back into the Gear(A) bomb site.
 
 
Thank you for reading and I hope this was helpful for you guys.
 
If you are interested in more content or want to ask me questions, you can always find me on Twitch or connect with me via discord - I always enjoy discussing Siege with fellow enthusiasts; regardless of skill level.
 
Discord - https://discord.com/invite/TjGAPdM
Twitch - https://www.twitch.tv/footwork6

Guide for playing 'IQ' on 'Outback'. +4
Guide for playing 'IQ' on 'Outback'.
footwork.
footwork. footwork.
verified LV.29 Legend 10mo

A guide to using Maverick on Consulate

■ Using Maverick on Consulate
Consulate is a large map with three floors, designed with a focus on roaming and rotations. It features long narrow hallways and gives attackers and defenders the opportunity to create far reaching sight lines. This map is also great for spawn peaking with many windows and doors leading to the different spawn points of the attackers.
 
Maverick is a three-speed, one armor breaching operator. Maverick’s gadget, the breaching torch, can breach any surface, including reinforced walls and hatches. It requires a steady hand and knowledge of the environment to create small holes and lines of sight. Maverick must be in close range to use his gadget on the chosen surface. This torch makes almost no sound but it runs out of fuel quickly. Nevertheless, the high precision of this gadget makes it a very creative tool to use hands-on without relying on digital technology.
 
Maverick has the choice between two primary weapons. The first is the AR-15.50 Assault Rifle. This powerful, single-shot rifle offers less damage output than the other DMRs in the game, but also less recoil. However, this comes at the expense of being a single fire weapon, with only 10 bullets per magazine, forcing you to land your shots. It is hard to recommend this weapon over Maverick’s other primary weapon option.
 
The M4 Assault Rifle, is a more standard issue assault rifle. Its got average stats across the board, offering decent damage output, with low to moderate recoil. This is a very easy gun for new players to use.
 
Maverick does not get a choice of secondary weapon. He is equipped with the 1911 TACOPS handgun, which is a very capable pistol.
 
Maverick has the choice between frag grenades or a claymore. Both can be very useful depending on the situation. Claymores are great for covering your flank when you are planning to approach a reinforced wall with your blow torch in hand.
 
However, frag grenades are especially useful when playing as Maverick. You can create a small opening in a reinforced wall with your blow torch, and then proceed to throw your frag grenades through this hole.
▲ The sites you will have to attack on Consulate.
 
▶ In case, the site is located at '2F Consul Office ~ 2F Meeting Room'
The Consul Office, or Bomb Site B, is a large room with a lot of windows, and one large door which has a view of the majority of the second floor. This site features a breakable wall that, when opened, has a view of the Exit Stairs, which you can your teammates can use to access this site.
▲ These two windows look directly into Bomb Site A
▲ You can reach Bomb Site A using the Service Stairs.
▲ Be cautious when using the Service Stairs, defenders may have created a kill hole as shown here.
▲ Be careful on your approach to the bomb sites, defenders can peek from a multitude of windows.
▲ You can use the Exit Stairs to get a sight line of Bomb Site B.
▲ You can use Main Stairs to reach the top floor, however you will be quite exposed if you choose this route.
▲ You can use this skylight to create an angle overlooking the Exit Stairs.
 
There is a connecting room between the bomb sites which has a breakable wall which can be opened by defenders to easily move between the sites. However you can counter this by opening the two windows that look into this room. By doing so you may be able to catch defenders as they traverse between the sites.
▲ The Waiting Room is a small room between the sites.
 
The Meeting Room, Bomb Site A, is a square shaped room, featuring 3 breakable walls which, when opened, lead out to the Hallway, two windows that lead out to the Balcony which can be used by attackers to stand and engage their targets at range. If you decide to stand on this balcony just beware there is no cover here, and you are quite vulnerable to any nitro cells that get thrown out at you by the defending team. There are three stairwells that you and your team can use to reach the top floor. However this high number of stairways also provides defenders with excellent roaming opportunities.
▲ Bomb Site A can be attacked directly from Balcony, however this is generally a very risky strategy.
 
▶ In case, the site is located at '1F Lobby ~ 1F Press Room'
The Press Room, Bomb Site A, has two windows and a door facing the Exit Stairs mentioned earlier. Expect resistance on these stairs. There is also a hatch in this room that can be opened if you wish to apply pressure from above.
▲ This window looks directly into Bomb Site A.
 
Connecting the two bomb sites is a long hallway, the Antechamber. This hallway also connects to a bathroom which can provide defenders with some additional cover, so expect opponents to be sheltering in this area. This bathroom has a breakable wall, which when opened, looks directly into Bomb Site A.
 
The Lobby, Bomb Site B, is a difficult site to defend, use this to your full advantage. There is a large door leading directly outside. Attackers can engage enemies from outside at long ranges and from behind cover. Use your superior long range weaponry to full effect.
Attackers should also be mindful of a door on the opposite side of the room which opens up to Main Stairs. Entering the site from this angle is trickier as you will be more exposed to any defenders who are roaming. Trying to stay in this bomb site is difficult as it is near impossible to watch both of these angles by yourself.
▲ The main entrance of the building looks directly into Bomb Site B. If you are planning on standing here to engage enemies inside, beware of getting peeked from the windows in view.
▲ How the bomb sites are connected to one another.
▲ This hatch looks directly into Bomb Site A.
 
▶ In case, the site is located at 'B Archives ~ 1F Tellers'
The first thing you will notice is that these sites are on a different floor! This certainly provides a unique challenge for defenders, and some good opportunities for attackers.
 
The Tellers room is a small room connected to the Visa Office, which has a door that opens to outside and to one of the attacker’s spawn points. Expect attackers to come bursting through this door. Defenders may stay in the Tellers Room and engage attackers through the windows, or venture out into the Visa Offices itself as there is ample cover in this location. The Visa Office also has hatches that lead to the Archives in the basement below. Gaining complete control of this location would put your teammates at a distinct advantage.
▲ You can reach Bomb Site A by using this door, however it will be heavily guarded. Successfully breaching through this point of entry is extremely difficult.
▲ The small Tellers Site with windows facing the Visa Office.
▲ You can use this window to get an alternate view of Visa Office.
 
Along with the hatches, there are two main staircases that allow operators to move between these sites. These are Main Stairs and Service Stairs. Successfully gaining control of both of these staircases for as long as possible will ensure a successful offensive round.
▲ The stairs both lead to Locker Hallway which is close to Bomb Site B.
▲ The Main Stairs can also be used to get in close proximity of Bomb Site B.
 
Archives, Bomb Site B, is a medium sized room with a lot of cover. There are three separate hatches that lead directly into this site, or very close to this site. You can also choose to open up the garage on the bottom floor in order to reach this site.
▲ Bomb Site B, this room is littered with hatches in the ceiling above.
 
▶ In case, the site is located at 'B Cafeteria~ B Garage'
Garage, or Bomb Site B, is always a hotly contested site. Expect the garage doors to be opened, one way or another. The garage will certainly be reinforced, so the use of a hard breacher will be needed. If the defending team has a bandit, they will more than likely try “bandit tricking” this reinforced garage doors to prevent you and your teammates from gaining access easily. Defenders will be exposed to attackers looking in from the door and stairs which are in view from the garage doors.
▲ If you plan on standing here and engaging defenders through the breached garage doors from this position you must be mindful of getting peaked from the two windows in view. If you are the only hard breached on this team it is your job to get this garage open.
▲ This door and associated stairwell lead directly into the garage. It will be heavily guarded.
▲ How the bomb sites connect to one another
 
There is some cover in the garage in the form of different vehicles. Defenders may be taking cover behind the white truck inside of the garage. The is also a hatch which leads directly into garage, which defenders must be mindful of.
▲ The Main Stairs lead to both bomb sites.
▲ From Service Stairs you can see directly into Bomb Site A.
 
Cafeteria, or Bomb Site A, is s smaller site adjacent to the garage. It is separated by a breakable wall. There is not much cover in this site for defenders to hide behind. There is also hatch, and also a door leading to Service stairs which makes this site a difficult place to hold. Opening the hatch will allow you to see most of this site and apply pressure from above. If you can take control of this room it can make life extremely difficult for defenders, as they will have to essentially fight their way back in from the garage area.
▲ You can use this hatch in Lobby to create a view into Bomb Site A, however you will be exposed to any roaming defenders.

A guide to using Maverick on Consulate +25
A guide to using Maverick on Consulate
Shampy
Shampy Shampy
verified LV.20 S 10mo

A guide to using Maverick on Club House

■ Using Maverick on Club House
Club House is a large map with three floors, designed with a focus on rotation and mobility. It provides attackers with great opportunities to traverse safely as there are many smaller connecting rooms an attacker can use to flank and rotate around their opponent. However this map is also great for spawn peaking with many windows facing the main spawn areas of the attackers, so be cautious on your approach to the main buildings that make up this map.
 
Maverick is a three-speed, one armor breaching operator. Maverick’s gadget, the breaching torch, can breach any surface, including reinforced walls and hatches. It requires a steady hand and knowledge of the environment to create small holes and lines of sight. Maverick must be in close range to use his gadget on the chosen surface. This torch makes almost no sound but it runs out of fuel quickly. Nevertheless, the high precision of this gadget makes it a very creative tool to use hands-on without relying on digital technology.
 
Maverick has the choice between two primary weapons. The first is the AR-15.50 Assault Rifle. This powerful, single-shot rifle offers less damage output than the other DMRs in the game, but also less recoil. However, this comes at the expense of being a single fire weapon, with only 10 bullets per magazine, forcing you to land your shots. It is hard to recommend this weapon over Maverick’s other primary weapon option.
 
The M4 Assault Rifle, is a more standard issue assault rifle. Its got average stats across the board, offering decent damage output, with low to moderate recoil. This is a very easy gun for new players to use.
 
Maverick does not get a choice of secondary weapon. He is equipped with the 1911 TACOPS handgun, which is a very capable pistol.
 
Maverick has the choice between frag grenades or a claymore. Both can be very useful depending on the situation. Claymores are great for covering your flank when you are planning to approach a reinforced wall with your blow torch in hand.
 
However, frag grenades are especially useful when playing as Maverick. You can create a small opening in a reinforced wall with your blow torch, and then proceed to throw your frag grenades through this hole.
▲ The sites you will have to attack on Club House
 
▶ In case, the site is located at '2F Gym ~ 2F Bedroom'
The Bedroom, Bomb Site A, has a lot of entry points that can get heavily exposed, use this to your advantage. There is a landing outside of the main window from which attackers can stand and peek from. As an attacker I would maintain the sight line this window provides for as long as possible, you will more than likely pick up at least one kill from this position.
▲ The window on the left leads to Bomb Site B. The window on the right leads to Bomb Site A.
▲ If you do decide to engage enemies from the sub-roof, beware of defenders peaking from this window.
 
There is a Bathroom in this site which can provide some cover for defenders. Drone out and frag this area to clear out any defenders unfortunate enough to be anchoring inside.
▲ Opening this wall will allow you and your teammates to view the hallway that connects the bombsites. Use your Blow Torch to do so if this wall is reinforced.
 
The Gym or Bomb Site B is quite a small claustrophobic room. It has one window and one door opposite that window. This door opens out to the Bedroom Hallway. Attackers can use the Central Stairs to come up to this hallway or simply breach the side wall which can be accessed from outside. This wall will more than likely be reinforced. If you are a hard breacher such as Thermite or Hibana I would focus on using your gadget to open this area. Once opened it provides a great view into the hallway and stairs, you are sure to catch some defenders unaware as they move between the sites.
▲ Opening this hatch on the roof will put you in close proximity to Bomb Site A.
▲ Going through the hatch will put you here in Logistic Office.
 
▶ In case, the site is located at '2F CCTV Room~ 2F Cash Room'
For the CCTV Room or Bomb Site B, attackers can approach from three different locations. The Eastern stairs provide attackers a view directly into the left side of the site. The Eastern sub-roof allows attackers to stand and engage defenders through the window. The walkway above garage can also be accessed by attackers. There is a breakable wall in this site which can be opened from outside while standing on the landing outside.
▲ Use your Blow Torch to get this wall opened as soon as possible. This will put defenders at a great disadvantage. This wall will probably be reinforced, requiring that your team has a hard breacher.
▲ The other side of Bomb Site B, which can be accessed from the garage.
 
For the Cash Room, Bomb Site A, attackers should take caution if they are approaching from the garage, you will be exposed when crossing this open area. There is a breakable wall in this room which can view the Eastern Stairs when opened.
▲ The Central Sub-roof provides you with a window directly into Bomb Site B. Make use of all of the access points into this room to overwhelm the defenders inside.
▲ Bomb Site A is connected to Bomb Site B by a single door.
▲ From the Eastern Stairs we can reach Bomb Site B, or breach into Bomb Site A.
 
▶ In case, the site is located at '1F Bar ~ 1F Stock Room'
The Bar, or Bomb Site A, has a lot of breakable walls and entry points for attackers. Both of Maverick’s weapons are excellent options for this site as you will more than likely be engaging defenders at range. In addition to the breakable walls there are two wide doors from which you and your teammates can enter. Making a hole in the breakable wall between the bomb sites will allow Maverick to use his AR-15.50 Assault Rifle or M4 to maximum effect, covering both bombsites and engaging enemies at range. Use the ACOG scope attached on your weapon to your advantage and quickly peak this area aiming for headshots each time.
▲ The Lobby provides a route to both bomb sites. Expect heavy resistance here.
▲ The expansive bar area.
▲ This window at the front of the building can provide you with a viewing angle into the Bar.
 
The Stock Room, Bomb Site B, is a very dangerous place for defenders to stay. There are two doors leading directly outside, and another wide door giving attackers a view of the entire site. Open all these entry points and hold the angles these openings provide. You are sure to pick up at least one kill if you are patient enough to wait for a defender to cross your path.
▲ This door leads directly into Bomb Site B, and allows you to engage enemies at range.
▲ The other entry point into Bomb Site B can provide you with an alternate view of the room.
 
▶ In case, the site is located at 'B Church ~ B Arsenal Room'
The Church Room, Bomb Site A, is separated from Bomb Site B by a long hallway (Basement Hallway). Gaining control of this hallway will be instrumental in a successful attack on these sites.
▲ Beware this line of sight when coming down Central Stairs.
 
You can approach the basement using the Central Stairs, which is accessible near the Bar area. However defenders have a useful sight line of these stairs so be careful if you choose to use this route.
▲ Bomb Site A, the Memorial Room on the left side of this image is a popular position for Defenders to take up.
 
The Arsenal Room, Bomb Site B, is more complex. Attackers have the use of a tunnel from which they can directly access from spawn. Approach with caution if you plan on using this tunnel, defenders could be lurking around any corner of the winding tunnel. They also have the option of using a hatch directly above the bomb to provide pressure from above.
▲ This tunnel leads to Bomb Site B, however approach with caution as defenders will probably be lurking around the corner.
 
Attackers also have access to the Utility Room, a room leading directly to the site, which provides some cover to attackers. Being Maverick, either open one of the hatches above and engage enemies from there, or approach via the utility room and use your gadget to assist your teammates in breaching one of the bomb sites from there.
▲ You can reach the Utility Room from the Oil Pit.
▲ Blue Stairs provides an alternate route to the Utility Room.
▲ Once inside Utility Room you can create a large opening into whichever bomb site you prefer.

A guide to using Maverick on Club House +21
A guide to using Maverick on Club House
Shampy
Shampy Shampy
verified LV.20 S 10mo

A guide to using Finka on Kafe Dostoyevsky

■ Using Finka on Kafe Dostoyevsky
Kafe Dotsoyevsky is a medium to large sized map with 3 floors of elevation. This map features small to medium sized room with lots of narrow hallways connecting them. The hallways in this map almost form a square shape with rooms branching out at different points. This makes roaming on this map popular. Defenders have the ability to spawn peak most of the spawn locations due to the high number of windows. This means the attacking team will have to be cautious about their approach.
 
Finka is a two speed, two armor operator whois great for supporting pushes into the objective.
Finka's Adrenal Surge gives her team a short boost in HP, pick up allies that have been downed, and also steady the team’s aim. These three effects are all being tied together making this ability very powerful. This ability gives a boost of 20 HP to the attacking team for a few seconds.
 
Finka has the choice of three weapons. The first option is the SPEAR .308 Assault Rifle. This weapon offers excellent damage output with minimal recoil. It is hard to find a negative argument as to why you would pick this weapon.
 
The second option is the 6P41 LMG offers a slower ADS time and more recoil than the SPEAR .308. The benefit to this weapon is that it offers a massive clip of 100 bullets allowing you to prefire and suppress enemies with confidence.
 
The final option is the SASG-12 Shotgun. It is hard to make a case for choosing this weapon over the other options. However, If you are just playing to have some fun, I heavily recommend combining the use of Finka’s ability while rushing the objective with this shotgun, you are guaranteed to have fun!
 
Finka also has the option of two semi-automatic handguns. Try out both and pick what feels the best for you.
 
You can choose to either use breach charges or frag grenades for your secondary gadget.
▲ The sites you will have to attack on Kafe Dotsoyevsky.
 
▶ In case, the site is located at '3F Bar ~ 3F Cocktail Lounge'
Cocktail Lounge, Bomb Site A, is situated on the balcony with a view of both the floor below, and the balcony on the other side of the room. Attackers will have to mindful of several entry points. The main point of entry to this room is the entrance which leads to Back Stairs and the Washroom Corridor. Expect resistance at the top of these stairs and associated hallway.
 
Another entry point to Bomb Site A is through a single window in a connecting room. Defenders will more than likely be defending this window, it can be a dangerous route for attackers.
▲ These two windows are useful when attacking these bomb sites.
▲ The White Stairs are notoriously dangerous thanks to the view defenders will have as you come up.
 
Bar, Bomb Site B, is a large room with many entry points. To successfully attack this site you will have to also mindful of enemies that may be anchoring in Bomb Site B, as these sites are connected to one another. There is a skylight above Bar, which is a popular point of attack. You and your teammates can reach this point by rappelling to the rooftop. Use this skylight to throw your grenades and gadgets towards defenders, while also creating angles and sight lines to keep the defenders pinned down.
▲ The skylight on the roof provides attackers with excellent angles.
 
There is an adjacent room, Bar Freezer, which is a room that can provide some cover for defenders, expect your opponents to be hiding here when traversing this area. However some sections of this room are in the view of the skylight mentioned earlier, use this to your advantage.
▲If you can successfully gain control of Cigar Lounge it can serve as the foundation for the rest of your attack.
 
The other entry point to this room is through the Cigar shop, a small narrow room which attackers must approach with caution. An opponent could be lying in wait holding an angle on this area.
If you and your teammates can gain control of the expansive Cigar Lounge on this floor, it will give you a great advantage, and will assist you greatly in your effort to win the round.
 
▶ In case, the site is located at '2F Fireplace Hall ~ 2F Mining Room'
Fireplace Hall, Bomb Site A, is a small room with three entry points. There is a window from where the attacker can see both sides of the room depending on which side they are peaking in from. You will have to rappel to this window stay hanging in order to maintain this line of sight. There is also a door and a fireplace where attackers and defenders alike will have to crouch in order to fit through it. Bomb Site A is relatively simple to defend given it has few entry points. However it is a small room so gadgets with an area of effect such as that of Ying or Fuze will be effective. The breakable wall in this room that is parallel to the stairwell is a great area to open up. It will more than likely be reinforced, however if you do manage to open up this wall, it will leave defenders in this room very exposed.
▲ Fireplace Hall, this window can provide you with access to the site.
▲ The stairs in relation to Bomb Site A. You can open this wall using your gadget if it is not reinforced.
 
Mining Room, Bomb Site B, is a small room with many entry points. It features two large doors at right angles to one another and a window which views the entirety of this room.
Staying in this site is difficult given the number of directions attackers can come from. Use this to your advantage. Open the window and maintain the sight line in the hope of picking one or two opponents off as they move around the site. While this is happening the rest of your team can get in position and attack this room from using all the entry points available.
▲ You can stand and engage enemies in Bomb Site B though this window.
▲ This window can also be used to create an angle into Bomb Site B.
 
The connecting room, or the Train Museum, is a room which provides excellent cover and sight lines of both of the bomb sites. This room is frequently used by anchors thanks to the abundance of cover that can be utilized. However, the ceiling is completely destructible and features a hatch, which you and your teammates can use to flush out the enemy.
▲ Expect enemies to be anchoring in Train Museum.
▲ Use this hatch above Train Museum to gain the advantage over your enemies.
 
▶ In case, the site is located at '2F Reading Room ~ 2F Fireplace Hall'
Fireplace Hall, Bomb Site A, is a small room with 3 entry points. This is the same site which was mentioned above. In summary, there is a window from where the attacker can see both sides of the room depending on which side they are peaking in from. There is also a door and a fireplace which players have to crouch through. Bomb Site A is relatively simple to defend given its few entry points. However it is a small room so gadgets with an area of effect such as Ying’s or Fuze’s will be effective.
▲ Bomb Site A, you will have to watch the window and fireplace.
 
Reading Room, Bomb Site B, is an ‘L’ Shaped site with two points of entry. This room is quite susceptible to a multipronged attack. If you and your teammates coordinate your attack, it will require the enemies inside to have at least one person looking at each of the doors that lead into the room. Throw in some stun grenades or useful gadgets to improve your odds of success.
▲ This L-Shaped room provides good cover.
▲ Use this door located on the Terrace, in close proximity to Bomb Site B, to get access to the sites quickly.
▲ The stairs in relation to Bomb Site A.
 
The bombs are separated by a long hallway which defenders can access by a door leading directly to outside. This hallway also leads the all the way to another staircase and also to the door at the back of Bomb Site B. If you and your teammates can gain control of this hallway It will essentially cut off the defenders from one another. If the hallway is lost it will be very difficult for the opponents to get from one site to the other without crossing into your sight lines.
 
▶ In case, the site is located at '1F Kitchen Service ~ 1F Kitchen Cooking'
These bomb sites are separated by a large door and a breakable wall. If the breakable wall is destroyed these can be treated as one large site.
Kitchen Cooking, Bomb Site A, has one main point of entry. It is a doorway leading to a short hallway which has a wide window looking straight into the room, and a door that shoots off to the left, providing attackers with direct access into the site. There are many breakable walls in this site so use your reinforcements wisely. Get your hard breachers into a position where they can open the reinforced walls of this site, and you will have a high probability of winning the round.
▲This large door leads directly to the bomb sites. Expect defenders to be waiting behind this door.
▲When entering the sites be mindful of the window on the right. It exposes you to defenders’ line of sight.
 
Kitchen Service, Bomb Site B, has two main points of entry. There is a large door which is the main access point to this site. Defenders have ample cover to maintain sight lines and hold angles of this doorway, so beware entering through here. The other point of entry is a hatch in the back of Bomb Site B, in Freezer. The Freezer ceiling is completely destructible making holding this hatch from below quite difficult. Use this to your full advantage, there is a strong chance that you ill be able to pick up a kill by opening up this ceiling and hatch. The walls in the back of the freezer room are also destructible. These walls will more than likely be reinforced, but if you manage to open them it will but the defending team at a great disadvantage.
▲ This door at the Back Alley provides an alternate route to the bomb sites.
▲ Opening this wall will make life exceedingly difficult for defenders inside. You may need a hard breacher to assist you as this wall is usually reinforced.
▲ Roaming to the floor above and opening this hatch can help clear out enemies anchoring on the floor below.

A guide to using Finka on Kafe Dostoyevsky +19
A guide to using Finka on Kafe Dostoyevsky
Shampy
Shampy Shampy
verified LV.20 S 10mo

A guide to using Finka on Chalet

■ Using Finka on Chalet
Chalet is a medium sized map with three floors. It provides defenders great opportunities to roam thanks to it’s three floors, with three separate staircases. This map is also a spawn peeker’s delight with lots of windows to peek from, and also doors to burst out from to grab some quick kills.
 
Finka is a two speed, two armor operator whois great for supporting pushes into the objective.
Finka's Adrenal Surge gives her team a short boost in HP, pick up allies that have been downed, and also steady the team’s aim. These three effects are all being tied together making this ability very powerful. This ability gives a boost of 20 HP to the attacking team for a few seconds.
 
Finka has the choice of three weapons. The first option is the SPEAR .308 Assault Rifle. This weapon offers excellent damage output with minimal recoil. It is hard to find a negative argument as to why you would pick this weapon.
 
The second option is the 6P41 LMG offers a slower ADS time and more recoil than the SPEAR .308. The benefit to this weapon is that it offers a massive clip of 100 bullets allowing you to prefire and suppress enemies with confidence.
 
The final option is the SASG-12 Shotgun. It is hard to make a case for choosing this weapon over the other options. However, If you are just playing to have some fun, I heavily recommend combining using Finka’s ability while rushing the objective with this shotgun, you are guaranteed to have fun!
 
Finka also has the option of two semi-automatic handguns. Try out both and pick what feels the best for you.
 
You can choose to either use breach charges or frag grenades for your secondary gadget.
▲ The sites you will have to attack on Chalet
 
▶ In case, the site is located at '2F Master Bedroom ~ 2F Office'
The site of 2F Master Bedroom ~ 2F Office, provides a lot of entry points for attackers, making this one of the easier bomb sites to attack in the game.
The Office, Bomb Site A, has a window and a door which leads to a walkway outside. This threat is difficult to defend against as, if both of these are opened, attackers have a view of the entirety of Bomb Site A. The main concern for attackers should be their approach. Try not to get spawn peaked or killed on route to the ladders. Once climbing a ladder, or rappelling, you will be very exposed. If you avoid getting killed while attempting to get into position, this site should not prove too difficult. Open up the multitude of doors and windows and proceed to hold these angles, eliminating any defenders unfortunate enough to cross your path.
▲ Be cautious on your approach, defenders my decide to spawn peak from these windows.
 
The Master Bedroom, Bomb Site B, is a similar situation. With two windows and a large door leading to a landing outside, this site is very difficult to hold for defenders. Use your projectiles and gadgets to overwhelm any defenders unfortunate enough to be anchoring here.
▲ This ladder leads to a landing from which you can access Bomb Site A via a doorway.
▲ This door leads directly to Bomb Site A.
▲ View of Bomb Site A from the singular window that looks into this room.
▲ View of Bomb Site B from the large window.
▲ View of Bomb Site B from the exterior balcony
 
There is a bathroom adjacent to the Master Bedroom in which defenders may choose to anchor in as it provides a little more cover when compared to the bomb sites. However attackers can still come through a window in the back of this bathroom. If you are planning to clear the bathroom, look sharply to the left side of the room as soon as you have opened the window. Defenders will more than likely be on this side of the room.
▲ The bathroom adjacent to Bomb Site B.
 
When attacking these bomb sites, maintain the sight lines provided to you by opening up the windows in the sites. You should be able to pick up at least one or two kills from this position. Hold these angles for as long as possible, waiting for your opportunity to enter one of the sites and planting the defuser.
 
▶ In case, the site is located at '1F Bar ~ 1F Gaming Room'
The 1F Bar ~ 1F Gaming Room sites can become very exposed. The Gaming Room, or Bomb Site A is very difficult to hold. Attackers have the use of a doorway and two windows, when opened, provide you and your teammates with a full view of the bomb site. Open these access points and quickly peek into the site, taking out any defenders that may be anchored there. Defenders may have opened the breakable wall between two bomb sites which you must be mindful of.
▲ Bomb Site A, it can be a dangerous place for defenders to stay.
▲ This window provides an alternate view of Bomb Site A.
 
In Bar, Bomb Site B, you and your teammates will have an excellent opportunity to engage the defenders at range. There is a large door into this site which will attackers a great view into the room You should also try to breach the breakable wall on the same side as this door. When opened, it will expose any defenders that may be taking cover behind the bar. I would engage enemies at range using your SPEAR .308 Assault Rifle or 6P41 LMG.
▲ The large window at the front of the building provides you a great view of Bomb Site B.
▲ You can get a great view of Bomb Site B by opening the large door, providing you and your teammates the opportunity to engage opponents at range.
 
▶ In case, the site is located at '1F Kitchen ~ 1F Trophy Room'
When attacking the 1F Kitchen ~ 1F Trophy Room there are some key entry points that you and your teammates can use to your full advantage. In Trophy room, Bomb Site B, there is a window that leads directly outside. This window is at ground level, meaning attackers can engage defenders at range from this position.
▲ This window is almost always used by attackers.
▲ The hallway between the bombs.
▲ This door will put you in close proximity to both bomb sites, expect it to be well defended.
 
In Kitchen, Bomb Site A, attackers have a great opportunity to overwhelm defenders through two different means. The first is the narrow window on the right side of the site. Attackers can both shoot through this window and throw their respective gadgets and projectiles. There is also a hatch in this site directly above the bomb, when attackers have access to both the hatch and the narrow window it won’t take long before defenders are picked off.
 
▲ This hatch on the top floor is directly above Bomb Site A.
 
▶ In case, the site is located at 'B Wine Cellar ~ B Snowmobile Garage'
For the Snowmobile Garage, Bomb Site B, you can expect attackers to come from several different directions. Expect the garage doors to be blown open. If you are a hard breacher on your team this will be your task. When these doors are opened it will be very difficult to for the defenders inside.
▲ The Snowmobile Garage, hopefully your team has a hard breacher that can assist in opening up this garage.
 
In Wine Cellar, Bomb Site A, there are two main points of entry. The door at the back of the room, as well as a hatch. This site opens out so a long hallway with a staircase leading up to the first floor. Attackers can get access to this long hallway by opening a door which leads to another garage area.
▲ The view of Bomb Site B when approaching from the Great Room Stairs.
▲ This corridor can also be used to reach the garage area.
▲ This door is close to a nearby spawn point and can get your or your teammates very close to Bomb Site A.
▲ Bomb Site A has one door connecting to the Snowmobile Garage, and the other leading out to a hallway and stairs.
▲ From the Main Garage, you have a sight line of Bomb Site A., if you can open up the wall that is.

A guide to using Finka on Chalet +21
A guide to using Finka on Chalet
Shampy
Shampy Shampy
verified LV.20 S 10mo

Guide for 'IQ' on 'Villa'.

[DISCLAIMER: This guide is intended to be as bare bones as possible in order to give general advice to any new Rainbow Six: Siege players. In addition to this article being opinionated, I would like to also state that zero-sum strats in this game do not exist and the tell of a good Siege player is their decision making and adaptation to the changing battlefield.]
 
Villa is a triple-level map (consisting of three floors) found both in ranked play as well as professional. The current architecture of the map gives a slight advantage to the defending team due to there being few routes into the primary bomb sites forcing attackers to bottle neck. In addition to this, Villa is a very large map which makes roam control very difficult for the attacking team.
 
‘IQ’ is a 1 armour, 3 speed attacker. The operators’ ability is known as the Electronics Detector; a portable electronic gadget worn on the operators wrist which is capable of detecting electronics through any surface. IQ is most commonly used for eliminating hard to reach electronics like Bandit Batteries and Mute Jammers as the Electronic Detector allows the player to see this type of utility through walls and flooring. IQ is also used as a counter to operators like Pulse, Echo, Vigil, and Valkyrie as all of these defenders have utility that is difficult to counter with the naked eye. In fact, when operators like Vigil and Pulse are actively using their ability, IQ is able to see their electronics in use through any surface. This is also the case with any defenders that happen to be caught on their phone looking through the defending teams cameras as the phone itself is considered to be an electronic device. IQ is always a great operator choice for these reasons as well as the operator being capable of acting as a strong backup entry-fragger for the attacking team in the case of attackers losing their original entry at the beginning of the round.
 
If you are to be in accordance with the current meta, IQ’s loadout should be as follows:
PRIMARY: G8-A1 (holo-graphic + flash hider)
SECONDARY: P-12 (suppressed)
UTILITY: Breach Charge x 3
 
ATTACKING SPAWN LOCATIONS:
 
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. IQ will be used on this bomb site to help establish first floor control for the attacking team inside of Piano, Art Storage, Library, and Red Hallway. Additionally, IQ may also be used as the attacking teams primary counter to the defending teams entry denial utility placed inside of Aviator(A). To do this, IQ will breach the objective building through either the first floor Art Storage or Main Entrance. This will then enable IQ to effectively eliminate all defenders positioned on the first floor inside of Library and Piano. IQ will then be able to eliminate the defending teams entry denial utility placed on the reinforced walls separating Study-Aviator(A) and Study-Games(B). After attackers have breached the site wall, IQ should maintain first floor positioning inside of Piano and Art Storage so as to prevent late-round defenders from flanking the first floor and eliminating attacking teammates inside of Study and Games(B) with nitro-cell.
 
NOTE: First floor attackers should be aware of defenders positioned on the second floor as it is common for defenders to make holes in the flooring of the second floor (ceiling of the first floor) so as to counter the attacking teams first floor roam clear. Although this type of play-style is not highly common in earlier ranks, it is still a good habit to get into.
 
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. IQ will be used almost identically to the way in which the operator was used on the previously mentioned Games-Aviator bomb sites by acting as a counter to the defending teams entry denial utility. To do this, the player should breach the objective building through the first floor Laundry and Kitchen. IQ will then proceed to roam clear the first floor inside of Kitchen, Memorial, Dining, and Party. After isolating defenders back to the second floor, IQ will then be able to eliminate the defending team's entry denial utility placed on the reinforced wall separating Master Bedroom and Statutory(B). This will then allow attacking teammates like Thermite and Hibanna to breach the site wall and plant the defuser inside the default plant spot of Statuary(B).
 
NOTE: IQ should maintain first floor positioning, even after the defuser has been planted, as the operator's gadget is capable of detecting enemy players attempting to disarm the defuser. This will then allow IQ to eliminate the defenders through the ceiling of the first floor.
 
PARKING SPAWN LOCATION:
 
ATTACKING: [1F] LIBRARY(A) - LIVING ROOM(B)
The primary route of attack on this bomb site will be by attackers breaching the objective building through Art Storage and Main Lobby. After establishing control over Main Lobby and Red Hallway, attackers will apply pressure on the Library(A)-Lobby doorway and breach the reinforced wall separating Library(A) and Red Hall. IQ will provide value to the attacking team on this bomb site by acting as the primary entry fragger for attackers on the second floor inside of Study and Aviator. IQ should breach the objective building through the second floor Study Balcony with additional soft-destructors (Buck/Sledge). After establishing an attacker presence on the second floor Study and Main Stairs, IQ will then proceed to roam clear the second floor up to Statuary and Trophy: effectively eliminating all defenders playing inside of Aviator, Games, and 90. This will then allow the attacking teams soft-destructors to breach the flooring of Aviator and Games so as to establish vertical pressure onto the first floor Library(A) and Living Room(B).
 
NOTE: On the second floor, IQ will also be well positioned to assist the first floor hard breacher in opening the reinforced wall separating Red Hallway and Library(A). To do this, IQ will use her Electronics Detector to eliminate the defending teams entry denial utility placed on the site wall so as to enable hard breaching teammates to move the attacking teams primary first floor assault forward into Library(A) and plant the defuser.
 
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). IQ will be used as both an entry fragger as well as supporting teammate for the attacking teams hard breacher on this bomb site. To do this, the player will breach the objective building through the second floor Walk-In Closet and establish an attacker presence inside of Walk-in and Master Bedroom. After doing so, IQ will then use her drones to determine the positioning and set-up of the defenders playing on the second floor. It will be critical that IQ accurately and thoroughly communicates the information gathered to the attacking teams entry fragger. Entry fragging teammates (Ash/Zofia) are depending on you for real-time intel relating to the defending teams set-up as this will be their primary advantage in their second floor engagements.
 
After clearing the second floor of all defenders, IQ will then reposition into the second floor Statuary Room so as to eliminate the defending teams entry denial utility placed on the reinforced wall directly below Statuary. This will then allow the attacking teams hard breacher to open the Laundry wall and plant the defuser inside of Dining(A).
 
 
Thank you for reading and I hope this was helpful for you guys.
 
If you are interested in more content or want to ask me questions, you can always find me on Twitch or connect with me via discord - I always enjoy discussing Siege with fellow enthusiasts; regardless of skill level.
 
Discord - https://discord.com/invite/TjGAPdM
Twitch - https://www.twitch.tv/footwork6

Guide for 'IQ' on 'Villa'. +4
Guide for 'IQ' on 'Villa'.
footwork.
footwork. footwork.
verified LV.29 Legend 10mo

Guide to Playing Warden on Bank

Bank is one of the original maps of Siege and has been thoroughly explored by the community, but of course there are still new tricks waiting to be uncovered. With three staircases and three spacious floors, Bank offers many options for roam play since it's so spread out and time-consuming to roam-clear. Anchoring is acceptable for sites though, especially if they have somewhere safe to sit on cameras, so you can drone for your roamers. The many windows in Lobby make it a very risky area to rotate through, but with proper game sense you can navigate your way through it to surprise opponents or pull off some late flanks.
 
With the release of Warden, Operation Phantom Sight heralded in the ultimate answer to an attacker composition loaded with stuns and smokes. This makes Warden a rather situational defender, excelling against particular attacking rosters designed to pull off a “smoke execute” with the intent of planting the defuser. He is rounded out a bit though as a two-speed, two-armor operator who brings mediocre fire power with some of the best secondary utility in the game. As an added bonus he is perhaps the most suave operator in the game with unmatched impeccable style.
 
WARDEN’S GADGET
Warden comes equipped with the Glance Smart Glasses. Upon activation, the glasses grant immunity to blinding effects from flash grenades, Blitz’s shield, and Ying’s candelas. If already blinded, the glasses will cleanse this, returning vision. Additionally, Warden gains vision through smoke, though the clarity fades with positional changes including walking, leaning, and crouching. Standing still will cause clarity to return shortly. The glasses function using a charge mechanic. They drain over the course of 10 seconds and recharge over 12 seconds. As long as the glasses have roughly one third of the charge, Warden can activate them.
 
PLAYSTYLE & COUNTERS
Warden best uses these glasses to gun down the attacker going for defuser-plant. They also allow you to perform as a thorn in the side of attackers, enabling you to hold positions that are difficult to deal with – positions that attackers traditionally use flash bangs to handle. As for counters, watch out for Thatcher, since his EMPs will disable your glasses. If zapped by Twitch’s drone, the same will occur. IQ can also detect your position while your glasses are in use, which can leave you vulnerable to wall-bangs and prefires in certain situations. You are also incredibly vulnerable to a well-cooked frag grenade and Capitao’s fire bolts. Zofia’s concussion grenades will still affect you completely, and Glaz is a formidable foe since he can see through smoke as well.
 
LOADOUT
Warden brings either the MPX or the M590A1. The MPX offers an SMG with virtually no recoil at the expense of pitiful damage output. As of Operation Shadow Legacy, you can equip it with the 1.5x scope, which combined with its tasty fire rate of 830, makes it a headshot machine. The M590A1 allows Warden to remodel site as well as hold very tight angles. This CQB shotgun favors the playstyle that aims to be a nuisance for attackers to deal with. As for secondaries, Warden brings either the P-10C or the SMG-12. The SMG-12 is very difficult to use, especially at range, but provides a fully automatic weapon for those who bring the shotgun, and performs much better in close quarters than the MPX. The P-10C, in contrast, is blessed with a clean sight and some low recoil, with respectable damage and low recoil. Great for spicy long-range 1 taps!
 
The Nitro Cell is perhaps the best secondary gadget available to defenders. With it you can take out attackers above you through destructible ceilings, or toss it over some cover from a safe position, detonating it to wipe out attackers. This is also the best gadget in the game for securing multi-kills. It fits well into Warden’s kit for use as plant-denial.
 
The Deployable Shield is an amazing choice as well. It creates additional positions for defenders to play on site while watching key areas. While covering these areas you can prefire at attackers thanks to the intel gained via the see-through slits. As an added bonus, this allows you to bring a gadget which forces attackers to expend their own utility in order to deal with it.
 
DEFENDER BOMBSITES
 
BOMB SITE 1 – Executive Lounge (2F) & CEO Office (2F)
This site is extremely exposed to windows on the West and North side, particularly the Lobby windows. It also has a few destructible walls on the East side of CEO which should certainly be reinforced. Janitor Closet should be opened up and played to choke out attackers pushing in. Watch for flanks through Lobby, and beware attackers pushing Stock Trading Office and Main Stairs to the South.
 
Janitor is a tough room to take for attackers. Maintaining control of it can have a major impact on the round. Place a shield in the doorway to bait out explosives. If they have more to deal with you, and you really need, you can always drop hatch.
 
With this reinforcement you can protect yourself from the CEO windows. If attackers breach either of the main CEO walls, use punch holes to peek through any smokes they use to try and push in.
 
You can also leave through this rotate into Meeting, using the corner reinforcements and Table for cover. Just be sure the far wall is reinforced to keep yourself from being exposed to Lobby windows.
 
Using Meeting you can wrap around to this position and cover both breaches. The holes in the wall are optional, but give you more angles to peek from. Just watch out for attackers rappelling outside the Window Room.
 
 
BOMB SITE 2 – Staff Room (1F) & Open Area (1F)
This is definitely the least popular site, mostly because it is so spread out. All of Staff Room's ceiling is indestructible leaving anchors relatively safe. Attackers will almost certainly pressure site from Alley outside, and push into Square Skylight to the Northeast to open Staff Room wall. Expect attackers to enter above as well and destroy the ceiling of Open Area from Stock Room, perhaps opening site hatches. Having a pocket strat for this site can grant the occasional win by catching your opponents by surprise.
 
This is the best position to anchor with Warden, and the MPX is the choice for this site, as you'll likely be taking plenty of long-range engagements.
 
You can cover the main door to Staff Room as well as any attackers trying to push through the Staff wall post-breach.
 
You even have a nice long-angle watching the hallway leading towards Main Lobby. Use the slits in your shield to help line up pre-fires. The new 1.5x scope gives the MPX a better shot at clicking the heads of attackers contesting this angle.
 
You can also swing around to hear to stop attackers from flashing their way in Printer window.
 
 
BOMB SITE 3 – Tellers' Office (1F) & Archives (1F)
Tellers and Archives have entirely destructible ceilings. Due to this, roaming top floor to slow the push is necessary to protect anchors. Attackers will likely pressure site from Lobby, possibly rappelling on windows. They also may push into Open Area to open the Archives wall connecting to Admin Office. Skylight Stairwell is easily accessible from outside too, so beware of flank watches posting on the skylight, Servers stairs, or Electrical Room.
 
This shield and the two Cash Dispensers make for great cover when positioning in Tellers' Office.
 
You can also use the shield to keep an eye on attackers pushing in through this Breach on Archives wall.
 
Setting up the rest of site with these reinforcements and rotates helps to create more cover and areas to peek from on this side of the room. Plus bringing the shotgun gives you an amazing tool for vertical play in case attackers try breaching above.
 
 
BOMB SITE 4 – Lockers (B) & CCTV Room (B)
This site has seen the most play, and its meta has grown quite stale. Attackers almost always push through Servers and breach the CCTV wall to plant. You should also keep an eye out for attackers pushing up Garage or through the nearby stairs, named Main Stairs. It is also very common for attackers to take Open Area and breach the hatches there. There are two other main hatches; one in Lobby and one in the Elevator by Main Stairs. Servers hatch can be played reinforced to delay the Servers push, or opened and played against attackers once they push in below it.
 
Playing Server Stairs with a shotgun is an ancient strat that feels much more exhilarating when you run it with Warden. The shield will eat up early explosives, or keep you safer you when moving up and down the stairs.
 
As long as this hatch is reinforced you can rotate over to hold the close angle on Dirt too. But some teams prefer to leave this open to shoot up at attackers pushing through Server Stairs.
 
You can also hold the bottom of Main Stairs. Your immunity to blinds makes you a great candidate for this position.
 
From the same location you easily deny attackers trying to push up through Garage.
 
And with a shield in this doorway you have protection while watching for attackers trying to flash hatch and drop.
 
If you want to play the plant-denial game instead, use this setup, with this shield keeping you protected from attackers in Garage.

Guide to Playing Warden on Bank +20
Guide to Playing Warden on Bank
drTaperdown
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verified LV.19 Big Chungus 10mo

A guide to using Finka on Kanal

■ Using Finka on Kanal
Kanal features two separate buildings, both with multiple floors of elevation. Kanal can be an excellent map for roaming, as attackers try to rappel up one building, defenders can be in the opposite building shooting them from a multitude of windows. Beware attacking on this map as it allows defenders to spawn peek most of the spawn locations.
 
Finka is a two speed, two armor operator whois great for supporting pushes into the objective.
Finka's Adrenal Surge gives her team a short boost in HP, pick up allies that have been downed, and also steady the team’s aim. These three effects are all being tied together making this ability very powerful. This ability gives a boost of 20 HP to the attacking team for a few seconds.
 
Finka has the choice of three weapons. The first option is the SPEAR .308 Assault Rifle. This weapon offers excellent damage output with minimal recoil. It is hard to find a negative argument as to why you would pick this weapon.
 
The second option is the 6P41 LMG offers a slower ADS time and more recoil than the SPEAR .308. The benefit to this weapon is that it offers a massive clip of 100 bullets allowing you to prefire and suppress enemies with confidence.
 
The final option is the SASG-12 Shotgun. It is hard to make a case for choosing this weapon over the other options. However, If you are just playing to have some fun, I heavily recommend combining using Finka’s ability while rushing the objective with this shotgun, you are guaranteed to have fun!
 
Finka also has the option of two semi-automatic handguns. Try out both and pick what feels the best for you.
 
You can choose to either use breach charges or frag grenades for your secondary gadget.
▲ The sites you will have to attack on Kanal.
 
▶ In case, the site is located at '2F Server Room ~ 2F Radar Room'
Radar Room, Bomb Site A, is a room with a lot of entry points. It has a breakable wall leading directly to an outside spawn area. If you are playing as a hardbreacher your main task when attacking these sites is to get this wall breached. When opened, it provides a great view into Bomb Site A, and greatly exposes any opponents anchoring inside. It has a door leading to a hallway, which is frequently used by attackers to traverse the map. There are many breakable walls between the bomb sites, which defenders may choose to open. Be mindful of this when entering this room.
▲ Assist your hard breacher in attempting to get this door opened, this will help you and your teammates massively.
 
Another aspect to consider with this site is the long hallway in the which lead to a window and a staircase, of which attackers can use to gain access to the room. You can reach this window by rappelling to the rooftop, however beware of defenders peaking out from the various windows and doorways which lead to the roof.
▲ This window provides another route into Bomb Site A. Entering this window leads to a long hallway, at the end of which lies the bomb.
▲ You can stand on this sub roof and engage enemies though this window in Bomb Site A.
 
The Server Room, Bomb Site B, provides a lot of cover thanks to the many tall and wide servers. There are only two entry points to this site. The door leading to the hallway and also a window attackers can rappel to. However this site also contains a breakable wall which is commonly breached by attackers. When attacking this room it is extremely helpful if you open up one of the many breakable walls. It will give defenders inside another entry point to consider other than the single doorway.
▲ The view of Bomb Site B from Green Stairs.
▲ The view from inside Bomb Site B.
▲ You can also create a view into Bomb Site B from this window.
 
▶ In case the site is located at '1F Security ~ 1F Map Room'
Map Room, Bomb Site A, is a small room which has a door leading to the main hallway. The other door in this room leads to an adjacent room which defenders may be taking cover in. Attackers should look to gain control of the hallway and associated stairwell between the bomb sites. In doing so, you will essentially cut off the defenders from one another, and possibly pick up some kills, as defenders often use this hallway to traverse the first floor.
▲ Red Stairs provides a view into Bomb Site A.
▲ This window provides an entrance point to the Kitchen, an adjacent room to Bomb Site A.
▲ How Kitchen connects to the bomb sites.
 
Security, Bomb Site B, is a small room with few entry points. Attackers can come through the kitchen which connects to this bomb site, however be cautious as there will probably be an opponent lurking in here. You can also make use of a hatch which is directly above the bomb, opening this will put any defenders anchoring here under immense pressure.
▲ The view of Bomb Site B, from it’s single entry point.
▲ From this window you can create an angle into both bomb sites.
 
Holding sight lines into the hallway and stairways can be instrumental in mounting a successful attack of these bomb sites.
 
▶ In case, the site is located at '1F Coast Guard Meeting Room ~ 1F Lounge'
The key to successfully attacking these sites is gaining control of the Radio Room Hallway. This is a long hallway which runs in between the bomb sites. Holding a sight line of this area makes passing between the sites difficult for defenders. One must expect an engagement each time they enter this hallway.
▲ The hallway which separates the bomb sites.
▲ You can use the White Stairs to access the hallway.
 
Coast Guard Meeting Room, Bomb Site A, has many entry points, one leading to the hallway and bridge which is a common point of entry for attackers. There are many breakable walls in this site too, which attackers can breach in order to leave the defenders inside more exposed.
▲ Notice the proximity of this entrance leading to outside to Bomb Site A.
▲ The view from inside Bomb Site A.
 
The room adjacent to this one is called Archives. A long room with sight lines overlooking the main entrance, of which attackers can spawn next to. Defenders may be taking cover in this area so be cautious when deciding to enter the building using the main entrance.
 
At the other end of the hallway is the Lounge, Bomb Site B. This site is considerably smaller, it has a doorway leading to the hall, and two windows that can be breached and rappelled through by attackers. Opening both windows can give the defenders a lot to think about, however rappelling and hanging at windows can be quite risky.
▲ You can use these two windows to access Bomb Site B.
 
▶ In case, the site is located at 'B Kayaks ~ B Supply Room'
These sites can almost be considered one large room. There are separated by one large door and two breakable walls, meaning you can completely open the area between the sites.
 
Bomb Site A has two points of entry, a door and a hatch. Along with this Defenders will have to defend a connection room, Pipes. This features a breakable wall which when broken, overlooks a popular entry point for attackers. Attackers should be looking to gain complete control of the floor above these bomb sites. It will lessen the chances of you and your teammates later in the round. It also allows you to safely apply pressure by opening the hatches above the bomb sites.
▲ Expect heavy resistance if you decide to use the Basement Stairs to get access to the sites.
▲ The hallway which runs parallel to the bombs.
 
Kayaks, Bomb Site B, features two doors where attackers can enter. This site also features less cover than Bomb Site A. Surrounding these sites is a hallway which goes past all the entry points that we have discussed.
▲ How the bomb sites connect to one another.
 
▲ This window shows you the area leading to Bomb Site B.
 
One factor we have not discussed yet is the destructible ceiling. Both bomb sites have completely destructible ceilings, meaning a Buck, Sledge or Fuze could prove deadly, if not properly contested.
▲ The Yellow Stairs has a view directly into Bomb Site B.
▲ Go to the floor above to open up this hatch.

A guide to using Finka on Kanal +22
A guide to using Finka on Kanal
Shampy
Shampy Shampy
verified LV.20 S 10mo

A guide to using Maverick on Chalet

■ Using Maverick on Chalet
Chalet is a medium sized map with three floors. It provides defenders great opportunities to roam thanks to it’s three floors, with three separate staircases. This map is also a spawn peeker’s delight with lots of windows to peek from, and also doors to burst out from to grab some quick kills.
 
Maverick is a three-speed, one armor breaching operator. Maverick’s gadget, the breaching torch, can breach any surface, including reinforced walls and hatches. It requires a steady hand and knowledge of the environment to create small holes and lines of sight. Maverick must be in close range to use his gadget on the chosen surface. This torch makes almost no sound but it runs out of fuel quickly. Nevertheless, the high precision of this gadget makes it a very creative tool to use hands-on without relying on digital technology.
 
Maverick has the choice between two primary weapons. The first is the AR-15.50 Assault Rifle. This powerful, single-shot rifle offers less damage output than the other DMRs in the game, but also less recoil. However, this comes at the expense of being a single fire weapon, with only 10 bullets per magazine, forcing you to land your shots. It is hard to recommend this weapon over Maverick’s other primary weapon option.
 
The M4 Assault Rifle, is a more standard issue assault rifle. Its got average stats across the board, offering decent damage output, with low to moderate recoil. This is a very easy gun for new players to use.
 
Maverick does not get a choice of secondary weapon. He is equipped with the 1911 TACOPS handgun, which is a very capable pistol.
 
Maverick has the choice between frag grenades or a claymore. Both can be very useful depending on the situation. Claymores are great for covering your flank when you are planning to approach a reinforced wall with your blow torch in hand.
 
However, frag grenades are especially useful when playing as Maverick. You can create a small opening in a reinforced wall with your blow torch, and then proceed to throw your frag grenades through this hole.
▲ The sites you will have to attack on Chalet
 
▶ In case, the site is located at '2F Master Bedroom ~ 2F Office'
The site of 2F Master Bedroom ~ 2F Office, provides a lot of entry points for attackers, making this one of the easier bomb sites to attack in the game.
The Office, Bomb Site A, has a window and a door which leads to a walkway outside. This threat is difficult to defend against as, if both of these are opened, attackers have a view of the entirety of Bomb Site A. The main concern for attackers should be their approach. Try not to get spawn peaked or killed on route to the ladders. Once climbing a ladder, or rappelling, you will be very exposed. If you avoid getting killed while attempting to get into position, this site should not prove too difficult. Open up the multitude of doors and windows and proceed to hold these angles, eliminating any defenders unfortunate enough to cross your path.
▲ Be cautious on your approach, defenders my decide to spawn peak from these windows.
 
The Master Bedroom, Bomb Site B, is a similar situation. With two windows and a large door leading to a landing outside, this site is very difficult to hold for defenders. Use your projectiles and gadgets to overwhelm any defenders unfortunate enough to be anchoring here.
▲ This ladder leads to a landing from which you can access Bomb Site A via a doorway.
▲ This door leads directly to Bomb Site A.
▲ View of Bomb Site A from the singular window that looks into this room.
▲ View of Bomb Site B from the large window.
▲ View of Bomb Site B from the exterior balcony
 
There is a bathroom adjacent to the Master Bedroom in which defenders may choose to anchor in as it provides a little more cover when compared to the bomb sites. However attackers can still come through a window in the back of this bathroom. If you are planning to clear the bathroom, look sharply to the left side of the room as soon as you have opened the window. Defenders will more than likely be on this side of the room.
▲ The bathroom adjacent to Bomb Site B.
 
When attacking these bomb sites, maintain the sight lines provided to you by opening up the windows in the sites. You should be able to pick up at least one or two kills from this position. Hold these angles for as long as possible, waiting for your opportunity to enter one of the sites and planting the defuser.
 
▶ In case, the site is located at '1F Bar ~ 1F Gaming Room'
The 1F Bar ~ 1F Gaming Room sites can become very exposed. The Gaming Room, or Bomb Site A is very difficult to hold. Attackers have the use of a doorway and two windows, when opened, provide you and your teammates with a full view of the bomb site. Open these access points and quickly peek into the site, taking out any defenders that may be anchored there. Defenders may have opened the breakable wall between two bomb sites which you must be mindful of.
▲ Bomb Site A, it can be a dangerous place for defenders to stay.
▲ This window provides an alternate view of Bomb Site A.
 
In Bar, Bomb Site B, you and your teammates will have an excellent opportunity to engage the defenders at range. There is a large door into this site which will attackers a great view into the room You should also try to breach the breakable wall on the same side as this door. When opened, it will expose any defenders that may be taking cover behind the bar.
▲ The large window at the front of the building provides you a great view of Bomb Site B.
▲ You can get a great view of Bomb Site B by opening the large door, providing you and your teammates the opportunity to engage opponents at range.
 
▶ In case, the site is located at '1F Kitchen ~ 1F Trophy Room'
When attacking the 1F Kitchen ~ 1F Trophy Room there are some key entry points that you and your teammates can use to your full advantage. In Trophy room, Bomb Site B, there is a window that leads directly outside. This window is at ground level, meaning attackers can engage defenders at range from this position.
▲ This window is almost always used by attackers.
▲ The hallway between the bombs.
▲ This door will put you in close proximity to both bomb sites, expect it to be well defended.
 
In Kitchen, Bomb Site A, attackers have a great opportunity to overwhelm defenders through two different means. The first is the narrow window on the right side of the site. Attackers can both shoot through this window and throw their respective gadgets and projectiles. There is also a hatch in this site directly above the bomb, when attackers have access to both the hatch and the narrow window it won’t take long before defenders are picked off.
▲ This window provides the attackers with a slight view of the Bomb Site A. It is very useful for throwing grenades or gadgets.
▲ This hatch on the top floor is directly above Bomb Site A.
 
▶ In case, the site is located at 'B Wine Cellar ~ B Snowmobile Garage'
For the Snowmobile Garage, Bomb Site B, you can expect attackers to come from several different directions. Expect the garage doors to be blown open. If you are a hard breacher on your team this will be your task. When these doors are opened it will be very difficult to for the defenders inside.
▲ The Snowmobile Garage, if there is no Thermite, Hibana or Ace on your team, it is your job as Maverick to help get this Garage breached.
 
In Wine Cellar, Bomb Site A, there are two main points of entry. The door at the back of the room, as well as a hatch. This site opens out so a long hallway with a staircase leading up to the first floor. Attackers can get access to this long hallway by opening a door which leads to another garage area.
▲ The view of Bomb Site B when approaching from the Great Room Stairs.
▲ This corridor can also be used to reach the garage area.
▲ This door is close to a nearby spawn point and can get your or your teammates very close to Bomb Site A.
▲ Bomb Site A has one door connecting to the Snowmobile Garage, and the other leading out to a hallway and stairs.
▲ From the Main Garage, you have a sight line of Bomb Site A., if you can open up the wall that is.

A guide to using Maverick on Chalet +22
A guide to using Maverick on Chalet
Shampy
Shampy Shampy
verified LV.20 S 10mo

A guide to using Maverick on Coastline

■ Using Maverick on Coastline
Coastline a small sized map with 2 floors of elevation. This map features a lot of small to medium sized rooms, many of which have entrances leading directly outside. This gives attackers direct sight lines into the objectives in many cases, however it can also leave them vulnerable to being rushed out on or peaked from windows.
 
Maverick is a three-speed, one armor breaching operator. Maverick’s gadget, the breaching torch, can breach any surface, including reinforced walls and hatches. It requires a steady hand and knowledge of the environment to create small holes and lines of sight. Maverick must be in close range to use his gadget on the chosen surface. This torch makes almost no sound but it runs out of fuel quickly. Nevertheless, the high precision of this gadget makes it a very creative tool to use hands-on without relying on digital technology.
 
Maverick has the choice between two primary weapons. The first is the AR-15.50 Assault Rifle. This powerful, single-shot rifle offers less damage output than the other DMRs in the game, but also less recoil. However, this comes at the expense of being a single fire weapon, with only 10 bullets per magazine, forcing you to land your shots. It is hard to recommend this weapon over Maverick’s other primary weapon option.
 
The M4 Assault Rifle, is a more standard issue assault rifle. Its got average stats across the board, offering decent damage output, with low to moderate recoil. This is a very easy gun for new players to use.
 
Maverick does not get a choice of secondary weapon. He is equipped with the 1911 TACOPS handgun, which is a very capable pistol.
 
Maverick has the choice between frag grenades or a claymore. Both can be very useful depending on the situation. Claymores are great for covering your flank when you are planning to approach a reinforced wall with your blow torch in hand.
 
However, frag grenades are especially useful when playing as Maverick. You can create a small opening in a reinforced wall with your blow torch, and then proceed to throw your frag grenades through this hole.
 
▲ The sites you will have to attack on Coastline.
 
▶ In case, the site is located at '2F Hookah Lounge ~ 2F Billiards Room'
Billiards Room, Bomb Site A, is an L-shaped room with some cover in the form of a bar at the back of the room. This site can become quite exposed due to it featuring a large window in the center, as well as a door which leads to an adjacent room, Aquarium, that can be directly accessed from outside. If you and your teammates can gain control of the Aquarium area, you have a strong chance of winning the round. The final door to this site looks down a hallway towards the stairs. As an attacker if you successfully maintain control of this hallway, without getting flanked by any roaming defenders, you will be able to access both bomb sites.
▲ This door which can be accessed from a landing outside allows you to view Bomb Site A. This is a hotly contested area.
▲ This large window allows you to see Bomb Site A in it’s entirety. Beware of enemies taking cover behind the bar.
▲ You can engage enemies through this door from the relative safety of the Hookah Deck.
▲ The hallway that connects the bombs.
 
The sites are separated by a breakable wall. Attackers can open up this wall to expose any defenders.
 
Hookah Lounge, Bomb Site B, is a small room with three access points. It has a door leading directly outside from which attackers can use to stand and engage any defenders inside, or perhaps even rush into the objective. There is also a window at a 90-degree angle to this door which means you can have a full view of the room if there is one attacker positioned at each of these entry points. The final point of entry is the door that leads out to the hallway and to the top of the stairs. Attackers should make use of this staircase as once you reach the top you will have a view of the hallway which connects the sites.
 
▶ In case, the site is located at '2F Penthouse ~ 2F Theater'
Theater, Bomb Site A, is a small room offering little cover. It has one door leading to the main hallway outside of which is the main point of entry into this room. The other door in this site leads directly to Bomb Site B. The wall at the back of this site faces the stairwell, if opened, will completely expose any defenders anchoring inside. However, expect this wall to be reinforced.
▲ From the hallway you can breach the wall in view to leave the defenders inside with little to no cover.
▲ This window provides a great view of Bomb Site B, however hanging here is risky.
 
Theater, Bomb Site B, is a larger room with many more areas that can be breached. There is a large window from which attackers can rappel and directly engage any opponents inside. There are also two doors to be mindful of. The first leads to a bathroom. This bathroom is relevant as it has a hatch leading to the roof. As an attacker you can rappel to the rooftop, open this hatch, and apply pressure from above. This hatch cannot be reinforced by defenders as they can not access the rooftop.
▲ This hatch cannot be reinforced by defenders.
 
The other door leads to a hallway and an entrance leading directly outside. Attackers should open this door and use the sight line it provides.
▲ How the bomb sites connect to one another.
▲ From this outdoor area you can see all the way into the bomb site.
 
▶ In case, the site is located at '1F Kitchen~ 1F Service Entrance'
Kitchen, Bomb Site A, is a large room with two main points of entry. The first is a large window which opens directly to outside. As an attacker you should hold this angle or quickly peak this window. The other main entry point is a door, which is at a 90 degree angle to the window mentioned above. Once you and your teammates gain control of this doorway you will have a line of sight of covering both bomb sites, making a successful defense exceedingly difficult for the other team.
 
Service Entrance, Bomb Site B, is a long room with little to no cover. At the end of the room is a door leading directly outside. As an attacker this will serve as your main entry point. Open this door and engage the defenders at range using your superior long range assault rifles. The Toilets adjacent to this room provide some cover for defenders, so be cautious when entering through this door.
▲ Use Maverick’s AR-15.50 Assault Rifle or M4 to engage enemies at range.
▲ If you come through the Main entrance you will first have to clear the Toilets before reaching the bomb sites.
▲ This door that branches off from the hallway is one of the points of entry into Bomb Site A.
▲ There is also this window that provides an alternate view of Bomb Site A.
 
▶ In case, the site is located at '1F Blue Bar ~ 1F Sunrise Bar'
Blue Bar, Bomb Site A, is a small room with many points of entry. There is a window you and your teammates can rappel to. At a right angle to this is a door leading to Office, which subsequently has an entrance to outside. The final door looks directly out to the main hallway and a staircase. The layout of this room leaves defenders quite exposed as they will have to be mindful of these many different angles of attack.
▲ This hallway provides access to both bomb sites.
 
Sunrise Bar, Bomb Site B, is a small room with a doorway leading to an entrance to the building. You and your teammates can easily access this door as it is close to a nearby spawn point. Once opened this door provides a great view into the room which you can use to pick off any defenders who may peek their heads out. This site also features a window on the opposite side of the room which can be quite dangerous to rappel on. The final door in this room looks out onto the main stairs of which you can use as another point of attack.
▲ This window has a direct view into Blue Bar.
 
The fact that these bomb sites can be accessed so easily from outside make it very difficult for the other team to defend both of these bomb sites effectively. Expect to engage in some what of a “peek off” with the defenders as you battle over the entrances to the building.
▲ This door leads directly to Sunrise Bar.
▲ This window provides an alternate view of the site. Use these different angles of attack to your advantage.
▲ This building entrance is in close proximity to the bomb sites.

A guide to using Maverick on Coastline +18
A guide to using Maverick on Coastline
Shampy
Shampy Shampy
verified LV.20 S 10mo

Excerpt from 'IQ on Villa':

"IQ should breach the objective building through the second floor Study Balcony with additional soft-destructors (Buck/Sledge). After establishing an attacker presence on the second floor Study and Main Stairs, IQ will then proceed to roam clear the second floor up to Statuary and Trophy: effectively eliminating all defenders playing inside of Aviator, Games, and 90. This will then allow the attacking teams soft-destructors to breach the flooring of Aviator and Games so as to establish vertical pressure onto the first floor Library(A) and Living Room(B).
 
NOTE: On the second floor, IQ will also be well positioned to assist the first floor hard breacher in opening the reinforced wall separating Red Hallway and Library(A). To do this, IQ will use her Electronics Detector to eliminate the defending teams entry denial utility placed on the site wall so as to enable hard breaching teammates to move the attacking teams primary first floor assault forward into Library(A) and plant the defuser."
 
ATTACKING
IQ - VILLA
[1F] LIBRARY(A) - LIVING ROOM(B)

Excerpt from 'IQ on Villa':
footwork.
footwork. footwork.
verified LV.29 Legend 10mo

A guide to using Finka on Club House

■ Using Finka on Club House
Club House is a large map with three floors, designed with a focus on rotation and mobility. It provides attackers with great opportunities to traverse safely as there are many smaller connecting rooms an attacker can use to flank and rotate around their opponent. However this map is also great for spawn peaking with many windows facing the main spawn areas of the attackers, so be cautious on your approach to the main buildings that make up this map.
 
Finka is a two speed, two armor operator whois great for supporting pushes into the objective.
Finka's Adrenal Surge gives her team a short boost in HP, pick up allies that have been downed, and also steady the team’s aim. These three effects are all being tied together making this ability very powerful. This ability gives a boost of 20 HP to the attacking team for a few seconds.
 
Finka has the choice of three weapons. The first option is the SPEAR .308 Assault Rifle. This weapon offers excellent damage output with minimal recoil. It is hard to find a negative argument as to why you would pick this weapon.
 
The second option is the 6P41 LMG offers a slower ADS time and more recoil than the SPEAR .308. The benefit to this weapon is that it offers a massive clip of 100 bullets allowing you to prefire and suppress enemies with confidence.
 
The final option is the SASG-12 Shotgun. It is hard to make a case for choosing this weapon over the other options. However, If you are just playing to have some fun, I heavily recommend combining using Finka’s ability while rushing the objective with this shotgun, you are guaranteed to have fun!
 
Finka also has the option of two semi-automatic handguns. Try out both and pick what feels the best for you.
 
You can choose to either use breach charges or frag grenades for your secondary gadget.
▲ The sites you will have to attack on Club House
 
▶ In case, the site is located at '2F Gym ~ 2F Bedroom'
The Bedroom, Bomb Site A, has a lot of entry points that can get heavily exposed, use this to your advantage. There is a landing outside of the main window from which attackers can stand and peek from. As an attacker I would maintain the sight line this window provides for as long as possible, you will more than likely pick up at least one kill from this position.
▲ The window on the left leads to Bomb Site B. The window on the right leads to Bomb Site A.
▲ If you do decide to engage enemies from the sub-roof, beware of defenders peaking from this window.
 
There is a Bathroom in this site which can provide some cover for defenders. Drone out and frag this area to clear out any defenders unfortunate enough to be anchoring inside.
▲ Opening this wall will allow you and your teammates to view the hallway that connects the bombsites.
 
The Gym or Bomb Site B is quite a small claustrophobic room. It has one window and one door opposite that window. This door opens out to the Bedroom Hallway. Attackers can use the Central Stairs to come up to this hallway or simply breach the side wall which can be accessed from outside. This wall will more than likely be reinforced. If you are a hard breacher such as Thermite or Hibana I would focus on using your gadget to open this area. Once opened it provides a great view into the hallway and stairs, you are sure to catch some defenders unaware as they move between the sites.
▲ Opening this hatch on the roof will put you in close proximity to Bomb Site A.
▲ Going through the hatch will put you here in Logistic Office.
 
▶ In case, the site is located at '2F CCTV Room~ 2F Cash Room'
For the CCTV Room or Bomb Site B, attackers can approach from three different locations. The Eastern stairs provide attackers a view directly into the left side of the site. The Eastern sub-roof allows attackers to stand and engage defenders through the window. The walkway above garage can also be accessed by attackers. There is a breakable wall in this site which can be opened from outside while standing on the landing outside.
▲ Try to get this wall opened as soon as possible. This will put defenders at a great disadvantage. This wall will probably be reinforced, requiring that your team has a hard breacher.
▲ The other side of Bomb Site B, which can be accessed from the garage.
 
For the Cash Room, Bomb Site A, attackers should take caution if they are approaching from the garage, you will be exposed when crossing this open area. There is a breakable wall in this room which can view the Eastern Stairs when opened.
▲ The Central Sub-roof provides you with a window directly into Bomb Site B. Make use of all of the access points into this room to overwhelm the defenders inside.
▲ Bomb Site A is connected to Bomb Site B by a single door.
▲ From the Eastern Stairs we can reach Bomb Site B, or breach into Bomb Site A.
 
▶ In case, the site is located at '1F Bar ~ 1F Stock Room'
The Bar, or Bomb Site A, has a lot of breakable walls and entry points for attackers. Both of Finka’s weapons are excellent options for this site as you will more than likely be engaging defenders at range. In addition to the breakable walls there are two wide doors from which you and your teammates can enter. Making a hole in the breakable wall between the bomb sites will allow Finka to use her SPEAR .308 Assault Rifle or 6P41 LMG to maximum effect, covering both bombsites and engaging enemies at range. Use the ACOG scope attached on your weapon to your advantage and quickly peak this area aiming for headshots each time.
▲ The Lobby provides a route to both bomb sites. Expect heavy resistance here.
▲ The expansive bar area.
▲ This window at the front of the building can provide you with a viewing angle into the Bar.
 
The Stock Room, Bomb Site B, is a very dangerous place for defenders to stay. There are two doors leading directly outside, and another wide door giving attackers a view of the entire site. Open all these entry points and hold the angles these openings provide. You are sure to pick up at least one kill if you are patient enough to wait for a defender to cross your path.
▲ This door leads directly into Bomb Site B, and allows you to engage enemies at range.
▲ The other entry point into Bomb Site B can provide you with an alternate view of the room.
 
▶ In case, the site is located at 'B Church ~ B Arsenal Room'
The Church Room, Bomb Site A, is separated from Bomb Site B by a long hallway (Basement Hallway). Gaining control of this hallway will be instrumental in a successful attack on these sites.
▲ Beware this line of sight when coming down Central Stairs.
 
You can approach the basement using the Central Stairs, which is accessible near the Bar area. However defenders have a useful sight line of these stairs so be careful if you choose to use this route.
▲ Bomb Site A, the Memorial Room on the left side of this image is a popular position for Defenders to take up.
 
The Arsenal Room, Bomb Site B, is more complex. Attackers have the use of a tunnel from which they can directly access from spawn. Approach with caution if you plan on using this tunnel, defenders could be lurking around any corner of the winding tunnel. They also have the option of using a hatch directly above the bomb to provide pressure from above.
▲ This tunnel leads to Bomb Site B, however approach with caution as defenders will probably be lurking around the corner. This could be an excellent time to use Finka's ability.
 
Attackers also have access to the Utility Room, a room leading directly to the site, which provides some cover to attackers. Being Zofia, either open one of the hatches above and engage enemies from there, or approach via the utility room and use your gadget to assist your teammates in breaching one of the bomb sites from there.
▲ You can reach the Utility Room from the Oil Pit.
▲ Blue Stairs provides an alternate route to the Utility Room.
▲ Once inside Utility Room you can create a large opening into whichever bomb site you prefer as long as these walls are not reinforced.

A guide to using Finka on Club House +21
A guide to using Finka on Club House
Shampy
Shampy Shampy
verified LV.20 S 10mo

A guide to using Maverick on Border

■ Using Maverick on Border
Border is a small to medium sized map with 2 floors of elevation. This map features an almost excessive number of breakable walls, and lots of small interconnected rooms, which can make it a difficult map to traverse for both attackers and defenders alike. Many of the bomb sites feature breakable walls or entrances leading directly outside, which can make things slightly easier for attackers.
 
Maverick is a three-speed, one armor breaching operator. Maverick’s gadget, the breaching torch, can breach any surface, including reinforced walls and hatches. It requires a steady hand and knowledge of the environment to create small holes and lines of sight. Maverick must be in close range to use his gadget on the chosen surface. This torch makes almost no sound but it runs out of fuel quickly. Nevertheless, the high precision of this gadget makes it a very creative tool to use hands-on without relying on digital technology.
 
Maverick has the choice between two primary weapons. The first is the AR-15.50 Assault Rifle. This powerful, single-shot rifle offers less damage output than the other DMRs in the game, but also less recoil. However, this comes at the expense of being a single fire weapon, with only 10 bullets per magazine, forcing you to land your shots. It is hard to recommend this weapon over Maverick’s other primary weapon option.
 
The M4 Assault Rifle, is a more standard issue assault rifle. Its got average stats across the board, offering decent damage output, with low to moderate recoil. This is a very easy gun for new players to use.
 
Maverick does not get a choice of secondary weapon. He is equipped with the 1911 TACOPS handgun, which is a very capable pistol.
 
Maverick has the choice between frag grenades or a claymore. Both can be very useful depending on the situation. Claymores are great for covering your flank when you are planning to approach a reinforced wall with your blow torch in hand.
 
However, frag grenades are especially useful when playing as Maverick. You can create a small opening in a reinforced wall with your blow torch, and then proceed to throw your frag grenades through this hole.
▲ The sites you will have to attack on Border.
 
▶ In case, the site is located at '1F Customs Inspections ~ 1F Supply Room'
The Supply Room, Bomb Site A, is a long narrow room with one window acting as the main point of entry. This window leads directly outside and attackers can use this to their advantage. However be cautious, as defenders may be peaking at this window. A Rook or Doc peaking this window can make life very difficult for attackers. Supply Room is separated from Bomb Site B by a door and three breakable walls which can be destroyed to create additional angles.
▲ This ground floor window gives you and your teammates great access to Bomb Site A.
 
Customs Inspections, Bomb Site B, is a large room with three points of entry. It features two large doors and a hatch from which attackers can gain entry to the room. The number of entry points makes it difficult for defenders to cover all positions at once. Use this to your advantage. Coordinate with your team mates and approach this room from multiple directions. There is a small office in this bomb site which can provide defenders with additional cover.
▲ The view from inside Bomb Site B.
 
Another room that must be mentioned when discussing this site is the Detention Room. This has a breakable wall that leads directly to outside. This should be opened up as early as possible. If this wall is breached early in the round it will make life very difficult for the defenders.
▲ Attackers should do their utmost to breach this wall. It will put the defenders at a distinct disadvantage.
▲ Attackers can open this hatch above the bomb sites by going to the floor above.
 
▶ In case, the site is located at '1F Ventilation Room ~ 1F Workshop'
Workshop, Bomb Site A, is a large room with two doors. One door leads out to a hallway, the other leads out to a main entrance for attackers that could prove deadly for defenders trying to peak. This site provides lots of excellent cover and should allow defenders to create useful angles of attack. Bomb Site A is definitely the more difficult site to attack, Bomb Site B is very exposed in comparison.
▲ The Server room can be a very difficult room to attack.
▲ The only door into Bomb Site A, can be reached by traversing through the Main Lobby.
▲ Bomb Site B is a small room that can be accessed via this ground floor window.
 
Ventilation Room, Bomb Site B, is a very small room which attackers should be able to open up quickly. It features very little cover and will be difficult for defenders to anchor in. The window in the room is a ground floor window that leads directly outside. The doorway in this room also can be viewed from directly outside. With attackers looking at the site from both of these angles it leaves little room to maneuver. Open the large main door and keep a sight line of the wide hallway between the bomb sites. This will restrict the movement of defenders throughout the map.
▲ Opening this main entrance provides you and your teammates an excellent view of the bomb sites.
▲ From Archives you can open this hatch which lies above the Server Room.
 
▶ In case, the site is located at '1F Bathroom ~ 1F Tellers'
Bathroom, Bomb Site A, is a small room with 1 door but three breakable walls. This site provides decent full body cover in the form of shower stalls..
Breaching one of the walls in Bomb Site A will completely expose any defenders unfortunate enough to be anchoring in this position.
▲ Bomb Site A, is small but unfortunately provides good cover for defenders.
 
Tellers, Bomb Site B, is quite exposed. It has one window leading outside. Two windows leading to the larger, more expansive, Waiting Room, and also a door. This is a great bomb site to attack. The breakable wall in this room leads directly outside. By breaching this wall, and breaking open the nearby window, attackers will have a full, unobstructed view into Bomb Site B.
▲ Opening this breakable wall early in the round will give you and your teammates a great advantage.
▲ You can use your torch to open up a hole just large enough for your grenades.
▲ This ground floor window also provides a great view into Bomb Site B.
▲ The view of Bomb Site B from the Waiting Room.
 
▶ In case, the site is located at '1F Armory Lockers ~ 1F Archives'
Armory Lockers, Bomb Site A, is a medium sized room with a lot of cover for defenders to hide behind. However, this room also grants a lot of opportunities to attackers. There is a door along with a breakable wall that leads directly outside. Opening this wall will put the defenders at a disadvantage and allow you and your teammates to enter the bombsite without having to go through the winding hallways surrounding the sites. Along with this, there is another door leading to the hall outside. This site is directly connected to Bomb Site B, creating three separate angles of attack of which the defending team will have to be constantly mindful of.
▲ The door leading directly to Bomb Site A, along with the breakable walls that you should open up as early as possible.
 
Archives, Bomb Site B, is a similar situation. With a door and a window leading directly outside, it gives attackers an opportunity to stand and engage at a distance, or rush into the room quickly. There is also a high number of breakable walls leading in this room, which you and your teammates can open up and leave defenders exposed.
▲ This door which leads directly into Bomb Site B is a popular entry point.
▲ This sub-roof allows you to stand and engage enemies that may be located in Bomb Site B.
▲ This window provides a view of Bomb Site A.
▲ How the bomb sites connect to one another.
▲ You can engage enemies all the way back from the balcony if you create an opening in this wall.

A guide to using Maverick on Border +20
A guide to using Maverick on Border
Shampy
Shampy Shampy
verified LV.20 S 10mo

A guide to using Maverick on Bank

■ Using Maverick on Bank
Bank is a very sized large map designed with large rooms. This map has three floors. Attackers will have to be careful when crossing the map’s open spaces. This map is also great for spawn peaking with many windows and doors facing and leading to the different spawn points of the attackers.
 
Maverick is a three-speed, one armor breaching operator. Maverick’s gadget, the breaching torch, can breach any surface, including reinforced walls and hatches. It requires a steady hand and knowledge of the environment to create small holes and lines of sight. Maverick must be in close range to use his gadget on the chosen surface. This torch makes almost no sound but it runs out of fuel quickly. Nevertheless, the high precision of this gadget makes it a very creative tool to use hands-on without relying on digital technology.
 
Maverick has the choice between two primary weapons. The first is the AR-15.50 Assault Rifle. This powerful, single-shot rifle offers less damage output than the other DMRs in the game, but also less recoil. However, this comes at the expense of being a single fire weapon, with only 10 bullets per magazine, forcing you to land your shots. It is hard to recommend this weapon over Maverick’s other primary weapon option.
 
The M4 Assault Rifle, is a more standard issue assault rifle. Its got average stats across the board, offering decent damage output, with low to moderate recoil. This is a very easy gun for new players to use.
 
Maverick does not get a choice of secondary weapon. He is equipped with the 1911 TACOPS handgun, which is a very capable pistol.
 
Maverick has the choice between frag grenades or a claymore. Both can be very useful depending on the situation. Claymores are great for covering your flank when you are planning to approach a reinforced wall with your blow torch in hand.
 
However, frag grenades are especially useful when playing as Maverick. You can create a small opening in a reinforced wall with your blow torch, and then proceed to throw your frag grenades through this hole.
 
▲ The sites you will have to attack on Bank.
 
 
▶ In case, the site is located at '2F Executive Lounge ~ 2F CEO Office
The CEO Office, Bomb Site A, features two windows and one large door connecting this site to Bomb Site B. You will have to consider many directions of attack when in this room. This room also features many breakable walls which attackers can use to open up this site and create sight lines into both bombs. Focus on trying to open these walls, you will probably need a hard breacher such as Thermite, Ace or Hibana.
▲ This window looks directly into Bomb Site A.
 
Don’t be afraid to get on the rooftop and use these angles to your advantage. You have a view of the two main walls into Bomb Site A and the hallway which runs parallel to the bomb sites.
▲ The view from the rooftop.
 
The Executive Lounge, Bomb Site B directly connects to Bomb Site A, almost forming one large site. This room features two large double doors. One leads to the Front Desk, the other leads to the Conference Room.
 
Attackers should focus on gaining control of the Hallway. This will restrict defenders from roaming throughout the floor.
▲ From this window, you can have a view of the Hallway that runs parallel to the bomb sites.
▲ How the bomb sites connect to one another.
▲ Use your blow torch to create an opening into the sites, from Skylight Stairwell.
 
▶ In case, the site is located at '1F Staff Room ~ 1F Open Area'
Open Area, Bomb Site A, provides defenders with a lot of space in which to move and a lot of cover. There is one window you can access from an attacker spawn point which leads directly to Bomb Site A. Defenders will be actively defending this window though, so approach with caution.
▲ The expansive Bomb Site A.
▲ The long hallway which leads to the bomb sites.
 
There is also two hatches directly in this site, and another in a connecting room, Admin Office. If opened these hatches give great view points into Bomb Site A, and will allow attackers to keep up the pressure from above.
 
Attackers can approach the bomb sites using the Office Hallway. This wide hallway has a staircase branching off which attackers will have to be mindful of on their approach. Beware of the metal detectors at the end of this hallway, located just ahead of the doorway into Bomb Site A. This will be set off if you go through it, alerting defenders to your presence.
 
Staff Room, Bomb Site B, has one large door leading to the Skylight Stairwell, and many breakable walls which attackers may use to their advantage. Breaking the walls in between these two sites can create additional sight lines of which you and your teammates can use to gain the advantage in a firefight.
 
▲ You can reach Bomb Site B by traversing Skylight Stairwell.
▲ You can open this hatch with your torch if it is reinforced.
 
▶ In case, the site is located at '1F Tellers Office ~1F Archives’
Tellers’ Office, Bomb Site A, has two doors on either side, separated by a breakable wall in the middle. It also has a breakable wall on the left. You will need four reinforcements to cover these walls. Attackers will have great access to this site as they will be coming from the Lobby. A large expansive area with lots of cover and entry points. Attackers can approach this Lobby area by using the main doors to the building. Be cautious, as there may be defenders roaming throughout this area. Once in the Lobby take out the camera on the back wall to avoid being spotted. Keep your guns trained on the two doors that lead into Bomb Site A.
▲ You will be very exposed trying to cross the Lobby.
▲ The view from inside Bomb Site A.
 
The Archives, Bomb Site B is connected to the Tellers’ Office by a door and a breakable wall. The Archives has one window and one door which attackers can use to apply pressure to any defenders located inside. These access points lead out to the Skylight Stairwell, which as you can tell by how many times it has been mentioned thus far, is a focal point of this map. By maintaining control of Skylight Stairwell attackers should be able to peak into Bomb Site B and take out any defenders unfortunate enough to be inside.
▲ The door and mid-level window in Bomb Site B.
▲ After creating a small opening into Bomb Site B, proceed to throw your grenades to clear out defenders.
 
Being Maverick, I would try to use your torch at key moments, such as when you and your team are close to the bomb sites and are planning to breach.
 
 
▶ In case, the site is located at 'B Lockers ~ B CCTV Room
These bomb sites are located in the basement, which has many entry points for attackers to utilize.
CCTV Room, Bomb Site A, is small and provides only minimal cover. Attackers can approach from two main directions. The first is the Server Room. The Server Room has a tunnel which leads directly to a spawn point for the attacking team, making it a popular point of entry.
In Server Room, there is also a door leading to a staircase, which may be used by attackers as an alternate entry point. Working your way through the Server room can be difficult. Make use of any stun or smoke grenades you may have to cover your approach.
▲ The view of Server room from the tunnel.
 
Lockers of Bomb Site B, is an even smaller room. The main entry point to this room is from the Garage. Attackers can access the Garage from a nearby spawn point, and this Garage directly faces Bomb Site B. Expect a long range duel with defenders. If you are able to control Garage you can flank behind any attackers that may currently be located in Bomb Site A.
▲ This will be your view of the bomb site if you choose to come through the garage.
▲ You can also open this hatch in Admin Office. This will allow you to view Bomb Site A directly.
 
The final point of entry is Main Stairway. This goes from the basement all the way to the top floor. It provides defenders an opportunity to roam, and provides attackers with another entry point to the basement.
▲ The Main Stairway can be used to reach the basement.

A guide to using Maverick on Bank +17
A guide to using Maverick on Bank
Shampy
Shampy Shampy
verified LV.20 S 10mo

A guide to using Finka on Border

■ Using Finka on Border
Border is a small to medium sized map with 2 floors of elevation. This map features an almost excessive number of breakable walls, and lots of small interconnected rooms, which can make it a difficult map to traverse for both attackers and defenders alike. Many of the bomb sites feature breakable walls or entrances leading directly outside, which can make things slightly easier for attackers.
 
Finka is a two speed, two armor operator whois great for supporting pushes into the objective.
Finka's Adrenal Surge gives her team a short boost in HP, pick up allies that have been downed, and also steady the team’s aim. These three effects are all being tied together making this ability very powerful. This ability gives a boost of 20 HP to the attacking team for a few seconds.
 
Finka has the choice of three weapons. The first option is the SPEAR .308 Assault Rifle. This weapon offers excellent damage output with minimal recoil. It is hard to find a negative argument as to why you would pick this weapon.
 
The second option is the 6P41 LMG offers a slower ADS time and more recoil than the SPEAR .308. The benefit to this weapon is that it offers a massive clip of 100 bullets allowing you to prefire and suppress enemies with confidence.
 
The final option is the SASG-12 Shotgun. It is hard to make a case for choosing this weapon over the other options. However, If you are just playing to have some fun, I heavily recommend combining using Finka’s ability while rushing the objective with this shotgun, you are guaranteed to have fun!
 
Finka also has the option of two semi-automatic handguns. Try out both and pick what feels the best for you.
 
You can choose to either use breach charges or frag grenades for your secondary gadget.
▲ The sites you will have to attack on Border.
 
▶ In case, the site is located at '1F Customs Inspections ~ 1F Supply Room'
The Supply Room, Bomb Site A, is a long narrow room with one window acting as the main point of entry. This window leads directly outside and attackers can use this to their advantage. However be cautious, as defenders may be peaking at this window. A Rook or Doc peaking this window can make life very difficult for attackers. Supply Room is separated from Bomb Site B by a door and three breakable walls which can be destroyed to create additional angles.
▲ This ground floor window gives you and your teammates great access to Bomb Site A.
 
Customs Inspections, Bomb Site B, is a large room with three points of entry. It features two large doors and a hatch from which attackers can gain entry to the room. The number of entry points makes it difficult for defenders to cover all positions at once. Use this to your advantage. Coordinate with your team mates and approach this room from multiple directions. There is a small office in this bomb site which can provide defenders with additional cover.
▲ The view from inside Bomb Site B.
 
Another room that must be mentioned when discussing this site is the Detention Room. This has a breakable wall that leads directly to outside. This should be opened up as early as possible. If this wall is breached early in the round it will make life very difficult for the defenders.
▲ Attackers should do their utmost to breach this wall. It will put the defenders at a distinct disadvantage.
▲ Attackers can open this hatch above the bomb sites by going to the floor above.
 
▶ In case, the site is located at '1F Ventilation Room ~ 1F Workshop'
Workshop, Bomb Site A, is a large room with two doors. One door leads out to a hallway, the other leads out to a main entrance for attackers that could prove deadly for defenders trying to peak. This site provides lots of excellent cover and should allow defenders to create useful angles of attack. Bomb Site A is definitely the more difficult site to attack, Bomb Site B is very exposed in comparison.
▲ The Server room can be a very difficult room to attack.
▲ The only door into Bomb Site A, can be reached by traversing through the Main Lobby.
▲ Bomb Site B is a small room that can be accessed via this ground floor window.
 
Ventilation Room, Bomb Site B, is a very small room which attackers should be able to open up quickly. It features very little cover and will be difficult for defenders to anchor in. The window in the room is a ground floor window that leads directly outside. The doorway in this room also can be viewed from directly outside. With attackers looking at the site from both of these angles it leaves little room to maneuver. Open the large main door and keep a sight line of the wide hallway between the bomb sites. This will restrict the movement of defenders throughout the map.
▲ Opening this main entrance provides you and your teammates an excellent view of the bomb sites.
 
▶ In case, the site is located at '1F Bathroom ~ 1F Tellers'
Bathroom, Bomb Site A, is a small room with 1 door but three breakable walls. This site provides decent full body cover in the form of shower stalls..
Breaching one of the walls in Bomb Site A will completely expose any defenders unfortunate enough to be anchoring in this position.
▲ Bomb Site A, is small but unfortunately provides good cover for defenders.
 
Tellers, Bomb Site B, is quite exposed. It has one window leading outside. Two windows leading to the larger, more expansive, Waiting Room, and also a door. This is a great bomb site to attack. The breakable wall in this room leads directly outside. By breaching this wall, and breaking open the nearby window, attackers will have a full, unobstructed view into Bomb Site B.
▲ Opening this breakable wall early in the round will give you and your teammates a great advantage.
▲ This ground floor window also provides a great view into Bomb Site B.
▲ The view of Bomb Site B from the Waiting Room.
 
▶ In case, the site is located at '1F Armory Lockers ~ 1F Archives'
Armory Lockers, Bomb Site A, is a medium sized room with a lot of cover for defenders to hide behind. However, this room also grants a lot of opportunities to attackers. There is a door along with a breakable wall that leads directly outside. Opening this wall will put the defenders at a disadvantage and allow you and your teammates to enter the bombsite without having to go through the winding hallways surrounding the sites. Along with this, there is another door leading to the hall outside. This site is directly connected to Bomb Site B, creating three separate angles of attack of which the defending team will have to be constantly mindful of.
▲ The door leading directly to Bomb Site A, along with the breakable walls that you should open up as early as possible.
 
Archives, Bomb Site B, is a similar situation. With a door and a window leading directly outside, it gives attackers an opportunity to stand and engage at a distance, or rush into the room quickly. There is also a high number of breakable walls leading in this room, which you and your teammates can open up and leave defenders exposed.
▲ This door which leads directly into Bomb Site B is a popular entry point.
▲ This sub-roof allows you to stand and engage enemies that may be located in Bomb Site B.
▲ This window provides a view of Bomb Site A.
▲ How the bomb sites connect to one another.

A guide to using Finka on Border +17
A guide to using Finka on Border
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