Guide for playing 'Amaru' on 'Clubhouse'.Guides
[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. Amaru is a two-speed, two-armour attacking operator. Her ability is a “high-tensile grappling gun” which can be used to quickly access entry points on the objective building as well as vault up open hatches. Unfortunately, Amaru is an entirely useless operator - the utility the operator brings is not impactful at all for the whole of the attacking team and is overall considered to be a highly situational operator (situational; meaning that the operator has almost zero versatility and is only useful in select situations which rarely occur.) That being said, I will still be writing a guide for the operator on all ranked maps. However, these guides will be used to offer a more comprehensive overview of how entry fragging should be carried out for new players looking to improve. If you are to be in accordance with the current meta, Amaru’s loadout should be as follows; - PRIMARY: G8-LMG (Attachments to player preference) - SECONDARY: SMG-11 (Attachments to player preference) - UTILITY: FLASH BANG GRENADES (This can actually be useful for the attacking team as it will allow you to assist teammates in burning Jager’s ADS.) 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. Amaru can be really useful on this bomb site by assisting the attacking teams Capitao in burning the defending teams Jager and Wamai equipment from inside of the CCTV(B) bomb site. After using flash bangs to get rid of projectile denial - Capitao will be able to use a fire bolt to prevent the defending teams Bandit from tricking the main wall. As stated previously, opening the Platform wall will be huge for attackers as they will have a safe and direct route to the default plant location after clearing the Garage. 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). Amaru’s job will be virtually identical to the previous bomb site - the only difference here being that instead of burning an ADS inside of CCTV, you will be using your flashbangs to burn projectile denial inside of GYM to allow for Zofia or Ash to use their utility on the commonly ‘castled’ Gym(B)-hallway doorway. This will provide attackers with the ability to prevent defenders from ‘tricking’ the jacuzzi wall. CONSTRUCTION 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)) while planting the defuser. Since Amaru won’t be all that necessary on this first floor bomb site, attackers can use the operator as an expendable resource to send off on their own and play unpredictably. Although this sounds like a poor use of resources, if attackers have the majority of attacking forces dedicated to sticking a diffuser plant, having a secondary attacking front can prove hugely beneficial by lessening the defensive load on the primary assault inside of Stock(B). SHIPPING DOCKS 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. Since this bomb site will require some significant map control, Amaru will serve the attacking team best by acting as an entry fragger. Communicate with teammates as they gather real-time intel with their drones while you clear out rooms like Bar and Kitchen. Having a non-crucial operator like Amaru to front gun fights can be useful for attackers in protecting high value operators like Thatcher and Thermite who will be needed later on in the round. WAREHOUSE SPAWN LOCATION
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