Guide to Playing Wamai on BorderGuides
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.
Wamai came into Operation Shifting Tides as the Kenyan partner to Kali, and the first to join her private military company, NIGHTHAVEN. He is a two-armor, two-speed defender with an appealing arsenal fit for most players. His gadget requires a more patient approach though, and dying early means being much less effective, similar to Lesion. He works best as an anchor, whether on or off-site, but he can lurk near site as well, readily rotating to supply his teammates with his utility. WAMAI’S GADGET Wamai’s Mag-Nets are discs that intercept all attacker projectile gadgets, including Capitao’s crossbow bolts, but excluding Hibana’s X-Kairos pellets. The projectiles are redirected and drawn towards the Mag-Net, triggering on their position instead after a few seconds. This makes them very effective at protecting bulletproof gadgets from being destroyed with explosives. Since they can be thrown and have a large range, they are fairly versatile, but there is a brief delay before activating. Position your discs carefully so explosives are not drawn towards your teammate’s gadgets. Similarly, positioning them grouped next to each other can cause them all to be blown up with a single grenade, so space them out when possible. Wamai obtains up to five Mag-Nets over the course of the round. He begins the round with one, and gains another every forty seconds, obtaining all five just before the final minute of the round. Throughout the round, it is useful to keep at least one in your pocket to use reactively. If you predict the enemy team will bring Ace, you may wish to hide your first disc outside the main reinforced wall in attempt to deny one of his Selmas. It can also be useful to hide them outside windows near site that attackers commonly try to throw grenades from. LOADOUT
Wamai enjoys the choice between either the Aug A2 or the MP5K. The AUG is one of the few assault rifles available to defenders, and it packs a powerful punch. Run it with your preferred 1x sight and either the flash hider or compensator. You may also equip it with the suppressor without suffering significant damage penalty; you will still kill attackers with the same number of bullets. If you want a higher fire-rate weapon, bring the MP5K with either the flash hider or compensator. You can equip it with a 1.5x scope as well, which will make it easier to land those headshots. Since the SMG features poor DPS, headshots will be key to winning your gunfights. As for secondaries, bring the Keratos if you fancy a hand cannon with awesome stopping power and some destructive capabilities. But if you prefer a more traditional pistol, you have access to the P12 as well. The Deployable Shield is usually the ideal choice for Wamai, as it synergizes well with his Mag-Nets. Use your discs to soak utility while protecting your shield as long as possible. Use the shield to create additional positions for defenders to play on or near site while watching key areas. While covering these areas you can prefire at attackers thanks to the intel gained via the see-through slits. The Proximity Alarm is perhaps not as strong as the Deployable Shield, but can be helpful for alerting your team to flanks. It may even be preferred if your team already has plenty of bulletproof gadgets that need protecting. Use the alarms to give you a heads up when attackers try sneaking through a key area to access site. Since you know where attackers will try pushing from, you can prepare by lobbing a disc or two in that direction. 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. A lot of teams will try to root out a Bandit tricking Detention wall with some grenades. This disc on ping could easily go unnoticed and soak up at least one of them. The one on my crosshair is great for catching projectiles sailing through the window.
This corner in Supply makes for a great anchor position since attackers will often try to plant just inside the window. Sit here and soak up any utility they invest in their efforts to do so.
Just on the other side of that corner, plant a shield after a teammate opens up a rotate where I made this hole. This gives you flexibility in your positioning and adds some cover to keep you safe while rotating.
Protect this shield with some discs hidden on the ceiling above if attackers push Exit Hall, or some discs hidden under the Stairs if they're pushing through Blue Hall.
You can also play this shield against the Customs reinforcements. This allows you to keep an eye on Blue Hall with plenty of potential locations for your frisbees. If attackers breach the wall behind you, rotate over to the other side of this doorway and you can still use the shield as cover against attackers pushing through.
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. Catch any projectiles flying through Vents window with discs hidden in the shelving, where they are more protected from an IQ above.
You can lob discs in this hallway in order to protect this shield in Server doorway to keep an eye on Exit Hall.
If the shield is destroyed, retreat into this pocket in Server Room that is well protected with this single reinforcement and the hatch above reinforced. A rotate should be made on ping.
This shield near the bomb is great at watching for attackers pushing the backside of site. Use your discs to protect it from explosives sailing over the holes above or dropping through the Workshop hatch.
If you do play the above shield, you will want to move the single reinforcement over one slot to cover up this hole so you aren't shot in the back by Vents window.
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. This shield gives you some flexibility in positioning so you can rotate in and out of Tellers while covering the main breach and site window.
The one above should be supplemented with this one in the hallway to give you cover while moving around. From here you can keep an eye on the flank.
Alternatively, play above in Offices, reinforcing the single panel and opening up some holes above the default plant so you can line up this pixel on attackers planting behind Vending Machine in Tellers.
If you are playing up top, make sure you reinforce the triple wall, the single panel, and preferably the hatch for your anchors below. This shield gives you or a teammate a secure area to hold while covering the back of whoever is watching the hole in the floor on Vending Machine.
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. This first shield keeps an eye on main breach and is easily protected with discs on the wall above. You can toss discs against the shelving as well as followup.
While one teammate plays the shield, another can play Half Wall and watch for attackers pressuring below through these holes in the floor.
This shield keeps an eye on the plant coming through Archives. Protect it with discs in the shelving, but watch for grenades coming through the hole above the reinforcement if attackers open Offices window.
Each of these 4 reinforced walls will protect whoever plays the Archives shield from being shot in the back. How your team uses the rest of its reinforcements is largely based on preference.
One very effective way to finish reinforcing this site is to extend into Offices and reinforce the three walls in the corner. A rotate can be made on ping and protected with this shield and even some Mag-Nets.
With control over Offices established, it is much easier to contest Break Room. If possible have a teammate turn this line of sight into a rotate to threaten flanks against attackers pushing through CCTV.