Guide to Playing Wamai on CoastlineGuides
Coastline, the Spanish map released during Operation Velvet Shell, is widely considered to be one of the most balanced maps, but is perhaps arguably attacker favored. The map is fundamentally a large rectangle composed of two floors and two staircases. The middle is cut out, leaving a very open courtyard. This area offers attackers plenty of angles to cut off defenders, while safely positioned on the roof, so be careful when rotating.
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 – Hookah Lounge (2F) and Billiards Room (2F) Most of the community prefers Hookah and Billiards, despite exposure to two balconies, two windows, and the roof. Navigating rotations requires a good bit of map knowledge to avoid getting caught between cross-fire. Attackers will likely push from the Hookah and Aquarium balconies, as well as up Cool Vibes stairs or through VIP hallway or Luggage hallway. This shield gives great cover while keeping an eye on the default plant where attackers push through Hookah Balcony door. Protect it with Mag-Nets hidden in Hookah but keep some of those frisbees handy in case attackers try to flank you from Cool Vibes.
Another great position to hold is this shield in Billiards. Place it flush against the wall so you can still rotate between it and the table. Each of these holes I made in the wall will be made into rotates.
Rotate into Aquarium to lob some discs in case attackers try pushing in from the balcony or up through Luggage. If you have a player behind Bar, you could support them with a disc in the vent to catch explosives being dropped down.
Regardless of where you play, you may choose to hide some discs in the slots above in this hallway. This is to catch flashes and smokes from teams that prefer to push through this hallway - a very common strategy.
BOMB SITE 2 – Penthouse (2F) and Theater (2F) While this site was initially a community favorite, as the meta has evolved it has become clear that the site is actually quite tough to hold and depends largely upon successful roams. The large window in Penthouse makes the whole room unplayable when someone rappels upside down. This leaves defenders with Theater, VIP Room, and the “L-shaped” hallway surrounding site, as well as playing below with nitro cells. In general, reinforce all theater walls leading to the hallway and the walls on the West side of Penthouse. This setup is good if you mean to anchor as hard and long as possible in Theater. This gives defenders plenty of opportunities for plant denial if attackers focus Penthouse. A vaultable rotate should be made on ping so crouching defenders still have some soft cover and nitros can be thrown over.
Alternatively, place the shield here and hard anchor on top of this reinforced hatch. If this is the strategy, protect the hatch from being breached by Hibana below with a Mute Jammer or Kaid electroclaw. Both of these will doubly protect your shield from either Ace or Ash respectively. A Bandit battery could also be used on the hatch. There are plenty of lips in the furniture for you to lob your discs, but if the wall is breached, many of these discs might end up being shot out.
Another effective place to anchor is off-site in VIP. Plant a shield here where you can peek attackers in Guitar Hall from either side. Soak up as many projectiles as you can!
Make sure the right wall in VIP is reinforced so you aren't so easily flanked. You can also contest attackers in Theater Hall through this hole in the wall, setting up a crossfire with whoever anchors in there.
BOMB SITE 3 – Kitchen (1F) and Service Entrance (1F) This is my personal favorite. It does, however, require a coordinated team. Otherwise attackers may successfully pull off a rush plant in Service doorway. Other than that, watch for attackers cutting off rotations from Kitchen window, breaching the floor above, and flanking through Lobby or the Bars. Kitchen window is a candidate for an onslaught of projectiles, playing the Beer Rack behind the shield gives you a comfortable roost to perch while keeping an eye out.
Similar to Blue Bar, only half of this wall in Kitchen needs to be reinforced. Opening the top of the wall allows roamers to contest Kitchen Window from Luggage, and opening the feet gives a line of sight on attackers pushing through the perimeter. Alternatively simply open around head and chest level. This allows defenders to cover Kitchen doorway from Lobby. Reinforcing the entire wall just provides added cover for attackers that jump in Kitchen window.
This reinforcement should be placed between sites, and a rotate should be made in the corner so you can move between sites safely and keep an eye on Service door - another candidate for an onslaught of projectiles.
You can also place a shield here giving you a cozy corner to sit in. There are plenty of available disc placements, particularly those in the shelving so they cannot be shot out from above.
Place the shield such that it gives you cover from Bathroom and you can line up the slits to prefire attackers pushing through here.
BOMB SITE 4 – Blue Bar (1F) and Sunrise Bar (1F) Though this site is a bit less popular, it is actually quite strong, so long as your team practices it regularly. It is similar to Penthouse and Theater, but objectively better; it just takes practice. Blue Bar, similar to Penthouse, is nigh impossible to play in due to the window; avoid contesting attackers outside unnecessarily. But Sunrise is larger and safer to hold than Theater. Office, like VIP, can be played to delay and control the flank, but has better cover. Unlike Theater and Penthouse, you also have the option of playing above until inevitably falling back. This can be challenging so your team may choose to spread out on first floor instead, flanking attackers upstairs or collapsing on them during their execute. Holding onto Office will be very influential in the round outcome. Wamai can support these efforts quite effectively if attackers push laterally. If control over this room is maintained you can even keep an eye on Blue Bar window without playing inside it.
This setup is quite standard for Blue Bar. Many novice teams want to completely reinforce Blue Bar wall. This is a mistake. You are only giving massive amounts of cover to attackers that make it in here. Rather open these lines of sight with a shotgun or your Keratos so roamers can assist in defending Blue Bar from Lobby or Courtyard. A rotate can be opened up on my crosshair to give flexibility in rotating in and out of sight, but this is not necessary.
Many teams will prefer to completely reinforce this instead of opening a rotate so they cannot be pressured from attackers rappelling on these windows. However, keeping it open allows whoever is playing Blue Bar to set up a crossfire on this hallway with the teammate playing in Office.
On the other side of site, This corner on ping is commonly held with plenty of utility. While Wamai is perhaps not the best operator for this (a Smoke/Bandit would be better), he can certainly assist in these efforts with his shield and discs.
Support the player tucked in the corner by playing in the Bar area, covering this site window and through this line of sight, even covering attackers pushing in through Towels.
If the corner player brings their own shield, place yours here to give you cover and some solid flank watch potential.