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Sep 30, 2020, 10:16 AM 432 read

Guide to Playing Wamai on Kanal

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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.  

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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

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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

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  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 shield close to Box helps delay the push after breach as long as possible, while still allowing rotating between the shield and the table if you need to make an aggressive play.

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  You can also watch from further back, either through a line of sight, or a rotate, depending on your team's preference. If you have a rotate between the shield and the breach, someone should be playing on Red Stairs or at least some utility should be in place to protect the rotate from attackers walking in Fire Escape.

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  You can also hold down Control Bridge since attackers looking to push up this way will need to expend projectile utility to safely do so.

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  Another great position to hold is the top of Green Stairs since you can shoot out Ace's Selmas or Hibana's X Kairos while simultaneously watching the flank and protecting yourself from grenades with your frisbees.

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    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.   Holding Security Bridge and Model Room becomes much easier with Wamai, especially if a roamer delays attackers seeking to take Reception early on to give you enough time to stack up some Mag-Nets. If you prefer, you can also jam the shield in the Hall doorway, but where it is now gives more viable locations for well-protected discs. Be sure the Security hatch (in Box above) is reinforced!

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  You can peek around the corner too to keep an eye on this critical hallway, tossing Mag-Nets above or below the stairs depending on where attackers are pushing.

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  For the next two positions you will want these two hatches reinforced, it is also generally good practice, unless you have roamers looking to leave Kitchen hatch open to fall back to site. The close one is above Kitchen, the one on ping is directly above site.

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  This shield can help you retain control over Kitchen, serving to protect the East flank. Hide your discs so that they cannot be shot out by attackers rappelling on this window though.

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  You can also play forward in site around this pillar in Maps, placing a shield close to the doorway to give you added cover while going for aggressive plays.

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    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.   This shield keeping an eye on Reception, particularly when placed with a pixel to peek through, helps to retain control over Archives and prevent breaching of the wall.

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  This corner pocket, when reinforced and supplemented with a shield, becomes a safe haven for anchors in Lounge. You should have plenty of time to stack up discs before attackers can successfully breach this wall.

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  When you go prone on the treadmill, you can line up some shots on attackers pushing into Coast Guard through Radio door.

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  You can also play in Radio behind this shield and the desk keeping an eye on Green Stairs for attackers trying to breach Lounge wall. Just watch out for attackers rappelling on the window behind you!

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  Similarly, through this hole you can keep an eye on attackers trying to rappel on this Lounge window.

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    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 and possibly breach Kayaks. When attackers begin to execute, watch for pushes coming down either staircase or the Supply hatch.   This is an aggressive position that stalls out a push through Trench, but it is vulnerable to attackers who soft breach above. If you choose to play this position, you should have an aggressive roamer wasting as much time above as possible to defend you. Set the shield so that you can peek between it and the wall on the right side so you can hold a pixel angle from inside the doorway.

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    Alternatively, play deeper in sight using this shield to give you cover when exiting the closet and moving towards the red Tool Chest.

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  You can also play a shield here to lock down the site perimeter.

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  Swing around the corner to cover Diving Room and any attackers pushing down Yellow Stairs.

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  If you prefer instead, you can place a shield close on Diving window and play this room much more aggressively, dropping the ladder on ping if you peek the window and need a quick escape.

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