Guide to Playing Wamai on Villa
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Villa, the Italian map of operation Para Bellum, features three floors, and three staircases that enable bold flanking plays to be made, especially through the poorly watched basement. In addition to these many flanking routes, all sites lack an external wall, so multiple rooms need to be pushed through when attacking. These features make it a generally defender-favored map.

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 – Aviator Room [1F] and Games Room [2F] Aviator Room and Games Room connect to each other through Vault and are surrounded by a few hallways and Study. Attackers like to push from Study and invest utility into opening either of the walls. They may also pressure “90 hallway” from the window by Vault. Other than that, watch for flanks coming from Landing by Red Stairs, or Lobby Stairs. Holding the top of Lobby Stairs is super common with Wamai and can delay quite a bit of time and utility. This shield is great for focusing on the Study window, but you can also put it on ping to instead focus on denying attackers from entering Study door.

If attackers instead appear to be focusing on pushing the other side of site, you can rearrange your shield early in the round to face 90 hallway. Just be sure you have some barbed wire on Lobby Stairs or something to prevent you from getting flanked.

You can also position your shield here and play on ping to work on flank watch. Don't place your shield flush in the doorway. Instead stagger it like this so you can rotate into Statue and swing on attackers in Trophy if needed. But mostly you just need to hold here as long as possible. From ping you can also influence Study door if attackers try to push into Aviator.

These positions might just catch an early Selma or two from Ace if attackers don't seem to drone thoroughly.

BOMB SITE 2 – Trophy Room [2F] and Statuary Room [2F] This site is almost as popular as the former, and is the preference for some teams. Attackers nearly always take control of Master Bedroom and breach Statue wall. Bathroom can be played, and even Closet can be played to delay this as long as possible. Teams often push through Landing and sometimes Trophy Entrance, coming from Red Stairs and 90 Hall. Astronomy Room is very crucial to hold onto and whoever controls it influences the round outcome heavily. Playing in the Closet with an ADS or two on ping can waste immense amounts of time and utility. The brick flooring is indestructible, leaving you plenty of wiggle room as well. Just be careful to avoid exposing yourself to these windows.

These windows are also important to steer clear from. Having a teammate play in Bathroom to support you against these will be essential to your success.

Astronomy is heavily influential to the outcome of the round so soaking utility to hold it with Wamai is always a reliable strategy. You need to be wary of upside-down rappels on the window, attackers crouch-walking up the stairs, and waltzing through the Bathroom.

You can also keep an eye on Statue since this is usually where the plant goes down. From behind this shield in Statue you can intercept explosives or smokes that attempt to cover the plant.

BOMB SITE 3 – Living Room [1F] and Library [1F] This site is perhaps the least popular, mostly because it is extremely large and holding it requires spreading out your resources. Attacking teams typically take control of Lobby and Piano to breach Desk wall in Library. Otherwise they may take Kitchen and Dining to focus on pushing Living Room. Whether or not they breach above to flush out anchors depends on their playstyle and familiarity with attacking the site. Be careful of Mudroom and Toilet as they each offer attackers quick access to site. This little fortress in Library is a great corner to sit while watching the default plant on ping.

You can even vault up onto this desk for an off-angle after smashing some of the junk on top.

This shield gives you protection from attackers hopping in the bathroom while playing around this pillar on A bomb. You can also vault onto the arm chair on ping. The shield provides cover while peeking Mud Room or the other door.

This door is going to be a potential flank threat and if you are playing the pillar you will likely want to reinforce the triple wall. HOWEVER, if you have a coordinated team it can actually be better to create a rotate through Red Stairs along the triple wall.

If you want to hold Red Stairs you can support site, watching for attackers in the Bathroom through a rotate. You can also open up an angle through Piano if you'd like, to cover this area, but I prefer to reinforce Piano wall to allow defenders to rotate through the hallway more safely.

Playing Red Stairs allows you to also support your roamers playing upstairs. Place a shield at the top to give you better control over this hallway, thus allowing you to hold onto Red Stairs to maintain rotate access.

BOMB SITE 4 – Kitchen [1F] and Dining Room [1F] Attacking teams will usually take Master Bedroom to play vertically and enable a Laundry push. It is also common to see them hold Living Room and Mudroom or Piano so they can cut off roamers attempting to return to site. Be careful of rushes coming through the basement either up the stairs by China Room, or Pantry. Memorial Room is a good place to hold Dining without playing inside it. One thing I love about playing Kitchen and Dining is setting up a fortress around the Dining Table and Bomb. This shield makes the position much stronger and keeps you protected from Art.

Open lines of sight here to give you better influence over attackers seeking to flank through China.

You can also instead play in Kitchen itself, breaking the mini table here to set up a shield watching Laundry Door. Leave a small pixel so you can cover Art door into Dining while crouched behind your shield for cover.

Attackers pushing pantry will either chuck nades through the Pantry window or perhaps try to breach with Ace Selmas from the other window. These discs will deny these attempts.

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