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Oct 13, 2020, 10:36 AM 310 read

Guide to Playing Wamai on Outback

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Outback, home to the famous Kangaroo Sandwich, is shaped like an elbow. This two-floor map contains many staircases, both inside and out. At the top left of the map you can find the Back Stairs and at the bottom right is the Garage Stairs. Where the two wings join together in the Northeast, you can find the Piano Stairs, and the Restaurant Stairs, recognizable by the massive shark. Piano and Shark Stairs are connected by an external patio which even 1 speed operators can traverse without being detected.  

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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 – Laundry [2F] and Games Room [2F] The defense of this site involves extending into the surrounding rooms, particularly the power positions in Piano Room, and Showers. Hold onto the perimeter for as long as possible. Once attackers are in, it is a very quick rush to site. This means the round tends to be packed with explosive action, so focus on trading kills off fallen teammates. The main pushes come from either Bull or Dorms.   From Piano you can cover attackers trying to rush in Patio or push Games from Bull.

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  You can also watch for attackers trying to bravely hop in Showers while sitting safely behind this shield.

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  Playing in Showers itself is also a great option with a lot of influence. Place the shield such that a pixel angle sits between it and the shower for you to peek through. The shower stall on ping is your default position.

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  You can also influence Bull door leading to Games. Traditionally a rotate hole is made here.

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    BOMB SITE 2 – Party Room [2F] and Office [2F] Attackers mostly clear dorms to push through Games and simultaneously push Shark stairs. But watch for attackers pressuring Bull window, Electrical window, and Garage Catwalk. Be mindful of the 2 drone holes on the roof which attackers can use for grenades; one is by the Raptoil poster in Office, and the other is by the Hotel sign in Mezzanine.   This shield provides a nice perch to help cover Bull and Shark from. It's quite exposed to the vent above though, which some attackers like to drop nades through.

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  You can alternatively place a shield flush with Office doorway to use as cover while also forcing attackers who to vault if they wish to enter site here, leaving them exposed in the process. There is a drone hole behind it though, so place a disc on the other side of the door in Office up above to catch grenades that get rolled through.

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  This is another effective pocket to hold with Wamai. Just be sure the shield is placed far back enough that the disc on ping will catch explosives sailing your way. You can also instead place the shield immediately at the top of the stairs.

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    BOMB SITE 3 – Nature Room [1F] and Bushranger Room [1F] These two bombsites can be distinguished by the décor found in each. The bed in Nature is adorned with a canopy of vines, while the Bushranger suite feels more like an old timey Cowboy's home. This is perhaps the worst site on this map since the whole ceiling above is destructible, and there are many flank paths to the hallways surrounding site, as well as a window cutting site in half.   This shield allows you to cover the Back Hall, which is a main push for many attacking teams that want to breach the corner and plant behind the fridge. If they try to toss a Selma or shoot X-Kairos, you can shoot it out from here. Reinforce the hatch above to enable you to play here and have a teammate play above in Dorms - perhaps a Vigil.

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  You can open a hole through this Cabinet and the closest wall to give you lines of sight onto the Stairwell or attackers pushing the shield. This gives them more angles to worry about during their approach.

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  If they ignore you and push the other side you can also cover both site rotates through the same hole from atop this Bench.

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  Another great position is Reptile Hall behind this shield. Just be wary of attackers behind White Car outside trying to cut off rotates.

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  You will also want to be sure you and perhaps a teammate are monitoring your flank - whether it's coming from Kitchen and Restaurant, or Reception.

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    BOMB SITE 4 – Compressor Room [1F] and Gear Store [1F] This is hands down my favorite site to play and I believe it is an underappreciated pick, with the two upstairs sites being overrated. The East half of Gear Store and all of Convenience Store bear indestructible ceilings, making them great candidates for anchors. There does seem to be some difficulty in defending site if attackers effectively take control of Restaurant however and pull off a breach. Extend the site into Convenience and either reinforce all of Beer Fridge, or create a rotate hole and reinforce Garage.   This aggressively placed shield gives a great perch to watch Kitchen from. This is super helpful for denying that wall from being breached.

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  This shield is much more passive, though it still can gather some intel on Kitchen. I wouldn't peek it though! Instead, have a defender open up lines of sight in the soft wall between you and the other site so you can deny the plant after attackers breach.

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  This shield can be protected by the disc on my crosshair and the disc on ping. The one on ping is particularly nice since it covers projectiles coming through both doorways.

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  You can also get a line of sight onto Compressor door if you leave a wall soft in Freezer. I actually personally prefer creating a rotate through Freezer and instead reinforcing Garage wall. If you do this though, make sure someone has established overwatch over the Garage. From here you can also line up an angle on the breach in Compressor if a teammate opens a rotate in the Northwest corner of Convenience. Whenever playing this position, just be sure there isn't a claymore sitting in the drone hole behind the counter.

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