Rainbow Six Siege is divided into tens of thousands of missions that are dealing with shady forces, including terrorists, insurgents, evildoers, and other groups in their supposed bases. As with Clubhouse, its a map aims to include the scope of a biker gangs arsenal.
The Clubhouse Map of Rainbow Six Siege has everything a Rainbow Six fan wants in a complex map - many bedrooms, such as bars, a kitchen, and mixed interior and exterior layouts. Its intense environments can make for one hell of an explosive match, but how should players consider the clubhouse properly?
Clubhouse: Back To The Basics
The more basicness of Clubhouse makes it a breath of fresh air for both Attackers and Defenders. Apart from a basement level, Clubhouse is quite a versatile map to practice various strategies and try out new tactics. In this regard, the ideal map approach would probably be:
- Basement Play Matters: While there are two ways to access the basement level, its important to understand how this affects the entire dynamic of the map. Cutting access or allowing access to the basement can enable both Defenders and Attackers to secure vital segments of the map.
- Rotations Matter: The accessible nature of the Clubhouses two levels make it much easier for teams to roam around and try to outmaneuver each other.
- Wall Access For Line Of Sight: Consider the destructible nature of the Clubhouses various walls and how they play into the line of sight game, as a lot of the rooms are interconnected with either doorways, windows, or soft walls. Destroying just two of them on both sides of a room can provide an unprecedented viewing advantage to one party.
Basic Defense: Tap Into Room Access
One of the finest ways to tap into Defenders inside the Clubhouse is to examine how roaming around might increase area coverage. For example, hallways inside the 1F Stock Room and the 1F Garage are always ideal picks to be able to access multiple levels of the map quickly without having to be at a disadvantage near the 1F Main Stairs.
Defying 2F or the Second Floor would always mean that the 2F construction room between 2F Money Room and 2F Bedroom be enhanced. The Construction Room is not only an ideal for 2F rotation, but it also makes it a sense that the attacker might tap into the walls.
Reinforcements: A Hierarchy Of Defenses
These clubs in Clubhouse may be categorized into tiers depending on how defensible they are. In theory, this might assist players assess how their Defenders might adjust their deployables and overall strategies to keep these sites safe from onlookers. At its core:
- B Church and Armory: Located in the basement, the B Church and Armory are easily extremely defensible sites due to their proximity to each other and potential for hard cover. If the hatches are fortified, Attackers would have to try and fight the Defenders in bottlenecks such as the 1F Dirt Tunnel, 1F Blue Hallway, and 1F Main Hallway. While this puts Defenders at an advantage in a firefight, the lack of cover in these areas means reinforcements have to be carefully considered.
- 1F Bar: Located beside the 1F Stock Room, this is arguably an extremely difficult site to defend due to its exposed nature. A lot of its angles are just Attacker-prone, and the common move here is to open up a hole in the wall between the two rooms so Defenders can safely rotate.
- 2F Master Bedroom: Located beside the 2F Gym, the 2F Master Bedroom is much more defensible compared to the 1F Bar but not as fortified as their basement counterparts. Due to the accessibility of the 2F Jacuzzi, this remains a common Attacker entry point that players might want to defend first. However, its also practical to flank Attackers from the eastern 2F Construction Area instead.
- 2F Money Room: Beside the 2F CCTV is the 2F Money Room which is another defensible site on the map. Its eastern end is easy to defend and can prevent Attackers from being aggressive quickly. However, not properly defending the western side can give Attackers a means to retaliate.
Defender Operators: Subtle Is Key
Clubhouse is still too open for Attackers to come from different angles, but Defenders can exploit this to their advantage by ensuring their Operators of choice may tap into the openness of the battlefield. Clubhouse can become a living hell for Attackers as Defenders are one step ahead:
- Bandit: Considering the fragile nature of some of the Clubhouses walls, Bandits batteries are essential when defending the access points of 2F CCTV Room, 2F Money Room, and 2F Bedroom. These alone can fortify 2F Clubhouse in favor of the Defenders.
- Kaid: The hatches scattered around Clubhouse remain a vulnerability, and Kaids defenses are integral in ensuring that a lot of these are cut off from the enemy. Opening them up near traps and setups is also important in ruining the Attackers strategies.
- Echo: Thanks to Echos Yokai Drones that can survey the area quickly, this can give Defenders crucial information regarding the Attackers choice for assault. While fragile when spotted, the quick-second pinging from Yokai Drones can help Defenders be more prepared.
- Valkyrie: Her cameras remain useful almost anywhere, but especially in Clubhouse where hiding spots are plentiful and far between. Proper placement of her cameras in crucial zones can keep Defenders updated on the Attackers moves.
Basic Attack: Droning, Peeking Works
Because of the openness of Clubhouse, the Attackers have a number of advantage points to take advantage of that Defenders are likely to take into account. Before getting inside guns flying, it is crucial to at least drone and peek into areas that are likely to be Attacker-friendly.
Due to its proximity to B Church and B Armory, the B Dirt Tunnel at the Basement isn''t an ideal place to start, as long as it clears the Defenders and carries them away. Otherwise, 1F Strip Club is a good place to start if its droned clears the Defenders, while peekers can use 1F Kitchen, 1F Garage, and 2F Bedroom, Gym, and Bars to snipe opponents.
Offense: Careful With Peeks, Bottlenecks
The stability of a large number of site areas in Clubhouse can make it quite a bit tricky for Attackers to safely approach them without engaging in severe firefights, and this is especially important considering how the map was conceived with a lot of eye on.
- Mind the Spawn Peeks: Attackers need to be extra vigilant as the map does have a lot of spawn peeks, allowing Defenders to not just spy on the Attackers as they approach but even intervene in the form of brutal early-game spawn attacks. Consider watching the doors of 1F Kitchen, 1F Garage, and the windows of 2F Bedroom, 2F Gym, and 2F Bar.
- Consider 1F Strip Club: Due to the accessible nature of 1F Strip Club, this is often a popular location for Attackers to enter. However, consider if Defenders have placed cameras or traps here to notify them of the players assault.
- Consider 1F Dirt Tunnel: The access to the basement in 1F Dirt Tunnel is risky as it forces a deadly bottleneck on the side of the Attackers. However, breaching in the area will force the Defenders to try and reinforce it to avoid any risky encounters - something Attackers can take advantage of.
Offense: Destructive Mobility Is Key
Given the tendency of Defenders to try and rotate around the rather open area of Clubhouse, this might give the Attackers the opportunity to capitalize on the absence of active agents and tear through the objective. As such, before the Defenders come back and swoop in on the flank, the Attackers also need to have Operators on their standby capable of trapping Defenders and outmaneuvering them. Ideal Attacker subclasses:
- Hard Breacher: Its thanks to the Hard Breacher that Clubhouse becomes a breeze for the mobile aggressive play, especially since securing a clear path to the objective can make it much easier for the rest of the Attackers to fulfill the rest of their obligations for the team.
- Disruptor: After the Hard Breacher secures the attack point, the Disruptors are in charge of ensuring there aren''''t a lot of defenses waiting for them. Their tools can range from electronic disruptors to cameras that can predict enemy movement, making them perfect to ruin the defenses strategy.
- Flanker: Perhaps the mobile aspect of the synergy, the Flankers are mostly in charge of ensuring that Defenders trying to roam don''''t ever make it to the site through their traps and other nifty gadgets.
Bottlenecks Into Advantage in Attacker Operators
While it''s a classic slate of breachers and hardline Attackers, it''s important to consider adding some specific Attackers to the mix specifically designed to help combat sites bottleneck areas. Interestingly, Attackers ideal for Clubhouse can transform the area into a nightmare for Defenders with the appropriate use:
- Hibana: A Hard Breacher through and through, Hibana is an ideal pick for most areas - especially considering that the toolkit of this Operator can specifically destroy hatches, giving the team better access points.
- Thatcher: Granted, his EMP Grenade can open up the integral CCTV Wall, but theres not much else of use to Thatcher in the long-con - save to counter the enemy Kaid. Considering Kaids defensive capabilities, a Thatcher counter is always good to have on the safe side.
- Nomad: Courtesy of his Airjabs, Nomad can help defend the Attackers from the run-out spots in Clubhouse, particularly those in 2F Bedroom and 2F CCTV. Utilizing Nomad properly in this situation can secure another form of access for the Attackers.
- Montagne: Thanks to his aggressive approach to offense, Montagne can help secure bottlenecks safely while safely transferring teammates on the assist.
- Glaz: Contrary to Montagnes close-range supremacy, Glaz and his far-reaching loadout can help transform bottlenecks into a disadvantage for the enemy.
Rainbow Six Siege was published in 2015 and is available on PlayStation 4, Xbox One, PlayStation 5, Xbox Series X and Series S, and Microsoft Windows.