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Under the backdrop of a massive mansion, the Clubhouse Map of Rainbow Six Siege has everything a Rainbow Six fan wants in a complex map - multiple rooms such as bars, a kitchen, and mixed interior and exterior layouts. Its loaded environments can make for one hell of an explosive match, but how should players explore the Clubhouse properly?
Clubhouse: Back To The Basics
Compared to the other maps in the game, the more “basic” nature of Clubhouse makes it quite a breath of fresh air for both Attackers and Defenders. Aside from a basement level, the multiple opportunities for vertical and horizontal play make Clubhouse quite a versatile map to practice various strategies and try out new tactics. With this in mind, an ideal approach to the map would probably be:
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Basement Play Matters: While there are two ways to access the basement level, it’s 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 Clubhouse’s 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 Clubhouse’s 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 best ways to tap into Defenders inside the Clubhouse is to consider how roaming around could maximize area coverage. For instance, 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.
Likewise, defending 2F or the Second Floor would always mean having to reinforce the 2F Construction Room between 2F Money Room and 2F Bedroom. Not only is this ideal for 2F rotation, but the Construction Room is an easily destructible wall that Attackers could tap into on the offense.
Reinforcements: A Hierarchy Of Defenses
Unlike other maps where sites are usually of equal footing in terms of their defensive potential, the sites located in Clubhouse could actually be categorized into tiers depending on how defensible they are. In theory, this could help players gauge how their Defenders could adjust their deployables and overall strategies with regards to keeping 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, it’s 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
Although Clubhouse remains too open for Attackers to be able to come from different angles, Defenders can use this to their advantage by ensuring their Operators of choice can tap into the openness of the battlefield. With the right Defenders, Clubhouse can become a living hell for Attackers as Defenders can be one step ahead of them:
Bandit: Considering the fragile nature of some of the Clubhouse’s walls, Bandit’s 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 Kaid’s 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 Echo’s 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
Considering the very open nature of Clubhouse, the Attackers actually have a lot of vantage points to take advantage of that the Defenders are likely taking into account. Before getting inside guns blazing, it helps to at least drone and peek into areas that are likely Attacker-friendly zones.
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In this context, B Dirt Tunnel at the Basement is not an ideal place to enter due to its proximity to B Church and B Armory, both strong Defender sites that could easily bottleneck a full squad. Distracting Defenders with a breach here could be ideal. Otherwise, 1F Strip Club is a good place to start provided it’s droned clear of Defenders, whereas peekers can use 1F Kitchen, 1F Garage, and 2F Bedroom, Gym, and Bars to snipe opponents.
Offense: Careful With Peeks, Bottlenecks
The stability of much of the site areas in Clubhouse can make it quite a bit tricky for Attackers to safely approach them without engaging in brutal firefights, and all the more so considering how the map was built with a lot of line of sight builds in mind. Here are some key things to consider:
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 player’s 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 want to try and rotate around the rather open area of Clubhouse, this could 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 standby capable of trapping Defenders and outmaneuvering them. Ideal Attacker subclasses are the following:
Hard Breacher: It’s 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 defense’s 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.
Attacker Operators: Transform Bottlenecks Into Advantage
Aside from the typical slate of breachers and hardline Attackers, it helps to consider adding some specific Attackers into the mix specifically made to counter the site’s bottleneck areas. Interestingly, Attackers ideal for Clubhouse can transform the area into a nightmare for Defenders with the right usage:
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 there’s not much else of use to Thatcher in the long-con - save to counter the enemy Kaid. Considering Kaid’s 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 Montagne’s close-range supremacy, Glaz and his far-reaching loadout can help transform bottlenecks into a disadvantage for the enemy.
Rainbow Six Siege was released in 2015 and is available for play on PlayStation 4, Xbox One, PlayStation 5, Xbox Series X and Series S, and Microsoft Windows.
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