While Rainbow Six is no stranger to setting its action-packed sequences in various countries, it’s perhaps Rainbow Six Siege that takes everything to the next level with its immensely-immersive settings. Take the Tower, for instance. Released in Operation White Noise, this high-rise set in South Korea gives players some of the best verticality options the game has to offer on top of its serene and captivating futuristic-plus-nature blend.
True to Rainbow Six Siege fashion, the Tower has all the elements to make it as interactive a Rainbow Six map as possible - such as an amazing cityscape view from its vantage points, multi-level offerings with various tactical layouts, and even a rooftop for intense encounters. Just how should players make the most out of the Tower Map?
The Tower: Packed Spaces Means More Roaming, Aggression
Compared to other maps in the game, the more densely-packed spaces of the Tower Map makes it viable not just for roaming but general aggression-based approaches. Both Attackers and Defenders can easily contest various locations on the fly, forcing both sides to quickly adapt their strategies. In general, approaches should rely on the following:
- Roaming Is Expected: Not just on the Defender side due to their original area control, but the dense spaces of Towers will motivate both sides to roam around, so teams need to ensure their Operators are capable of adjusting to situations on the fly. Placing traps to catch enemies off-guard and a lot of intel work are expected here.
- Direct Gunfights Add Aggression: Compared to other maps, there are a lot of narrow hallways in the area, providing a lot of room for direct confrontations. Both teams shouldn’t hesitate taking the shot in these locations, especially since a lot of the rooms are interconnected - making most rooms prone to planning.
Basic Defense: It’s All About The Openings
Due to the interconnected nature of rooms in the Tower, it makes sense for one room to likewise give line of sight straight into the next. With the right explosive touch, Attackers can see straight into multiple rooms at once, making it disadvantageous for roaming Defenders.
To avoid these setbacks, Defenders should immediately open up hatches to secure their rotational benefits and watch out windows for any Attackers hoping to counter-flank. It helps to ensure major walls are defended in order to ensure there’s no chance for the Attackers to establish line of sight to their objectives.
Reinforcements: Remember Ideal Protections
While it’s obvious enough for Defenders to try reinforcing particular areas on the map, it helps to at least ensure that plant zones are adequately protected against Attackers in a way that allows the Defenders to eliminate their enemies with swift prejudice. As such, ideal reinforcement zones are the following:
- 1F Bird Room: A bit straightforward in terms of reinforcement, it helps to reinforce the six panels on the back wall to secure 1F West Balcony, the four on the front near 1F Restaurant.
- 1F Tea Room: It helps to reinforce the three (3) panels at the back to secure 1F East Balcony, the four (4) at the front to deny entry from 1F Center Hallway, as well as one hatch.
- 2F Gift Shop: It helps to reinforce the two at the front of the shop to secure 2F West Balcony and 2F West Atrium, as well as the two (2) panels on the cashier wall from the 2F Gallery Annex to avoid peeks. Afterwards, reinforce the three (3) panels to the front of the 2F Main Gallery and five (5) to its side to protect from any assaults in the contested 2F Media Center.
- 2F Exhibit: From the spawn point, it helps to reinforce two (2) panels at the back to secure 2F East Balcony, go straight into the 2F Exhibit Room to secure the directional panels to the left, right, and forwards. It's important to reinforce the panels around the 2F Media Center as it's highly contested.
Reinforcements: Unconventional Traps Work
Interestingly enough, there is also merit in using some of the Tower's unique elements to get the advantage against Attackers. Here are some unique ways to use various elements associated with each plant site:
- 1F Bird Room: Instead of reinforcing the hatches near the spawn point in Bird Room, it could help by putting mines and wires nearby instead for an instant death trap. Adding barbed wires on the window of the 1F Kitchen and near the fridge also provides a protective angle, whereas standing on the right side of the table and punching the column provides not only a viewing angle but the protective cover of the column.
- 1F Tea Room: It's perfectly possible to pierce through the bottom of walls since they're soft, providing easy access to death through feet. Black Mirrors on the front wall can also peek through the openings. Trapping opponents by opening up 1F Bar and adding wires to the opening, the bar door, and the main entrance can definitely work.
- 2F Exhibit: It's possible to open the top side of the reinforced panels to grenade Attackers who are going to try to pierce through the door. Outside 2F Gift Shop and the northern part of the 2F Main Gallery is also a good spot to get a vantage point of the primary spots of the Tower.
- 2F Gift Shop: Securing the Gift Shop is much easier with traps. Blowing up the left side panel between the Gift Shop and 2F Gallery can give excellent viewing room for defense, whereas it's perfectly possible to Black Mirror the wall behind the cashier for another vantage point. Adding wires to the entrance can make it a pain to reach the plant site as well, and C4 on the hatches can make it a death trap to even try to approach from above.
Reinforcements: Identify Roaming Spots
Given the roam-heavy nature of Tower, it's important for Defenders to take advantage of these opportunities and secure their defenses while taking advantage of the interconnected nature of the Tower's rooms. Here's how to take advantage of these options from each plant site:
- 1F Bird Room: It's essential to check the drone vent on the bottom left of the room and add C4 on the floor for additional traps. Meanwhile, roamers should always check the stairs from hallway angles to eliminate anyone trying to breach walls.
- 1F Tea Room: It helps to pay attention to the drone hole at the lower right of the main 1F Tea Room. One can destroy any incoming Attack drone or use this precisely to meet them halfway.
- 2F Exhibit: Aside from a camera on the far AC vent on the Center Atrium to check activity outside, the Atrium areas are in general good places to roam around. Getting to the plants behind the 1F Information Booth can give a good vantage point for activity on the second floor as well.
- 2F Gift Shop: It helps to roam heavily in both 2F Gallery Main, 2F Exhibit Room, and 2F Media Center considering their proximity to each other. Placing cameras on the ceiling of the 2F Center Atrium can give an excellent vantage point on roamers in these areas.
Defender Operators: Secure Sites On The Go
Due to the roam-prone nature of the Tower, it helps to carry Defenders capable of taking care of themselves and securing sites on the go. Players on the Defender side need to ensure that they’re more than capable of disrupting enemy movement and flanking them once they start focusing on a particular area. Ideal Operators are the following:
- Smoke: The tight spaces of the Tower can make it extremely distracting for Attackers to not have line of sight, especially with the many obstacles around. Smoke’s Remote Gas Grenade not only allows him to block Attackers and hinder them from proceeding, but the deadly damage this gives allows him to cause panic among Attackers and ruin their assault.
- Mute: Essentially a disruptor, Mute’s Signal Disruptor ensures there’s no way for remotely detonated gadgets to work. Not only could this stop C4s from working, but also ensure deployables can’t even be triggered - allowing the team to secure the objective from an Attacker assault rendered useless with his jamming.
- Bandit: Nothing’s worse than Attackers having a clear line of sight where they want to go in Tower, and thankfully Bandit’s Shock Wires makes the process a bit more grueling for aggressive players to do. When deployed, the Shock Wires send a mild electric shock that damages and impedes progress from Attackers, giving Defenders enough time to circle back and eliminate them from the front.
- Jaeger: With the roam-heavy nature of Tower, it would be very likely for Attackers to surprise the Defenders during a roam or a spot being left vulnerable due to all Defenders trying to secure other locations. Thanks to Jaeger’s Active Defense System, there’s at least a way to secure an auto-attack advantage on corners that opponents may not necessarily approach but wouldn’t hurt to defend such as tight corners and spaces.
- Ela: Essentially a disruptor, Ela’s Grzmot Mines are extremely capable of canceling out opponent moves and rendering them open for a brutal counter-assault given the right approach. While not necessarily damaging, right placement of Grzmot Mines can give Tower Defenders more than enough time to circle back or even switch positions to finish off intruding Attackers before they get a chance to retaliate.
Basic Attack: They Will Be Waiting
One of the most practical tips one could get when attacking on Tower is how Defenders will likely be waiting for Attackers on hatches and elevators, especially since they’re either trapped or revealed enough to become rat spots for easy kills. Attackers need to rely on their intel work in this regard, ensuring they have a good grasp of the Defender’s focused defenses, so they know where they can assault.
Aside from this, one of the most practical ways of catching the Defenders off-guard is to strike fast and loose - ensuring there are multiple points of contact and line of sight to ensure the planting is secure without any room for error.
Offense: Line Of Sight Matters In The Plant
There are four ideal plant sites in the Tower, all of which are within walking distance of each other - meaning there are a lot of chances for Defenders to swoop in and defuse if the package isn’t protected properly. In this regard, Attackers are advised not just to choose an ideally-protected plant site, but strike a site from the perspective of securing line of sight. In this regard, ideal plant locations are:
- 2F Exhibit: It's highly likely for 2F Media Center to become a chokepoint, so it's important to secure plant spots to the lower-left side of 2F Exhibit. That way, it becomes much easier to place drones near 2F Elevator, as well as to control 2F Company Reception and 2F Offices and securing the flank.
- 2F Gift Shop: It helps to drop to the side but be mindful of C4 that could surprise Attackers, and especially lower windows. Attackers can open two panels of the Shop and plant behind the central shelf. To defend this, getting to the 1F Gallery Annex allows Attackers to open up back walls to access the doorways near the Gift Shop, providing better vantage points and even an ideal planting spot near the corner shelf.
- 1F Bird Room: It's easier to get full control of 1F Bird Room from the 2F/Second Floor via drones and checking flanks, especially the 1F West Stairs nearby. Likewise, it helps to either put Mute Jammers in the back wall of 1F Kitchen or bust them open to expand vision up to either 1F Restaurant Reception as far as 1F Traditional Hall, and even the 1F West Balcony. It helps to plant in front of these holes, so it's also to the view of the stairs for better protection.
- 1F Tea Room: It helps to drone downwards to avoid flanks particularly on the 1F Elevator. Afterwards, access the hatch from the 1F Center/East Atrium Division, open the wall to the 1F Tea Room and plant straight ahead. Alternatively, from the Atrium, one can go straight ahead and blow up the right corner black painting to get to the 1F Tea Room, as this provides better angles to Defenders of the nearby 1F Bar. Likewise, from the Atrium, opening the right side of the wall immediately and planting on the right corner is always an ideal route, as it opens views to almost all doorways and the hatch above.
Offense: A Lineup For Speed, Aggression
In order to maximize offense as Attackers, it helps to secure a lineup that could lower defenses of the location as fast as possible. With regards to ideal Operators, subclasses and specializations may have to include the following:
- Hard Breacher: An obvious choice, Hard Breachers are more than capable of busting open a primary path towards a site of the team’s choice. Their aggressive nature makes it much harder for the Defenders to adjust their defenses.
- Soft Breacher: Avoiding flanks is the job of the Soft Breacher, as their openings of other soft spaces gives the team the ability to protect the package from unconventional angles.
- Disablers: Given the roaming-friendly nature of Tower, Disablers can ensure that gadgets and other utilities won’t be used to the disadvantage of the rest of the team.
- Tracker: Unique Trackers and their gear allows the Attackers to flank the Defenders trying to roam around and sneak up on them, providing a more mobile means of counter-attack.
Attacker Operators: Strike Fast, Strike Hard
Considering the rather interconnected nature of rooms in Tower, it’s imperative to strike hard and strike fast as Attackers. Staying sharp while breaching and keeping an eye out for flanking are surefire ways to secure both the planting and the victory in most matches in Tower. As such, recommended Operators to use would be the following:
- Thermite: Everyone’s favorite Hard Breacher, Thermite is easily an essential Attacker in a tight map like Tower specifically for its defensible areas. His Exothermic Charges can essentially destabilize any kind of hard defense, allowing the team to concentrate on a particular mode of attack.
- Buck: His Skeleton Key is easily one of the hallmarks of Buck, given the Tower has quite a lot of destructible surfaces. His capacity as a Soft Breacher means inaccessible areas used for flanking and traps become more accessible to him.
- Thatcher: While primarily an assist for Hard Breacher, Thatcher is a godsend as an Attacker in a tight area like Tower, especially with his EMP Grenade. The right placement can disable traps and other utilities, making it easier for the Attackers to secure the jump on foes.
- Twitch: Similar to Thatcher, Twitch has Shock Drones that not only can scout locations for her but also render electrical devices useless. This makes effects from utilities such as Mute’s Jammer technically useless when targeted properly. Unlike Thatcher that affects a wider area, the more focused scope of Twitch makes her especially deadly.
- Jackal: The tight map of Tower gives incentives for Defenders to roam around, as such a Tracker like Jackal can become especially deadly in these situations. Being able to not just track footprints but discern the footprints of boots and associate them to specific Operators can allow Jackal to know precisely where everyone could be - useful to eliminate them by surprise.
Rainbow Six Siege was released in 2015 and is available for play in PlayStation 4, Xbox One, PlayStation 5, Xbox Series X and Series S, Microsoft Windows.
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