R6Guide

R6Guide practical guides

Turn a 3D setup into a defense your team can play

Plan routes, crossfires, utility and fallback positions before you commit to reinforcements. Includes an original planning diagram and a rehearsal checklist.

Begin with the objective and two routes

Choose the actual bomb site in the planner. Locate both objectives, then follow one likely attacker approach and one defender route between them. Mark where those routes meet. This gives every reinforcement and opening a purpose: it should protect a movement route, create a useful contest, or deny an attacker an easy line into the objective.

The diagram below is a planning example, not a floor plan for a real map. A rotate allows a defender to move between spaces while another position covers an approach. A rotate with no cover can give attackers the same access. Before opening a wall, inspect the view from both sides and ask who benefits if the defender leaves.

A covered rotate and fallback routeTwo rooms connect through a rotate. Defender A can fall back into the second room while defender B watches the approach. The diagram illustrates planning principles, not a real Siege map.First positionFallback spaceABRotateAttacker approachA retreatsB covers the route
Conceptual example, not a map layout. Check both sides of an opening: a route that helps your teammate retreat can also help an attacker advance if nobody covers it.

Plan the fallback before reinforcing

For each position, choose a first angle and a fallback position. Trace the retreat in the viewer. If the player must cross the same doorway an attacker is holding, the position needs a second route, supporting utility, or a teammate covering the move. A strong initial angle is not enough if the player is trapped as soon as the wall opens.

Agree on rotates and sightlines before closing walls. A full reinforcement, a movement opening and a narrow sightline do different jobs. Place each deliberately and inspect it at player height. Then switch floors: an apparently protected position may still be exposed through a soft ceiling or floor. The viewer helps communicate the plan; verify destructibility, vaulting and gadget legality in a custom match.

Give every gadget an owner and a response

A camera is useful when someone can watch it and make a short call. An alarm or trap is useful when a defender can respond without abandoning a more important route. Write the response next to the placement: who moves, who holds, and what information triggers the change. A pile of markers without responsibilities is difficult to execute under pressure.

Spread tasks across the squad. One player can protect a critical wall, another watch the route connecting the objectives, and another gather information away from the site. These are jobs, not compulsory operator picks. Choose operators whose available gadgets perform the jobs, and change the plan when a ban or teammate choice removes an option.

Rehearse the breach and the late round

Start the rehearsal with a failure: the main wall is open, a camera is gone, or the forward player has fallen back. Follow the next position for each defender. Check that two players do not both abandon the same entrance. If the plan only works while every gadget survives, simplify it until the team has a response to losing one piece.

For the late round, identify which defender can contest the objective and who protects that player from another angle. Practise communicating a location and action together: an approach is occupied, the forward player is leaving, or the team needs a crossfire. Avoid a setup that needs five people to react to a single vague call.

Use the planner as a shared rehearsal sheet

Open Create Your Own on a supported site, set the floor and place defenders first. Add the walls and utility they need. Inspect the result from both objective rooms and from the attacker's approach, then save the setup through the planner's save flow. Saving privately and publishing are different choices; check which you want before sharing.

Try the plan in a custom match with your team. Check every opening, line of sight and gadget placement, then revise the saved plan when something fails. R6Guide's 3D layout is a planning aid, not a simulation of gadget range, collision, damage or an automatic guarantee that a strategy is legal in game. The Border Bathroom/Tellers example gives you an existing layout to inspect using this same process.

Put it into practice

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