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How to Set Up Site Correctly in Rainbow Six Siege

Reinforcements, anchors, rotations, and utility — the defensive setup order that holds sites, and the reinforcement mistakes that hand attackers free rounds.

A defensive setup is decided before the round starts. The team that reinforces the right walls, anchors the right angles, and uses all its utility wins rounds without impressive gunfights. The team that gets setup wrong spends the round reacting.

Setup is the most learnable skill in Siege because it is not mechanical — it is a set of decisions you can practice the same way every prep phase.

The setup order

Every prep phase, in this order:

1. Reinforce the critical walls first. The walls that connect the site to the rest of the map. If attackers open them, they flank your entire team.

2. Place your gadgets second. Traps, jammers, shields, barbed wire — the things that need to be in position before anyone arrives.

3. Create rotations third. Hatch drops, floor openings, the paths your team uses to move between angles.

4. Choose your anchor last. With everything else in place, pick the angle you hold. The site is built; now you defend it.

The reinforcement rules

Reinforce what connects. The walls between the site and the neighboring rooms are the priority. Attackers opening them get a free flank into your entire defense.

Leave the useless walls soft. Not every wall needs reinforcement. A soft wall on the far side of the site is often better left open — your team can rotate through it, and attackers gain nothing by opening it.

Reinforce between the objectives. On two-objective sites, the wall between them matters. If attackers open it, they hit both sites from one position.

Watch for the hatch. If the site has a ceiling below another floor, the attackers are coming through it. Reinforce the hatch if you can, or place a gadget that punishes the drop.

Coordinate with your team. Two people reinforcing the same wall wastes both. Call the walls you are taking.

The anchor choice

The anchor is where you hold. The rules:

Hold close angles. Right next to the doorway or window, hugging the wall, where only your head and shoulders show. Distance feels safe and is not — the further you are, the more of you is exposed and the less time you have to react.

Hold angles the attackers do not expect. The obvious angle is the one they clear with utility. The second-best angle, off to the side, is where you kill the player who thought the room was clear.

Have a retreat. Every anchor position needs a way out. If attackers push with flashes and frags, you fall back to the next angle. An anchor with no retreat dies to the first grenade.

Do not all hold the same angle. Two anchors watching one door is a wasted player. Split the site so every entrance is covered.

The rotations

A rotation is a path between angles — a hatch, a soft wall, a floor opening. Rotations are what turn a static defense into a moving one.

Create them during prep. The hatch drop, the destroyed floor, the opened wall — all of it takes ten seconds and all of it is impossible once the attackers are pushing.

Make them silent. Rotations through loud floors or broken barricades announce your movement. Quiet rotations keep your repositioning secret.

Connect to the site, not to spawn. A rotation that leads out of the building is an escape, not a rotation. The useful ones connect your anchor to the rest of the defense.

The utility rules

Spend everything. Every gadget left in your pocket is value the attackers got for free. Barbed wire, shields, traps, batteries — deploy all of it during prep.

Place where attackers walk, not where they look. Traps work on the doors attackers actually use. Watch where the drone went, or where your team died last round.

Stack denial at the main entrances. The door attackers use most should be the most annoying to enter: wire to slow, trap to punish, gadget to deny.

Save one thing for the push. Most gadgets are best deployed in prep, but a hold-back — a Nitro cell, a smoke, a placed trap for the plant — can win the round at the last second. Know which of your utility is prep and which is clutch.

The site-specific adjustments

Basement sites: The hatch above is the main concern. Reinforce it or punish the drop. Basement attackers also come through the ceilings — check every floor above you.

Top-floor sites: Attackers come from below and from the roof. Cover the stairwell and the roof access. Roof attackers are the ones who skip your entire defense.

Two-objective sites: Split your team or hold the connecting wall. If the attackers commit to one site, rotate the players who can reach the other.

The one thing to remember

Reinforce what connects, anchor close angles, build your rotations during prep, and spend every gadget. The setups that hold are not clever — they are complete. The attackers who die to them never realize the round was decided forty-five seconds before it started.