

Thatcher · Clubhouse Basement
Church / Arsenal Room
Draft – not yet verified in-gamePlaying soloJust you and random teammates — a simple plan
Destroy the enemy gadgets that stop your team from breaking walls.
Your gadget: EMP Grenades. EMP grenades that disable electronic defender gadgets (e.g. Bandit/Kaid electricity, Mute jammers). Remastered in Y10S4 – check the current charge count and behaviour.
- Go this way: Kennels → Blue Stairs → Blue
- Send your drone here: Drone Church: Blue → Armory → Church Hallway door
- Break this strong wall: Church wall — breach it from Blue
- Plant the defuser here: Church, on the Blue side
Red A/B circles are the two bomb spots. Numbers on the map match this list. Positions are drawn on Ubisoft's official blueprint and are approximate.
- Don’t use your gadgets too early — wait until your wall breaker is ready.
- Don’t waste gadgets on things that don’t matter.
- Playing with strangers? Ping (mark) enemies and walls so your team knows.
Playing with a teamFull plan: every role, drones, breach, plant and what to do if it goes wrong
Make the Church wall breachable.
Team goal: Take Blue from two sides, open the reinforced Church wall from Blue and add pressure from the 1F hatches and the Tunnel.
Anti-gadget (your main job)
Clear Bandit/Kaid/Mute on the Church wall from Blue, then clear any Mira or camera watching the plant.
With EMP Grenades: Your only job before the breach: throw EMP on the marked hard-breach wall (and any hatch you plan to open) so Bandit/Kaid/Mute can’t stop the charge. Call "wall clear" before the breacher plants.
Plant support (if the team needs it)
Cover the planter from Blue; after the plant, deny the Church Hallway door and the Bike door.
With EMP Grenades: Save one EMP for the plant: jammers or cameras watching the plant spot can be disabled right before the planter commits.
Spawn & approach
Kennels for the Blue Stairs and the Garage ladder. Construction Site for the Tunnel player.
- Take 1F control (Kitchen, Stock, Bar) and open the hatches over the basement.
- Main pressure: Blue Stairs into Blue, plus one player from the Garage ladder up the corridor into Blue.
- One player holds the Tunnel and only pushes into the east Armory when the team executes.
Drone checklist
- Blue first: defenders like to hold it from Church, the east Armory door and the corridor.
- Church corners away from the Blue wall, where anchors hide from the breach.
- Armory (Arsenal) and Church Hallway for the second anchor.
- Main Stairs and Bike Hallway for the rotation from 1F.
Team map
- Move: Kennels → Blue Stairs → Blue
- Drone: Drone Church: Blue → Armory → Church Hallway door
- Hard breach: Church wall — breach it from Blue
- Plant: Church, on the Blue side
- Hold: Blue, watching the breach
- Hold: East Armory, watching Church Hallway
- Plant: Armory (backup plant)
- Move: Garage ladder → corridor → Blue
- Vertical: 1F Kitchen hatch drops into Armory
- Vertical: 1F Bar hatch drops into Bike
- Vertical: 1F Stock hatch drops into Blue
- Drone: Drone the Armory bomb side
- Enemy likely: Bike anchor watching the Church door
- Enemy likely: Armory anchor
- Move: Construction Site → Tunnel → Armory (east side)
- Move: Push through the breach into Church
- Hold: Corridor to Ladder (Garage flank)
- Hard breach: Church west wall — backup breach from Bike Hallway
Red A/B circles are the two bomb spots. Numbers on the map match this list. Positions are drawn on Ubisoft's official blueprint and are approximate.
Team execute
- Clear the 1F roamers first, then open the Kitchen hatch (over Armory), the Bar hatch (over Bike) and the Stock hatch (over Blue).
- Two players come down the Blue Stairs into Blue; one takes the Garage ladder and walks the corridor up to Blue.
- One player waits in the Tunnel and only walks into the east Armory when the team executes.
- The anti-gadget player clears the Church wall from Blue, then the hard breacher opens it.
- Push Church from the breach while the Tunnel player hits Church Hallway. Plant Church on the Blue side.
Plant
Plant Church on the Blue side, right inside the breach, so the players in Blue and in the corridor to Ladder can see the defuser. If Church is too hot, plant Armory (Arsenal) with the 1F Kitchen hatch open so a player upstairs covers it.
Post-plant positions
- Blue, looking through the Church breach
- The corridor from Blue to Ladder (Garage flank)
- East Armory (Tunnel side), watching Church Hallway
- 1F Stock, playing the hatch over Blue
Pitfalls
- Using EMP before the breacher is ready — defenders can re-trick or replace batteries.
- Standing exposed on the breach wall while throwing.
- Spending your gadget before Blue is actually yours.
- Planting in the middle of Church where Bike and Church Hallway both see you.
- Committing all five down one lane (Tunnel or Blue Stairs).
- Skipping the 1F hatches — defenders get to sit in Armory and Bike for free.
- Leaving the Garage ladder open behind the Blue push.
If defenders…
- If Blue is stacked, open the Stock hatch above it and flush it from 1F first.
- If the Church wall stays denied, open the Church west wall from Bike Hallway (reach it from the Main Stairs).
- If Church is locked down, play Armory: Kitchen hatch plus the Tunnel player through Church Hallway.
More & sources
Thatcher on other Clubhouse floors
Full team plan for this floor →
Defending instead? Church / Arsenal Room setups
Sources
- Ubisoft – Clubhouse map page (official blueprints)
- PCGamesN – Crystal Guard map changes (Clubhouse Bar / Stage site, Cash wall)
- siege.gg – Clubhouse map guide
- Rainbow Six Fandom – Clubhouse
- Recon 6 – Clubhouse Cash / CCTV summary
- Siege School – How to prep CCTV / Cash like a pro team
- R6Calls – community callouts
Thatcher's kit changed recently; check it in-game. Callouts from the community R6Calls project, aligned to Ubisoft's official blueprints.