Mastering Consulate: The Complete Attacking Playbook for Ranked and Competitive Siege

When it comes to ranked and competitive play in Rainbow Six Siege, most maps lean defender-sided. After all, defense naturally rewards those ‘boldly aggressive’ playstyles we see so often. Attacking, on the other hand, demands more: proper droning, solid intel, patience, and real team coordination.

Consulate is no exception. In fact, it’s one of the stronger examples of a defender-friendly map. But that doesn’t mean attackers are doomed to struggle. With the right mindset and a structured approach, Consulate can swing in your favor. The key is breaking each round down into three clear steps/phases—giving your team the blueprint to flip the script.

CEO/Meeting

Let’s start with the top floor—the most played site on Consulate. It’s almost always the first pick, and for good reason: it’s comfortable and familiar for defenders.

The primary strength of this site comes from its limited window access. The only window with real impact on the bomb sites is the bathroom window, and even that can be contested from spiral stairs or yellow (if the wall isn’t reinforced). Beyond that, attackers are usually forced to funnel through doorways or push down long, narrow hallways - exactly the kind of choke points defenders thrive on.

But the real story here is the weaknesses, and they all come from below. Nearly every square foot of both bomb sites is vulnerable to vertical pressure from the first floor. Gaining control of Piano and Exposition opens up a ton of opportunities to pressure anchors and clear utility. Combine that with a well-timed second-floor push, and attackers can tilt the round heavily in their favor.

The plant spots also matter here. Each site offers a strong corner that’s tough for defenders to swing on, giving attackers reliable places to stick the defuser once control is established.

The 3 Steps

So, with all that in mind, what exactly are the three steps to cracking top floor?

Step 1 - Take Piano and Exposition control
Step 2 - Open vertical angles to clear Couches and CEO, then apply pressure with a Yellow Stairs push
Step 3 - Rappel into CEO window for the plant, while sending a lurker up Spiral/Visa

Of course, Siege is a sandbox with an absurd number of operator combos and playstyles—there’s no single “correct” way to run this. I’m not here to dictate your entire strat down to every angle and drone placement. But this wouldn’t be much of a guide if I just said, “Okay, now figure it out.”

Instead, let’s walk through a sample attack, breaking down the utility that’s objectively needed at each step. This way, you’ll have a clear framework to build on while still adapting to your team’s comfort picks and playstyle.

Sample Op Lineup

  • Buck (vert) - Absolutely critical. This whole strat lives and dies on vertical play, and Buck is the best in the business for it. Technically, you could sub in someone like Deimos (shotgun) or even Amaru in a pinch, but let’s be real - Buck is the move here.

  • IQ (util clear) - After Buck, the lineup gets flexible. I like IQ because she brings nades and utility scanning. She can spot ADS’s, Mute jammers, and other gadgets through the floor and disable them before your push. Twitch works too, or really anyone with nades if you want to keep it simple.

  • Blackbeard (or any shield op) - Taking Yellow Stairs is way easier with a shield. Blackbeard’s rifle shield works fine, but you could also bring Monty/Blitz if your team’s more comfortable on them.

  • Ying (chaos bringer) - The closer. Her candelas are insane for this execute. You can toss them through opened floors, up the hatch, or straight through CEO window as you rappel in. The defenders get blinded, chaos erupts, and before they know it the defuser’s down.

  • Dokkaebi (lurker) - The flex pick. She’s great for cutting rotations and making anchors panic during the execute. That said, Nøkk or Ash can fit in this role too if you prefer. The key is that this player holds flanks early, then transitions into a late-round lurk.

Step 1 - Take Piano and Expo Control

Securing Piano and Expo should usually be the “easy” part of the round. In ranked, defenders rarely invest heavily in this area. The main threats you’ll face are someone peeking from Couches hatch or a random lurker sprinting around downstairs. The fix? Park your most disciplined teammate on hatch duty until something happens, while Dokkaebi watches flank cams.

In comp, though, expect defenders to actually respect the first floor. They may set up utility or dedicate bodies to slow you down. Don’t overcomplicate it - if Piano looks stacked with utility, just flip the take to Admin instead. Realistically, defenders can’t hold both areas effectively, so whichever side is weaker…take it.

But if Piano is relatively free, stick with it. It’s cleaner, faster, and 99% foolproof when done right.

Step 2 - Clear CEO + Take Yellow Stairs

This is where Buck earns his paycheck. From Piano, he needs to rip open the ceiling and clear out the key danger spots inside CEO:

  • Desk in CEO (triple-check this one - it’s the easiest way to lose the round)

  • Couches

  • Connector

  • Directly under CEO window (it’s rare, but don’t underestimate the stupidity of your competition)

And that’s it. Don’t get distracted by Meeting. If defenders are in Meeting, let them be - they can’t stop the plant from there, and overcommitting utility just slows you down. Your real objective is making sure no one can rotate back into CEO once you’ve cleared it.

Meanwhile, Dokkaebi should be on high alert for flanks. Blackbeard and Ying work together to take Yellow control, ensuring the only live flanks are Spiral and Visa. At this point, the only real way defenders win is with a lucky flank or you handing them free kills - so don’t let it happen.

Yellow control itself shouldn’t be difficult with a “totally balanced” shield op leading the charge. The only headache is if Clash is in play - but she’s a ban-worthy pick anyway, so you should have that covered in prep.

The focus here isn’t to fight every angle in Secretary or overpeek into fights you don’t need. Pressure is the win condition. By shredding the ceiling, locking down Yellow, and applying pressure across multiple points, defenders are forced to swing into you or watch as the round fades away.

Step 3 - Plant CEO with a Lurk

This is the closer - and Ying takes center stage. Start by smoking off Secretary as Blackbeard secures Couches. Then send your candelas sailing through the smoke and channel your inner Stewie2k: pure Smoke Criminal energy. Chaos upstairs means defenders have no idea what’s safe anymore.

Meanwhile, IQ rappels in through CEO window to stick the plant (by now, all utility in the area should be cleared). Buck’s job is simple but crucial: hold Connector from below. A lunatic sprinting here might make it past Buck, and that’s where BB should save the day.

From there, it’s textbook: seven seconds later, the plant is down and IQ can rappel back outside to cover. Even in the worst-case scenario - a 1v5 - if the defuser’s planted by CEO window, I’d still place bets on the one rappelling. In practice, though, this execute is so overwhelming that most defenders won’t even be standing by the time the defuser goes down.

Operator To-Do List

  • Buck (Vert) - Flashes

    • Step 1 - Here you’re just the droner. You’re too valuable to be entrying, so just focus on getting your teammates into Piano/Expo/Lounge safely.

    • Step 2 - Time to shine. Get to destroying the ceiling in Piano. You NEED to clear couches, CEO desk, and connector. Don’t worry about anything else

    • Step 3 - Stare at vert under the connector door (connecting meeting and CEO). You really don’t want anyone succeeding in a mad dash across all of site to kill the planter on the window.

  • IQ (Util Clear) - Nades

    • Step 1 - Welcome to entry duty. Hopping in through Piano Closet window is always good. Just be careful of vert and the couches hatch. Establish control up to lounge, and that’s it.

    • Step 2 - Use your scanner and nades to clear utility CEO window and in couches. Let your teammates know what utility is stacked yellow side. Look for maestro cams and echo drones.

    • Step 3 - rotate to the CEO window, rappel in, and plant.

  • Blackbeard (Shield) - Nades

    • Step 1 - Help IQ establish control over piano, expo, and lounge. I’d recommend pushing pretty close with her, if not hopping in the same window. Emphasize on holding yellow stairs so the flank watcher doesn’t have to worry about too much

    • Step 2 - Walk up yellow stairs and stand there menacingly. Clear util with nades.

    • Step 3 - Rush into couches off of Ying’s smoke. Hold for mad dashes through the site.

  • Ying (Chaos Bringer) - Smokes

    • Step 1 - Whether BB hops in behind IQ or not, you definitely should and just stare at meeting hatch. At least half the time someone will peek this and should be a free kill.

    • Step 2 - Help BB take yellow control. Mostly just make sure nobody tries to run at him like a maniac.

    • Step 3 - Smoke off secretary, then toss your candelas through the bloom. Wait for the dreaded flashes to start going off, and then emerge through the smoke with ill intent on the mind. Just shoot everything that moves.

  • Dokkaebi (Lurker / Flank Watch) - Flashes

    • Step 1 - Help Buck drone in your teammates. Start from Lobby, and hold rotates out if there are freaks running around in Piano/Expo. Once IQ and BB are in, set up flanks and watch them like the round depends on it (because it absolutely does)

    • Step 2 - Just keep holding those flanks. Sorry this job is so boring, but it’s important.

    • Step 3 - Now you get to have some action (assuming your teammates don’t end the round first). Lurk up either spiral or visa stairs. You should catch at least one or two players off guard.

Garage/Kitchen

In ranked, this site is surprisingly straightforward to attack. Most teams won’t bother with a hard roam or proper setups - they’ll rely instead on attackers failing to clear key positions or neglecting to smoke off long angles. With disciplined utility usage and a clear understanding of what needs to be cleared - and what doesn’t - this should actually be one of the easiest sites on Consulate to execute against.

In competitive play, though, things get trickier. A well-prepared team will often invest in Piano/Expo control or open key walls to deny attackers the option of a “minimal clear.” If defenders only open the walls, you’ll mainly need two hard flank-watchers locking down Visa and Spiral stairs once the top two floors are cleared.

If defenders commit to a full roam setup, then you’ll need to go all-in on clearing top floor and applying vertical pressure from Piano and Expo before dealing with anchors on site. Fortunately, this often works in your favor - proper roam clears can net you kills early and leave the site much weaker for the execute.

I’ll cover the details of taking top floor and clearing Piano/Expo in Step 1 of the round breakdown. No matter how heavily defenders commit to the mid-floor, though, Step 2 and Step 3 of the execute remain consistent.

The 3 Steps

Before we dive into the details, here’s the three-step game plan:

Step 1 - Take Piano and Expo control
Step 2 - Open vertical to clear Garage (including utility like Maestro cams)
Step 3 - Smoke off Kitchen and Security, then plant by the bomb

This strat does require a fair bit of utility - especially if defenders are investing in Piano - but I’ll keep the sample lineup flexible so you have options.

Sample Op Lineup

  • Buck/Sledge (Vert) - This op is responsible for the majority of the vert, but shouldn’t be the only op in your lineup with this ability. You can also run Ram here if you’re lazy or super concerned about C4’s, but the vert made with Ram always irks me. 

  • Capitao (Area Denial) - This op primary objective is to clear yellow pillar as that’s essentially the only spot in all of garage that can’t be easily cleared from vert. If you bring hardbreach on this op, they can also be the one to open the garage wall

  • Sens (Smokes) - I like Sens for this smoke position because he can bring nades or hardbreach plus a DMR. This can open up the lineup more. At its core, you only need utility to clear yellow pillar, and hard breach to open up main wall, and expo hatch (if it’s reinforced). As long as the op lineup covers that, you can run whoever you want.

  • Hibana (Hard Breach) - Not strictly necessary surprisingly (especially in ranked). If you bring hard breach on Sens/Fuze and Capitao, and the defense isn’t holding Piano/Expo with reinforcements, I’d recommend running a different op with breaching charges here.

  • Fuze (Util Clear) - Let’s be honest, when you want to clear utility, nobody does it better than Fuze. He can also help clear out Piano/Expo if needed and double up on smokes/hardbreach (whichever you think is needed).

Step 1 - Take Piano/Expo control

How tough this step is depends on the defense.

  • If defenders give it up (no reinforcements or lines of sight opened), you can do a quick minimal clear, almost identical to Step 1 of the CEO attack: hop in, grab control, and set flanks.

  • If defenders contest (with utility or holes in Lounge/Expo walls), the clear becomes two-phase:

    1. Clear Top Floor - Best done with three drones supporting two entries. Entry options: Admin (safer), or Bathroom/Yellow Skylight (faster). Once cleared, lock down flanks immediately.

    2. Clear First Floor - Vertical operators should burn utility to pressure defenders below, starting with the hatch to block rotations. Meanwhile, teammates pressure Yellow Stairs to cut off escape routes.

Once Piano and Expo are cleared, accelerate the push. By this point you’ll usually have picked up a kill or two. If not, play tight and disciplined—late-round flanks (even from top floor) are a major risk with all the vertical holes you’ve just made.

Step 2 - Clear all Garage w/Vert

Once Piano and Expo are under control, the rest of the attack should flow smoothly - provided two things: utility on Yellow Pillar isn’t missed and nobody dies to C4s from below. While making vertical holes, be smart. Open a section, back off, wait a moment, and bait out C4s. Repeat until you’re confident the danger has been exhausted.

While Buck (or Sledge) opens vertical, the rest of the team should work in sync:

  • Main Wall: Open it as soon as possible to minimize the defenders ability to run around the site.

  • Utility Clear: Fuze (or your designated util-clear op) focuses on Maestro cams first. This site is arguably Maestro’s strongest. Don’t lose a round because your planter is being zapped.

  • Yellow Pillar: Capitào fires bolts onto Yellow, and coordinates with Buck’s vertical pressure to clear the anchor.

  • Expo Hatch: Get it open with hard breach if it’s reinforced - cut’s off all of back of garage, including all re-entrance points from Kitchen.

Executed cleanly, this step takes less than 30 seconds. Buck above Red Car and angles onto pillar, Capitào burns Yellow with bolts, and Fuze clears everything else with charges. The last two operators (whoever isn’t Buck, Fuze, or Capitào) must coordinate between opening Expo hatch (if it’s needed), and holding flanks. The longer this step takes, the more likely a player will flank. That could seal the round for you, or, if managed poorly, could flip it and deliver it to the defense on a silver platter.

Step 3 - Smoke off Kitchen and Security, then plant by the bomb

This is where Sens shines. From the hatch, two R.O.U. Projectors are enough to block every line of sight from Kitchen, Security, and the hallway—completely shutting down defenders (and making Warden irrelevant). With Garage cleared, the hatch controlled, and smokes up, the execute becomes heavily attacker-favored.

Entry for the planter is flexible. The default (and safest) option is hopping in through Main Breach, but it’s also the most predictable. Dropping Hatch or walking in through Yellow Door are viable alternatives if you’re worried about pre-fires through smoke.

Plant location should adapt to the C4 count:

  • By default: Plant tucked by the bomb—most secure if C4s are gone.

  • If C4s are still up: Plant closer to breach or in an unexpected corner to reduce risk.

During the plant, assignments are simple:

  • One above, holding Kitchen rotate.

  • One at Yellow Door, covering Garage double.

  • One planting.

The remaining two should stay on flank watch, or one can double up on breach or yellow . Just don’t let the round slip to a late Spiral/Visa push.

If everyone sticks to their role and executes cleanly, the defenders have little chance beyond a miracle spray through smoke.

Operator To-Do List 

  • Buck (Vert) - flashes

    • Step 1 (If Defense Holding First Floor): Enter through Yellow Skylight → open Piano hatch → make vert over Expo hatch → hold that control

    • Step 2: Take Piano control → open floor to clear key positions (Red Car, Close Breach, Back of Garage) → hold angles for Yellow Pillar clear

    • Step 3: Stay above and lock down Kitchen rotate

  • Capitao (area denial) - Hard Breach charge

    • Step 1 (If Defense Holding First Floor): Drone teammates for Top Floor take (start Yellow side) → hold Visa and Spiral flank

    • Step 2: Open Main Wall → fire bolt Yellow Pillar when teammate is ready to hold the swing

    • Step 3: Enter through breach → plant on the bomb

  • Sens (smokes) - Grendes/Hard Breach charge

    • Step 1 (If Defense Holding First Floor): Help take Top Floor → push down Yellow stairs → hold rotates out of Piano (care for pushes up yellow stairs)

    • Step 2: Once site hatch is open, hold Back of Site to catch defenders rotating under vertical pressure → use nades to clear utility or assist Yellow Pillar clear

    • Step 3: Deploy projectors to block Kitchen/Security sightlines → assist holding Kitchen rotate in case Buck whiffs

  • Hibana (hard breach) - Breaching charges/Flashes

    • Step 1 (If Defense Holding First Floor): Drone Top Floor from Admin side → open Expo wall from Benches window to add pressure

    • Step 2: Help open Site Hatch if needed → then hard-hold flank cams. If someone else covers flanks, assist with vert

    • Step 3: Stay disciplined on flank watch

  • Fuze (util clear) - Smokes/Hardbreach charge/Breaching charges

    • Step 1 (If Defense Holding First Floor): Use 2 Fuze charges to pressure Piano players

      • If running breaching charges: open floor to flush defenders from Piano/Expo

      • If not: swap roles with Buck—let him make vert while you hold Expo hatch drop

    • Step 2: Use remaining charges to clear site utility (priority = Maestro cams) near Main Breach. If you brought breaching charges, assist Buck with vert

    • Step 3: Push down Yellow stairs → hold Garage double door against late rotates/pushes


Piano/Exposition

Taking this site can feel awkward - it’s similar to Bunks/Briefing on Lair, where the entire bombsite can be locked down from above. The setup naturally favors defenders. When the site is upstairs, we can usually flip the script by taking from below, but that luxury doesn’t exist here.

At first glance, it might seem tempting to ignore top floor altogether. Against a bad team, maybe that works - but versus anyone decent, it’s a fast track to disaster. There’s simply too much vertical pressure that defenders can create to watch every key entry point.

Instead, the best chance of success is to run a “mini execute”, then immediately apply vertical pressure with soft destruction before dropping Piano hatch for the plant.

If you’re new to comp, the term “mini execute” might sound intimidating - but we’ll keep things simple and with a quick ‘3, 2, 1’ countdown to prime it, there shouldn’t be anything to fear here.

The 3 Steps

The steps here are predictable and not exactly what we’d call ‘ground breaking’ but we don’t want to reinvent the wheel when what we have works perfectly fine.

Step 1 - Take top floor control
Step 2 - Clear Piano and Expo
Step 3 - Drop Piano hatch and Plant

This map is rather unique, in that hard breach is only really needed for garage, and even then, you can get away with hard breach charges. Bringing ops with strong utility clear, and ability to apply vertical pressure are far more important, and that’s even more true for Piano/Expo

Sample Op Lineup

  • Sledge (vert) - Primarily just to keep things fresh, Sledge should be ran over Buck. His nades are also nice for helping clear utility or if the defenders try to pull out the castle. 

  • Flores (util clear) - The key to success of the round is based around the mini execute. If this is done cleanly, it should end with you up in man count with full control of the top floor. The easiest way for this to fall apart though is by hitting traps or trying to fight people on shields. Flores is here to nullify that possibility.

  • IQ (nades) - Another piece in that util clearing equation. A quick scan with her gadget can tell you what doors/hallways are relatively safe to walk down.

  • Blitz (shield) - Part of the mini execute involves dropping yellow skylight and rushing down anyone upstairs. Nobody is going to do this better than a bulldozing flashbang.

  • Lion (chaos bringer) - To make the taking of the top floor even easier, might as well throw some additional chaos in there for the defenders. Dokkaebi can work as well (despite the fact she’s usually banned). 

Step 1 - Take top floor control

This part of the strat is super fun and satisfying when executed cleanly. It does rely a bit on how the defense sets up. If they’re investing heavy utility into Admin/Break, just flip the take. Drop three players down Yellow skylight and two through Bathroom window. If site looks weak, or you know the majority of their players are meeting/Admin side, then funnel straight into Piano, with two players staying above to deny vertical.

For most teams, they won’t hard-hold Admin. It doesn’t directly protect site, and committing there spreads them too thin. It should only take opening a few windows and tossing a drone or two to get the defenders to give up this part of the map. Once you secure Admin/Break, clear any utility around Vending, Long Desk, and Meeting door. This is where IQ and Flores shine. Use Sledge to back them up with extra utility clearing.

Meanwhile, Blitz and Lion should be getting into position for the crunch. Once Admin-side utility is cleared, the Admin trio (IQ, Sledge, Flores) will call the push. How they move depends on the enemy setup. Drone it first and pick the two lowest-resistance paths (usually Meeting door and Meeting hall). If Meeting wall has feet holes, send a Flores drone to blow it open.

As the Admin crew push into Meeting/Long Desk, Blitz drops Yellow skylight, running down anyone in Connector/Secretary, with Lion hopping in Bathroom window to pinch from the side. Chaos will ensue, but since you’re the ones dictating it, the advantage should swing your way. Timing is everything here, so expect to have to practice it a couple of times, but once you’ve got it down, it’s brutally effective (whether you’re playing Competitive or Ranked).

Step 2 - Clear Piano

With top floor secured, the round should feel very similar to the previous strat. The priorities here are vertical control, utility destruction, and Yellow pressure:

  • Sledge takes charge of verticals, opening lines above Piano and Expo.

  • IQ hunts for gadgets from above, ensuring defenders can’t stall with hidden utility.

  • Flores holds flanks and clears utility with drones as needed.

  • Blitz and Lion work their way down Yellow stairs, applying direct pressure.

Defenders love to tuck into the little corners around Piano and Expo, so bein diligent with the clear is a must. The good news: once the hatch is opened, there’s virtually no safe spot in Piano. Focus your vertical pressure on Expo first. You don’t need a ton of holes - just enough to cover the common positions.

⚠️ Watch for C4s. Defenders will be desperate to deny vert - try to bait them out before fully committing to opening the floor.

The ultimate goal is to plant inside Piano. To make sure this goes smoothly, double check piano closet, and make sure Blitz and Lion have established control over benches.

By this point, defenders should feel boxed in, and with Yellow controlled + vertical pressure in place, planting becomes the natural next step.

Step 3 - Plant

Once Benches and closet are cleared, you have two solid planting options in Piano:

  1. Benches Door Plant (safer, standard option):

    • Walk in through the door with Blitz/Lion covering.

    • Plant in the close corner behind the shades.

    • This is the most straightforward plant spot as long as Benches is secured.

  2. Hatch Drop Plant (fast, emergency option):

    • If time is running out or you’re worried about C4s from below, drop the Piano hatch.

    • Plant tucked behind the grand piano.

    • Be aware: you are exposed to a long angle from Lounge when running to the piano, but it’s a fairly hard shot to hit if you’re quick.

Once you’re behind the piano, the defenders’ only real option is to fully retake top floor. With vert established, it’s almost impossible for them to stop the plant or stick a defuse.

Operator To-Do List

  • Sledge (vert) - Nades

    • Step 1: Entry from Break Room window and help secure Admin. Clear utility at Meeting Door/Long Desk, then push into Meeting/Short/Long Desk to secure top floor.

    • Step 2: Use vertical to clear Piano/Expo. Prioritize Expo angles. Watch for C4s. Ignore Lounge/Lobby

    • Step 3: Lock down Lounge to Expo door to deny retakes.

  • Flores (util clear) - Flashes

    • Step 1: Support Admin take from windows and rappel in. Use drones to clear utility in Vending, Meeting, Short, Long Desk. Push into chosen entry with team

    • Step 2: Deploy flank cams (priority: Visa + Spiral)

    • Step 3: Maintain flank watch to secure top floor

  • IQ (util clear/Entry) - Nades

    • Step 1: Support Admin take. Once in, see what utility needs to be cleared and relay it to your teammates. Then hold wide swings while teammates clear utility. Push into Meeting/Short/Long to secure top floor

    • Step 2: Scan site for electronics. Use nades to clear Maestro cams, Melusi traps, bulletproof cams. Hunt Pulse if active

    • Step 3: Go Yellow or drop hatch → plant in Piano

  • Blitz (shield) - Smokes/Breaching charges

    • Step 1: Stay quiet on roof. Drone Yellow side. On Admin call, drop Yellow skylight → rush Connector/Secretary

    • Step 2: Anchor on Yellow stairs. Push with Lion to secure Benches. Watch your back for flanks from bottom Yellow

    • Step 3: Contest Benches lightly to protect the planter

  • Lion (chaos bringer) - Flashes

    • Step 1: Create pressure: open windows across map. From roof, hold Visa flank for Admin. On go-call, flash Spiral, drop Bathroom balcony, hop in Bathroom window → flood with Blitz.

    • Step 2: With top floor secured, push Yellow with Blitz. Drone bottom Yellow → leave drone for Flores. Take Benches control.

    • Step 3: Hold bottom Yellow and help Blitz contest Benches hall.

Servers/Tellers

This site seems like it’s the worst one to defend, but it’s interestingly also super annoying to attack. It’s got a bomb site that’s split onto 2 floors which means that defenders can virtually be anywhere with a number of different types of holds, a massive amount of vert, which all amounts to a lot to have to worry about from an attackers perspective. 

With that said, we’ll try to keep things as simple as possible. The fact that the sites are split onto 2 floors mean that in order to really cover every avenue, the defense has to be spread thin. So we need to focus our efforts as much as possible. 

Inherently, the best way to attack this bomb site is to have three people droning different parts of the map to see where the defenders fully give up, take that map control quick, and then poke and prod the bomb site until you find the weak points. But if that’s something you/your team aren’t comfortable doing, I’ll lay out a road map that will be a decent substitute. 

The 3 Steps

Let’s start where we always do.

Step 1 - Take the West Side of the First two floors
Step 2 - Open tellers wall and clear East Corridor
Step 3 - Plant in Tellers with some lurks

Taking west side over should be the easiest way to start. Some teams may have a player or two over here as the first layer of an onion defense, but after a few drones, they should give things up fairly easily. From there, you’ll just need to clear tellers/east corridor (which may not have anyone inside there anyway), and with a few well timed lurks, the round should fall into place. 

Sample Op Lineup

  • Ace (hardbreach) - Good for opening all the walls you need here and has a great gun. His utility should not only be placed on tellers wall but also the vending hall wall to deny people from walking up visa stairs from the basement

  • Thatcher (Emps) - Emp grenades can work here too, but seeing as one of the main defensive strats for this site relies on hitting C4’s below, generally off the back of a pulse/Maestro cam, a well placed EMP from thatcher can disrupt that.

  • Dokkaebi (lurker) - Another op that can deny intel on the site, this op can also lurk basement/top floor late round. 

  • IQ (entry) - I’d definitely recommend bringing IQ here. Again, when mid floor is cleared properly, much of the defense relies on intel and hitting C4’s or knowing exactly where you’re planting. The more ops you can bring to disrupt this strat the better

  • Deimos (Chaos bringer) - This can easily be Lion instead or maybe even Grim. I think Deimos is good for A: pushing roamers back to site and B: adding pressure to people trying to deny the plant late round.

Step 1 - Take the West Side of the First two floors

This should be the least-contested area of the map. Defenders usually invest more in Admin, Visa, and Archives, so don’t expect much utility in Piano, CEO, or Yellow stairs. Still, always drone it out - and don’t be afraid to use Deimos tracks to force defenders back if needed.

  • Entry Options:

    • Drop Yellow Skylight.

    • Hop in Piano window.

  • Control Setup:

    • 2 players upstairs: one on flank drone duty, one holding Admin walks.

    • 3 players downstairs: work through Piano, Expo, Lounge, and Spiral.

  • Flank Drones:

    • Bottom Spiral.

    • Bottom Yellow.

  • Extra Map Control:

    • If Admin is free, take it. This makes it much easier to clear Visa, Tellers, and East Corridor later.

⚠️ Watch Out: The most dangerous counter is a defender swinging down Vending → Lobby. If this happens, your Ace/Thatcher can be picked off early, which will cripple the execute. Make sure someone is covering this lane.

Step 2 - Open Tellers wall and clear East Corridor

We don’t need to get too fancy with this. First Breach the Tellers main wall (your default plant pressure). From there you’ll want to open up the Vending Hall wall. this cuts the basement walk-up and collapses rotations. If someone’s “tricking,” they usually can’t deny both; prioritize the main wall first, then Vending.

As for East Corridor, expect a Castle on the spiral double door. Once it’s opened - and with Spiral covered - this position becomes short-lived. If a defender is sticking inside site/East: have IQ toss two nades deep behind the central wall to delete them. 

Be careful not to over extend. We’re not clearing above or Visa, so assume the defense will be holding long lines onto main breach and East. Stay tucked, clear one lane at a time, and avoid exposing to multiple angles. Keep a gun on the Vending swing at all times (this is the easiest way to lose your hard breach/EMP).

Take this step slow. It’s the most likely one to get messy, but if your team stays tight, doesn’t over expose to more than one angle at a time, you should come out ahead at the end of the round. If the defenders don’t swing, then just get the lurks in place to shut the round out for step 3. 

Step 3 - Lurk and Plant

Because there’s a significant portion of the map we’re not devoting resources to clearing, the best move for step 3 is to place a lurk below (to deny C4’s) and a lurk for admin (if they’re even playing there). Timed with Dokkaebi calls and a good Deimos track, there should be a significant amount of chaos going on all while the plant is going down. Worst case scenario, the defense gets a C4 or shoots the planter through vert before being immediately traded by one of the lurkers

All that needs to happen is another player fills. There should be 1 player planting, 2 lurkers, and 2 covering (one watching basement stairs/vending swing, and the other watching visa itself). Once the defuser is down, set cross fires and play together to lock out the round.

Operator To-Do list

  • Ace (hardbreach) - Breaching charges

    • Step 1 - Drone west side of the first floor.

    • Step 2 - Join IQ and Thatcher in Lounge/Lobby and open the vending hall wall and the main tellers wall.

    • Step 3 - Walk into site and plant somewhere that’s safe from visa swing (i.e. not on a desk)

  • Thatcher (Emps) - Breaching charges

    • Step 1 - Take control of the west side of the first floor behind IQ. Hold vending hallway

    • Step 2 - Use your emps to help Ace open the wall before continuing to hold the vending swing.

    • Step 3 - Cover vending hall/basement stairs walk up. Toss any EMPs you have left into tellers.

  • Dokkaebi (lurker) - Flashes

    • Step 1 - Drone top floor out for Deimos. 

    • Step 2 - Hop in spiral window and then hop on flank cams. Use gonne-6 and flashes (as needed) to help clear East corridor

    • Step 3 - Go down basement spiral and lurk. Try to deny people C4’ing the planter from storage

  • IQ (entry) - Nades

    • Step 1 - Entry into Piano and establish control all the way up to lobby, lounge, and spiral. Hold Spiral swing until flanks are up.

    • Step 2 - Check for util on site (specifically anything that can spot the planter, such as pulse, maestro, or valk). Use your nades to help clear tellers

    • Step 3 - Hold visa swing while the plant goes down. If nobody is in visa, feel free to use your scanner to hunt a pulse in the basement

  • Deimos (Chaos bringer) - Nades

    • Step 1 - Take control of the west side of top floor behind Dokkaebi’s drone. Hold admin swing.

    • Step 2 - Drone admin to see if anyone is in there. If they are, keep holding it. If not, take control of it and use your ability to help clear visa, tellers, and east corridor

    • Step 3 - Lurk into admin, if someone is there. If not, make vert over basement stairs and help hold that.

Conclusion

Consulate used to be a map where many people had a love-hate relationship with it. Now, particularly in ranked, everyone just has a hate relationship with it. But it’s extremely fun. It’s a map that truly lends itself to whichever team is more coordinated and structured.

With these strats, the attacking half should almost always land in your favor. Just remember the steps and make sure your team doesn’t skip steps or have one person jump to step two while other teammates are stuck on step 1. 

The three step attack structure has great potential, especially on a map as complex as consulate. Take your time to learn each step and make sure everyone knows what everyone else does as well, not just their own role and you’ll be amazed on how easy attacking becomes in Rainbow Six Siege, whether you’re playing ranked or comp.

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Best Ways to Defend Consulate – Complete Rainbow Six Siege Site Breakdown (2025)