
Quick answer: Clubhouse has 4 ranked bomb sites — Church/Arsenal (Basement), CCTV/Cash (2F), Bedroom/Gym (2F), and Bar/Stage (1F). The most critical callouts are Church, Arsenal, Blue, Dirt, CCTV, Cash, Rafters, Construction, Logistics, Gym, Bedroom, Bar, Stage, Kitchen, and Strip. Church/Arsenal is the highest-frequency ranked site because it demands the most coordinated execute of any Clubhouse site. Season context: Year 11 Season 3 (Operation Split Fire), launched September 1, 2026, active as of this guide. Note: Doktor's Curse 2026 (October 15 – November 2, 2026) uses a modified Clubhouse layout called Doktor's Lab — callout names carry over but the bomb sites do not.
Clubhouse is one of the oldest maps in Tom Clancy's Rainbow Six Siege and still one of the most mechanically demanding. Released with the base game in December 2015 and modernized during the June 2025 Siege X update, this Hanover, Germany biker compound has accumulated 11 years of ranked play and deeply established community callout standards. As Ubisoft describes it: "Featuring a full bar, gaming tables and leather furniture, this mixed interior/exterior layout offers a host of interesting tactical possibilities for both attacker and defender." (Ubisoft official Clubhouse map page)
For Y11S3, Clubhouse sits in the Ranked, Unranked, Quick Match, and Team Deathmatch playlists. Three of the four bomb sites follow the same hard-breach-into-coordinated-execute structure that makes Clubhouse a strong training ground for Siege fundamentals. Bar/Stage (1F) is the exception — a pocket site that favors unusual crossfires and heavy vertical read.
| Map Detail | Value |
|---|---|
| Location | Hanover, Germany |
| Release | Base game, December 2015 |
| Modernized | Siege X, June 2025 |
| Floors | Basement, 1F, 2F, Roof |
| Bomb sites | 4 (2 on 2F, 1 on Basement, 1 on 1F) |
| Playlists (Y11S3) | Ranked, Unranked, Quick Match, Team Deathmatch |
Why Do Callouts Win Rounds on Clubhouse?
Clubhouse punishes teams that rely on descriptions over names. The map's three vertical layers — basement, first floor, and second floor — all overlap through hatches, stairs, and soft walls. When defenders rotate, they can cross two floors in seconds. A vague report like "he went towards the bar area" costs your team a full second of dead processing time. "Roamer Blue" or "Cache Cash last-alive" lands instantly.
The five rules that hold across every Clubhouse site: call the location first, add the action second, specify the floor when relevant, use established names rather than ad hoc descriptions, and include above or below whenever vertical movement matters.
Basement: Church & Arsenal Callouts
Church/Arsenal is Clubhouse's most structured and most frequently played site. The bomb rooms sit in the basement with most of the building above them. Hard breach opens reinforced walls, and hatch pressure through the Kitchen floor above Church brings defenders into a two-front problem. (Source: stratbook.gg Clubhouse Church/Arsenal site overview, confirmed October 2026.)
| Callout | Location | Why it Matters |
|---|---|---|
| Church | Basement bomb room (main) | Default late-plant anchor; losing Church usually loses the round |
| Arsenal | Basement bomb room (secondary) | Paired with Church; reinforced walls face Blue and Dirt |
| Blue | Soft-wall corridor connecting Church to the garage side | Hard breach path into Church; Blue control = execute path |
| Dirt | Low-ceiling basement corridor on the opposite side | Secondary attacker pressure route; narrow sight line into Arsenal |
| Main Stairs | Staircase connecting 1F to Basement | Flank route; must be watched on every execute |
| Bunker / Basement Hall | Open connector between Blue and Dirt | Roamer hide spot; covered before execute |
Church/Arsenal execute plan (Y11S3): Thermite or Ace opens Blue, Thatcher EMP clears Bandit/Kaid denial, Mute jammers prevent drone intel and Dokkaebi Jegeo uploads. Attackers establish Kitchen hatch pressure above Church (Maverick torch or Sledge hammer through the floor), then converge from Blue and Dirt simultaneously. Soft-clear Bunker before the final push — a lurking defender in Bunker resets the whole execute.
Top defender picks (Church/Arsenal): Bandit or Kaid (reinforce Blue wall), Mute (jammer on Blue to slow breaches), Jäger (ADS clears attacker grenades), Smoke (Remote Gas Canisters for late plant denial).
2F: CCTV & Cash Callouts
Cash Room and CCTV Room sit on the second floor alongside the Garage area and its infamous roofing structure. Rafters — the open garage ceiling — creates one of the most contested power positions on the whole map. Attackers who ignore Rafters often take fire from above mid-execute. (Source: stratbook.gg CCTV/Cash site overview, confirmed October 2026.)
| Callout | Location | Why it Matters |
|---|---|---|
| CCTV | 2F bomb room adjacent to Garage | Named for the CCTV monitoring equipment; main breach wall faces Garage |
| Cash | 2F bomb room adjacent to CCTV | Side room; soft wall into Construction |
| Rafters | Open roof structure above the Garage | Dominant height advantage into CCTV breach; must be contested before execute |
| Construction | 2F exterior-adjacent room | Key attacker staging area; links Bedroom/Gym side to CCTV side |
| Logistics | 2F room on the opposite end | Secondary rotation path; connects to Bedroom; used for late-round repositioning |
| Garage | 1F vehicle bay directly below Rafters | Attacker drone staging; connects exterior to the whole 1F–2F vertical |
CCTV/Cash execute plan: Attackers need Rafters clear and CCTV breach open before committing. Thatcher EMPs clear any Bandit shock wire on the CCTV wall, then Thermite or Ace opens it. Coordinated cross-pressure from Construction (into Cash soft wall) and Rafters (into CCTV from above) forces defenders to hold two angles simultaneously. Without Rafters pressure, a single defender holds the breach indefinitely.
Top defender picks (CCTV/Cash): Mira (Black Mirror on CCTV wall lets defenders see through without exposing themselves), Echo (Yokai drone on CCTV ceiling — Y11S3 buffed sonic burst recharge to 15s from 16s), Jäger (ADS handles attacker grenade volume), Bandit (shock wire on CCTV reinforced wall).
2F: Bedroom & Gym Callouts
Bedroom and Gym is the second 2F site, located on the opposite side of the floor from CCTV/Cash. The site reward teams that control the exterior breach points — Construction and Logistics feeds — and deny the defender rotations between Gym and the rest of 2F. (Source: stratbook.gg Bedroom/Gym site overview, confirmed October 2026.)
| Callout | Location | Why it Matters |
|---|---|---|
| Gym | 2F bomb room (larger open area) | Large interior; hard breach from exterior or Construction |
| Bedroom | 2F bomb room (adjacent to Gym) | Softer walls; links to Logistics rotation path |
| Construction | 2F exterior staging room | Primary attacker breach entry; links to Gym wall |
| Logistics | 2F connector room between Bedroom and CCTV-side | Defender rotation hub; roamers re-enter site through here |
| 2F Hallway | Corridor running the length of 2F | Flank route; watcher position for defenders |
Bedroom/Gym execute plan: Maverick's Breaching Torch opens a Gym wall silently (no explosion audio cue, bypassing Kapkan EDDs). Attackers push Construction with Sledge or Ash for the breach opening while a second angle comes from the hallway side. The critical step is clearing Logistics before the final rush — a defender anchored there covers the Bedroom rotation from any angle.
Top defender picks (Bedroom/Gym): Azami (Kiba Barriers to close bullet holes in Gym walls), Jäger (ADS for Construction side grenade spam), Pulse (Cardiac Sensor tracks attackers through Logistics walls), Mute (jammer on Construction breach wall slows Ash or Thermite remote gadgets).
1F: Bar & Stage Callouts
Bar/Stage is the rare Clubhouse pocket site. Its large defensive footprint — exposed from above through multiple destructible floors and two access stairways — makes it difficult to hold with a traditional setup. Defending teams lean on unusual crossfires, prepped extensions into Kitchen and Strip, and aggressive control of the surrounding second floor. (Source: stratbook.gg Bar/Stage site overview, confirmed October 2026.)
| Callout | Location | Why it Matters |
|---|---|---|
| Bar | 1F bomb room (main bar area) | The large central space; soft walls open to Kitchen and Strip approaches |
| Stage | 1F bomb room (elevated stage area) | Elevated floor section inside Bar; sightline into Bar from Stage |
| Kitchen | 1F room adjacent to Bar | Critical attacker staging area; soft wall into Bar and ceiling hatch above Church |
| Strip | 1F exterior corridor | Attacker approach to Bar from the garage side; also used for Bar–Garage flank |
| Main Stairs | Staircase 1F–2F | Flanks into 2F from Bar-side attackers and retaking defenders |
Bar/Stage execute plan: Attackers pressure from Kitchen (breach into Bar) and Strip simultaneously. Because the site sits directly above Church/Arsenal basement, Maverick or Sledge can open floor hatches for vertical pressure into Bar from outside Stage. The site's open layout means smoke, Jäger ADS, and roam clear are less efficient here — attackers who win Bar/Stage usually do so on utility depletion from multiple angles rather than a single hard breach.
Top defender picks (Bar/Stage): Smoke (Remote Gas Canisters on the Kitchen breach and Strip window — three canisters cover the main lanes), Mira (Black Mirror on the Kitchen-side wall creates an info platform), Vigil (ERC-7 delays attacker drones, though the Y11S3 SMG-12 nerf from 28 to 16 damage weakens him as a fragger — use for utility, not duels).
Which Operators Work Best Per Site in Y11S3?
| Site | Top Attackers | Top Defenders |
|---|---|---|
| Church/Arsenal (B) | Thermite, Thatcher, Ace, Maverick | Bandit, Kaid, Mute, Jäger, Smoke |
| CCTV/Cash (2F) | Thatcher, Ace, Ash, Lion | Mira, Echo, Jäger, Bandit |
| Bedroom/Gym (2F) | Maverick, Ash, Nomad, Solid Snake | Azami, Jäger, Pulse, Mute |
| Bar/Stage (1F) | Sledge, Maverick, Hibana, Nomad | Smoke, Mira, Vigil (utility), Noor |
Y11S3 balance notes that affect Clubhouse: the SMG-12 nerf (damage 28 → 16, magazine 32 → 22) weakens Vigil as a fragger on Bar/Stage. Kali's buff (bolt cycle 1.0s → 0.8s, ammo 36 → 51) improves her value on long-angle sites like Bedroom/Gym and CCTV/Cash. Kapkan's EDD damage buff (60 → 62) adds marginal extra value on Church/Arsenal and Bar/Stage windows. (Source: Ubisoft Y11S3 Operation Split Fire patch notes, September 1, 2026.)
Defending Clubhouse: What Separates Good Defense From Bad
The strongest Clubhouse defenses play before the attackers arrive at the breach. Bandit or Kaid shock a Blue wall before Thatcher's EMPs land. Mute jammers go on the Construction and Blue breach walls to buy 10–15 extra seconds. Azami Kiba Barriers close the bullet holes that Ash Breaching Rounds and Maverick torch cuts open. Echo's Yokai drones on CCTV and Gym ceilings provide map-wide intel without line-of-sight requirement.
The most consistent mistake: anchoring before roam-clearing is done. If two roamers are still alive outside the site when the execute starts, defenders spawn down instead of spreading attacker resources across the map.
Clubhouse and Doktor's Curse 2026
The Doktor's Curse 2026 event (October 15 – November 2, 2026) uses a modified version of Clubhouse called Doktor's Lab. The map layout is recognizable — Church, Arsenal, Garage, and Bar areas all translate — but the bomb sites change entirely. Doktor's Lab uses Hunters versus Monsters rules: no firearms, modified gadgets, and Nightstride invisibility for Monsters. Results do not affect your RP, MMR, or seasonal placement.
If you are learning Clubhouse callouts specifically for ranked play, the Doktor's Curse version is useful for walking the map and familiarizing yourself with the layout, but the bomb site structure is different. Ranked Clubhouse uses the four standard sites in this guide. The event runs until November 2 — after that, the standard Clubhouse returns exclusively to all playlists. (Source: Ubisoft Doktor's Curse 2026 event announcement, verified October 2026.)
FAQ
What are the most important Clubhouse callouts in Y11S3? Church, Arsenal, Blue, Dirt, CCTV, Cash, Rafters, Construction, Logistics, Gym, Bedroom, Bar, and Stage are the 13 callouts that cover every ranked bomb site. Main Stairs, Kitchen, and Strip complete the full communication set for all four sites. If your stack knows those names, you can coordinate every execute on the map.
Is Bar/Stage a good site to pick on Clubhouse? Bar/Stage is rated a pocket site — harder to hold than the three main rotation sites because it has a large footprint and exposure from above. It can catch opponents off guard in the right circumstances, but it is not recommended as a default pick unless your team has specific crossfires and vertical setups prepared.
How do attackers open Church/Arsenal in Y11S3? The standard execute runs Thatcher EMPs on Blue wall, Thermite or Ace breach, Maverick or Sledge hatch above Church, and simultaneous pressure from Blue and Dirt. Teams that win Church/Arsenal consistently do so by making the roam-clear phase efficient — eliminating roamers before the execute, then converging from multiple angles at once.
What changed about Clubhouse in Y11S3? Clubhouse received no structural changes in Y11S3 (Operation Split Fire). The visual modernization happened during Siege X in June 2025. Y11S3 changes that affect Clubhouse play are operator-level: SMG-12 nerf impacts Vigil on Bar/Stage, Kali's buff improves her on long-angle sites, Kapkan EDD buff helps entry denial on windows. No callout names or bomb sites changed.
Is Clubhouse in Ranked in Y11S3? Yes. Ubisoft lists Clubhouse in the Ranked, Unranked, Quick Match, and Team Deathmatch playlists for Y11S3. (Source: Ubisoft Clubhouse map page, confirmed October 2026.)
Season: Year 11 Season 3 — Operation Split Fire (launched September 1, 2026). This guide reflects the live ranked map as of October 17, 2026.
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