Ubisoft is rewriting the rules of Rainbow Six Siege with Dual Front, an all-new 6v6 mode that reimagines how the game is played. Unveiled during the RB6 X Preview Event, Dual Front ditches the traditional attack vs. defense format, instead placing both attackers and defenders on the same team. This seismic shift challenges players to rethink strategy, coordination, and adaptability in ways never before seen in Siege. With larger teams, respawning mechanics, a massive new map, and dynamic objective play, Dual Front reinvents Siege at its core.
Attackers and Defenders, Side by Side
For nearly a decade, Siege has been defined by its high-stakes, round-based battles, where elimination meant waiting for the next round. Dual Front disrupts that entirely. Six-player teams will now consist of a mix of attackers and defenders, forcing players to consider entirely new tactical synergies. Respawning is also in play, meaning death is no longer the end of the round. Players will return to the battlefield after elimination, and they’ll even be able to repick their operator upon respawn, allowing for mid-match strategic adjustments.
To ensure balance and maintain an evolving meta, Ubisoft has introduced a seasonal curated operator pool, that rotates every month. This ensures that specific combinations of attacker and defender gadgets don’t break the game, while also keeping strategy fresh from season to season.
The Largest Map in Siege History
With an expanded player count and respawn mechanics, Dual Front needed a battlefield large enough to accommodate the chaos. Ubisoft has answered with the biggest map in Siege history, built specifically for this mode. Unlike traditional close-quarter maps, this new space is structured to support multi-lane combat and objective-based warfare.
The map is divided into two main sections and a headquarters, with a neutral sector in the center that plays host to time-limited assignments. Throughout the match, players will fight for control over three attackable sectors and three defendable sectors, with objectives shifting dynamically based on how the battle unfolds.
To aid navigation and reinforce strategic planning, the map is split into two mirrored lanes, each marked with distinct color schemes for the A-side and B-side. Unlike Siege’s usual round-based pacing, sectors will become easier to capture as the match progresses, ensuring that battles remain fluid and preventing the kind of long-term stalemates that can slow down gameplay.
Matches in Dual Front are also significantly longer than traditional Siege rounds, with games averaging around 20 minutes. This allows for longer engagements, deeper strategic plays, and a constantly shifting battlefield that requires adaptability at every turn.
New Destructible Elements and Tactical Innovations
Beyond its structural changes, Dual Front is introducing new gameplay elements that expand how players interact with the environment. Among the most interesting additions is the Fire Extinguisher, a tactical tool that, when shot, creates a temporary smoke screen while also concussing nearby enemies. This allows players to disrupt sightlines, cover their movements, or disorient opponents, adding another layer of strategic depth.
Another major addition is the Gas Pipe, a new area-denial tool that spews flames when triggered. This mechanic can block off key pathways, force repositioning, or be used as a zoning tactic, making environmental awareness more crucial than ever.
Ubisoft is also introducing Metal Detectors, which will sound an alarm when passed through. These detectors can be disabled either temporarily or permanently, meaning they become another element of risk-versus-reward decision-making. Do players take a known, safer route, or risk alerting enemies for a faster push?
Traversal is also seeing a major upgrade. Rappelling has been fully reworked with motion-captured animations, allowing for smoother, more realistic movement across all Siege maps. Players can now spring and traverse while rappelling, making movement feel more fluid, immersive, and dynamic than ever before.
A New Meta with Pick & Ban 2.0
Ubisoft isn’t just changing how Siege is played with Dual Front; it’s also overhauling how operators are selected. Pick & Ban 2.0 is a faster, more reactive system that allows teams to adjust strategy mid-match. Unlike the existing system, where bans happen before a match and remain locked, both teams will now ban operators simultaneously, speeding up the process.
Another significant change occurs between rounds when additional bans are introduced. This allows teams to react to their opponent’s playstyle and counter specific strategies as the match unfolds. Even more dramatically, when teams switch roles at halftime, a new set of bans is introduced, forcing players to constantly adapt instead of relying on a single pre-match game plan.
Dual Front represents a fundamental shift in Rainbow Six Siege’s identity, bridging the gap between its classic high-stakes tactical gameplay and the more adaptable, fluid battles seen in modern FPS titles. By breaking down the barriers between attackers and defenders, introducing respawning and operator repicking, and expanding the scale of engagements with larger teams and longer matches, Ubisoft is pushing Siege into an entirely new era.
For players who love the traditional, methodical pace of 5v5 Siege, those classic experiences aren’t going anywhere. But for those who have wanted a faster, more dynamic, and large-scale version of Siege, Dual Front is shaping up to be exactly that.
As Siege approaches its tenth year, Ubisoft is proving that it’s not just keeping the game alive; it’s evolving it into something new. Dual Front is more than just another mode; it’s a reinvention of how Siege can be played.