Company of Heroes - Mission Booklet 2.022

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MISSION BOOKLET
1
TABLE OF CONTENTS Map Setup
This book will help you customize your battlefield according to each
1.0 - Map Setup and Overview Pg. 2 - 3
map scenario. There are two core maps and four legacy maps, each
2.0 - Core Maps Features Pg. 4 divided into two panels. You can use these panels to create different
map sizes based on the mission. Each core map is divided into two
2.1 - LMP Maps (2E) / 1st Ed. (1E) Updates Pg. 5 panels: east numbered 1 and west numbered 2.

3.0 - 1 Panel Skirmish Core Missions Pg. 6 A map that utilizes a single panel is referred to as a small map
and facilitates fast “skirmish” games for 2 players, but it is not
3.1 - 1 Panel Skirmish LMP Missions Pg. 7 - 8
recommended for a full game.
4.0 - 2 Panel Core Missions Pg. 9 - 10
Medium maps are created from two map panels and are
3.1 - 2 Panel LMP Missions Pg. 10 - 14 recommended for 2 players. Panels are interchanged to form alternate
maps found in this book.
5.0 - 3 Panel LMP Missions Pg. 15 - 17
Large maps utilize three panels for 4 player games. Huge maps utilize
5.1 - 3 Panel Core(x2) Missions Pg. 18
four panels for 6-8 player games. A few of the maps in this Mission
5.2 - 3 Panel LMP(x2)) Missions Pg. 18 - 19 Book require an additonal Legacy Map Pack or Core. These maps will
be marked in their title as LMP (x2) or Core (x2).
6.0 - 4 Panel LMP Missions Pg. 20 - 23

6.1 - 4 Panel LMP (x2) Missions Pg. 24 - 25


Terrain Packs (TPs)
7.0 - 4 Panel Square LMP Missions Pg. 26 - 29
For those with TPs, Map scenarios are aimed at players having up
8.0 - 2 Panel Core 3 Way FFA Mission Pg. 30 to one of each Terrain Pack and have suggestions assuming as
much. For those missing a TP players can use their discretion, in
8.1 - 2 Panel LMP 3 Way FFA Mission Pg. 30 general an AP die and 4 health building pip die can be used to mark
8.2 - 3 Panel LMP 4 Way FFA Mission Pg. 30 a Bunker for instance, and buildings near Spawn Areas very likely
are not going to see action do not need a TP building placed there.
8.3 - 4 Panel Square LMP 5 Way FFA Mission Pg. 31

8.4 - 4 Panel Square LMP(x2) 5 Way FFA Mission Pg. 31


New 2P Core Set and Upgrade Kit Maps

1.0 - MAP SETUP AND OVERVIEW


Ardennes Forest (AF) is located on the back of the Moro River (MR)
Map. These maps are included in all 2P Core Sets and 2E Update Kits.
Legacy Map Pack (LMP) - “World Builder Pack” (WBP) Tiles
For those with 1st Ed (1E) Core maps and have 1E WBP Pack,
Update Kit, have 1E Core Maps with LMP tiles, or just LMP tiles,
feel free to use them as desired. Nearly all 2nd Edition Maps were
designed to be as backwards compatible with 1E maps as possible.
These tiles are included for those looking to make their own maps,
or make adjustments to ones found in this booklet such as using
the Cathedral tile for the maps that have 2 Cathedrals.

MR1 MR2

2 AF1
AF2
1.0 - MAP SETUP AND OVERVIEW Two sided Resource Tokens
Most maps feature an alternate resource set up specific to the map.
Monastery & Stalingrad, Trois Ponts & Hill 331 Maps (LMP) This is shown on the mini map with resource icons for where the
resource tokens should be placed, these are dual sided with dual
These maps are in the Legacy Map Pack (LMP) Set (and 1E Core), (not resources on back. If the mini map does not contain resource icons,
the 2E 2 Player Core Set). Stalingrad(SG) is located on the back of the use the resources printed on the physical map.
Monastery(MO). Hill 331(HL) is located on the back of the Trois Ponts (TP).

Ice Rules
See Rules Page 29 for Ice rules.
They are used on Stalingrad and Ardennes Forest Map Panels.

Rotation Arrow
Map panels featuring this arrow must be rotated 180° before
being placed. According to the compass, this panel will now be
“upside down.” This does not change the scenario’s “north” when the
TP1 TP2 book references east or west. For example, a scenario may tell you to place
Monastery 2 on the far east and rotate it 180°, like on the Cologne maps.

HL1 HL2 Default Game Conditions


All maps by default have a Starting Income of 1 Manpower, 1 Munitions
MO1 MO2 and 1 Fuel. Stockpiles vary by mission and are always listed.

SG1 2 Starting Income: 1 1 1


SG2
Map Orientation Starting Stockpile: X Y Z
Each map includes a compass icon to help setup the Victory conditions vary for a short, medium, or long game. Game
map. When setting up a map, identify which map length is decided by the players before beginning because it can have
section is needed and its orientation. A default map a dramatic impact on tactical choices. Players can choose to extend
like Moro River is simple to assemble, but many the Victory Points required to win mid-game, by unaminous vote.
combination of map boards are in this Mission Book. TP1
On each map board is a small compass to show its default orientation.
Spawn Areas - Base Tokens
Maps specify locations for your team’s Spawn Areas. Use the base
By default, each map is assembled by placing the numbered panel in tokens on the edge of your Spawn Areas to note them.
numerical order from left to right, with the compass icon facing north.
Regardless of which side of the board you are facing, west is always
to the left when facing the map’s default north orientation. It would be
on the right to a player facing south.

Alternate Map Panel Placement and Orientation


Some missions will change the default positions of map panels by Special Instructions and Optional Hexes
intermixing them, rotating them, or both. This will be explained When playing on a map with this icon, read the optional
visually through the mini map with the Map abbreviation name instructions before play. This will often contain an addition
and number showing where the Compass corner is located as to the map if you have access to other Company of Heroes
shown above. Expansion Packs or will identify special rules for that hex.
3
2.0 - CORE MAP FEATURES
Commonly used Map Features and 1E Notes (for LMP)
This section will define the commonly used notes for each Map Panel.
It is recommended to review this section before playing ANY and
ALL missions until you are familiar with the map panels and their
features. Some missions will identify that these features should be
adjusted or ignored for that mission. Missions will also identify any
additional features that it has.
Note, not all LMP changes to 1E maps will be included, just those
that are commonly recommended to use.
Tiles as noted in the LMP Tiles 1.0 section may be used to assist
with these, including some of the smaller cosmetic changes.

MORO RIVER MR1 MR2


A and B Hexes: Tank Traps
TP3 B Hexes: Place TP3 Foot bridges on B Hexes instead
C Hexes: These are Water Hexes surrounded by red lines (impassable terrain)

ARDENNES FOREST
A Hexes: Multi-hex Bunker
B Hexes: Place TP2 Cathedral on B Hexes
Note: TP1 Buildings may be used if you do not have a TP2 Cathedral
C Hexes: These are Ice Hexes, they have a icon on them

2.1 - LMP MAP FEATURES (2E) / (1E UPDATES) AF1 AF2


1E Core Note - All missions unless they say “2E Only” should have near full compatibility
if you ignore these core notes in this section as missions were designed with backwards
1E map compatibility in mind. These notes are included for those that want to have as
close to the 2E experience as possible, or want to add the ones they feel are imporant.

TROIS PONTS
A Hexes: 1E Core Note - These hexes are no longer “full” Water Hexes, you
may ignore them or feel free to place any available tiles.
B Hexes: 1E Core Note - (Optional) Place Trois Ponts Bridge Tile to cover the B Hexes.

C, D, E Hexes: 1E Core Note - Ignore the Building on the C Hex.


The Building on the D Hex is a Destroyed Building instead. There is a
Destroyed Building on the E Hex
F Hexes: These are Water Hexes surrounded by red lines (impassable terrain). TP1 TP2
4
2.1 - LMP MAP FEATURES (2E) / (1E UPDATES)
MONASTERY
A Hex: Bunker
B Hexes: Place TP2 Cathedral on B Hexes
Note: TP1 Buildings may be used if you do not have a TP2 Cathedral
C, D Hexes: 1E Core Note - These are Destroyed Buildings
Hexes. C Hexes are illustrated as Standard Buildings, D Hexes
are not Illustrated. Some Red lines (impassable terrain) were
adjusted around the D Hexes
E Hexes: 1E Core Note - These are Standard Buildings

MO1 MO2
STALINGRAD
A, B Hexes: Multi-hex Bunker: 1E Core Note - The Bunker on
the B hex is not illustrated.
C Hexes: These are Ice Hexes, they have a icon on them.
1E Core Note - There are more Ice Hexes on the 1E version.

D, E Hexes: 1E Core Note - The D Hex is a Destroyed Building.


E Hexes are illustrated as Destroyed Buildings, but are no longer
Destroyed Buildings.

SG1 SG2
HILL 331
A Hex: Bunker
B Hexes: 1E Core Note - B Hexes are Destroyed Buildings
Hexes. B Hexes are illustrated as Standard Buildings

1E Core Note - Some red lines (impassable terrain) were adjusted,


two critical ones which make some maps, including Ploiesti Outskirts
a 2E only map are noted by .

HL1 HL2
5
3.0 - SKIRMISH CORE MISSIONS FROZEN POND
THE RIVER
End Game Trigger: 11 End Game Trigger: 11
Starting Stockpile: 4 2 2 Starting Stockpile: 4 2 4
This is a great introductory map for beginners and focuses heavily on infantry This is a great introductory asymmetrical map for beginners and focuses
tactics with some mid to end game light vehicles. Fuel will be scarce so heavily on vehicle tactics with some mid to end game vehicles. Use your
spend it wisely; it may not be feasible to invest in heavy vehicles. Manpower carefully.

Note: Each player only starts with 2 Infantry. Note: Each player only starts with 2 Infantry.

TEAM 1 SPAWN TEAM 1 SPAWN

TEAM 2 SPAWN TEAM 2 SPAWN

MR1 AF2
6
3.1 - SKIRMISH LMP / 1E CORE MISSIONS THE ISLAND
TROIS PONTS
End Game Trigger: 11 End Game Trigger: 11
Starting Stockpile: 3 3 4 Starting Stockpile: 5 4 3
Note: Each player only starts with 2 Infantry. Note: Each player only starts with 2 Infantry.

TEAM 1 SPAWN TEAM 1 SPAWN

TEAM 2 SPAWN TEAM 2 SPAWN

TP2 SG1
7
3.1 - SKIRMISH LMP / 1E CORE MISSIONS CAPTURE THE FLAG
CHAPEL
End Game Trigger: 11 End Game Trigger: 11
Starting Stockpile: 2 4 3 Starting Stockpile: 5 4 3
Note: Each player only starts with 2 Infantry. Note: Each player only starts with 2 Infantry.

A, Hexes - Optional TP4 Megabunker:


Place TP4 Megabunker on A Hexes.

TEAM 1 SPAWN TEAM 1 SPAWN

TEAM 2 SPAWN TEAM 2 SPAWN

MO1 HL1
8
4.0 - 2 PANEL CORE MISSIONS ARDENNES FOREST Stockpile: 6 2 3
MORO RIVER Stockpile: 4 2 3

TEAM 1 SPAWN TEAM 1 SPAWN

TEAM 2 SPAWN TEAM 2 SPAWN


MR1 MR2 AF1 AF2
TEAM 1 SPAWN TEAM 1 SPAWN

TEAM 2 SPAWN TEAM 2 SPAWN


MR2 MR1 AF2 AF1
BETWEEN TWO RIVERS FROZEN LAKE
Stockpile: 4 4 4 Stockpile: 6 4 3
9
CATHEDRAL
4.0 - 2 PANEL CORE MISSIONS 4.1 - 2 PANEL LMP MISSIONS
ACROSS THE DON TROIS PONTS
Stockpile: 5 3 3 Stockpile: 4 2 3

TEAM 1 SPAWN

TEAM 2 SPAWN
TEAM 1 SPAWN

TEAM 2 SPAWN
MR1 MR2 TP1 TP2

TEAM 1 SPAWN
TEAM 2 SPAWN
TEAM 1 SPAWN

TEAM 2 SPAWN
AF1 AF2 SG1 SG2

ROAD TO MOSCOW STALINGRAD


Stockpile: 6 4 4 Stockpile: 2 4 0
10
4.1 - 2 PANEL LMP MISSIONS A, B Hexes - Multi-hex Bunkers
A and B are a multi-hex
Bunker. B is not illustrated.
COLOGNE Stockpile: 4 4 6

CATHEDRAL Stockpile: 4 4 2
TP2
TEAM 1 SPAWN TEAM 1 SPAWN

TEAM 2 SPAWN TEAM 2 SPAWN


MO1 MO2 MO1

TEAM 1 SPAWN
TEAM 2 SPAWN
TEAM 1 SPAWN

TEAM 2 SPAWN
HL1 HL2 HL1 TP1
HILL 331 Stockpile: 6 4 2 DESERT OASIS Stockpile: 6 2 2
A Hex - Bunker A, B Hexes - Optional TP4 Megabunker:
A, B Hexes - Optional TP4 Megabunker: A hex is a Bunker, A is not fully Place TP4 Megabunker on
Place TP4 Megabunker on illustrated as a building. A and B Hexes.
A and B Hexes.
C Hex - Not a Destroyed Building
Ignore the purple lines partically around
11 the C hex, treat it like a regular hex.
4.1 - 2 PANEL LMP MISSIONS A, B Hexes - TP4 Modular Bunker:
(Optional) MOSCOW OUTSKIRTS
NO MAN’S LAND
Place TP4 Bunkers on A and
B Hexes. A are illustrated as Stockpile: 5 4 4
buildings. B are not illustrated.

Stockpile: 2 5 0 SG1
MO2
TEAM 1 SPAWN TEAM 1 SPAWN

TEAM 2 SPAWN TEAM 2 SPAWN


HL2 AF1

TEAM 1 SPAWN TEAM 1 SPAWN

TEAM 2 SPAWN TEAM 2 SPAWN


MO2 MO1 Highly Asymmetrical
HL2 HL1
OPPOSING FAITHS
A Hexes - Multi-hex Buildings
A, B Hexes - TP2 Cathedral / Tile
PLOIESTI OUTSKIRTS (2E ONLY) A hexes are multi-hex
Buildings. They are not
Stockpile: 7 4 1
A and B Hexes is a Cathedral.
The A Hex ais illustrated as a Bunker
Stockpile: 4 4 4 illustrated.
B Hexes are not illustrated.
12 Not 1E Core compatible due to 1E’s red line impassable terrain.
4.1 - 2 PANEL LMP MISSIONS CAEN Stockpile: 2 6 0
CARENTAN Stockpile: 6 4 4 Highly Asymmetrical

Highly Asymmetrical

TEAM 1 SPAWN
TEAM 1 SPAWN

TEAM 2 SPAWN
TEAM 2 SPAWN
TP1 TP2 TP2 TP1

TEAM 1 SPAWN
TEAM 2 SPAWN
TEAM 1 SPAWN

TEAM 2 SPAWN TEAM 2 SPAWN


SG1 SG2 Highly Asymmetrical SG2 SG1
LENINGRAD Stockpile: 4 6 1 MONGOLIAN TRAIN STATION Stockpile: 3 2 2
A, B Hexes - Optional TP4 Megabunker: A, B Hexes - Optional TP4 Modular Bunker:
Place TP4 Megabunker on A and B Place TP4 Bunkers on A and B Hexes. A are illustrated as
Hexes. B are illustrated as buildings. buildings. B are not illustrated.
13
4.1 - 2 PANEL LMP MISSIONS Note the Tank Traps
(including Foot Bridge) in
Team 2s Spawn Area.
VERRIERES RIDGE (2E ONLY) A, BPlace
Hexes - Optional TP4 Modular bunker:
TP4 Modular Bunker on A and
B Hexes. A is illustrated as a Bunker.
SEMOIS Stockpile: 4 2 4 Note the Red Lines (Impassable
Terrain) on some Bunker edges.
Stockpile: 5 3 4 Highly Asymmetrical Not 1E Core compatible due to 1E’s red line impassable terrain.

TEAM 1 SPAWN TEAM 1 SPAWN


TEAM 2 SPAWN

TEAM 2 SPAWN
MR2 MO1 HL1 HL2

TEAM 1 SPAWN TEAM 1 SPAWN

TEAM 2 SPAWN TEAM 2 SPAWN


MO2 MR1 SG2 SG1
A, B Hexes - Optional TP4 Megabunker:
HINDERDAM Place TP4 Megabunker on A and B
Hexes. A is illustrated as a Bunker.
BULGE
Stockpile: 4 4 3 Stockpile: 4 1 6
14
MO1
5.0 - 3 PANEL LMP MISSIONS TEAM 1 SPAWN
COLOGNE
Stockpile: 2 2 2

TEAM 2 SPAWN
TP1 TP2
AIRFIELD TEAM 1 SPAWN
Stockpile: 4 3 3
A Hex - Building :
Place a Building on A.

B, C Hexes - Optional TP4 Modular Bunkers:


Place TP4 Modular Bunkers on B and C
Hexes. C is illustrated as a Bunker.
B Hexes are not illustrated.

TEAM 2 SPAWN
TP1 TP2 MO2
HILLTOP MONASTERY (2E ONLY) TEAM 1 SPAWN
Stockpile: 6 6 4
Hex - TP2 Cathedral:
This Optional Victory Point is in the TP2 Cathedral
Tower noted by and centered on .

A, B Hexes - Optional TP4 Modular Bunkers:


Place TP4 Modular Bunkers on A and B
Hexes. A is illustrated as a Bunker.
B Hexes are not illustrated.

Not 1E Core compatible due to


1E’s red line impassable terrain.

TEAM 2 SPAWN
15 HL2 MO1 MO2
5.0 - 3 PANEL LMP MISSIONS TEAM 1 SPAWN
ANCIENT FIELDS
Stockpile: 2 6 2
A, Hexes - Optional TP4 Megabunker:
Place TP4 Megabunker on A and
Hexes. is illustrated as a Bunker.
A Hexes are not illustrated.
Hex - Bunker
is a Bunker.
Hexes - Buildings:
Place a Building on s.

TEAM 2 SPAWN
MO2 HL1 HL2
BUDAPEST
Stockpile: 4 2 3 TEAM 1 SPAWN

TEAM 2 SPAWN
MR1 MR2 MO1
A RIVER TOO FAR TEAM 1 SPAWN TEAM 1 SPAWN
Stockpile: 1 2 5
A, B Hexes - Optional TP4 Megabunker:
Place TP4 Megabunker on A and B
Hexes. A is illustrated as a Bunker.

TEAM 2 SPAWN
16 MO2 MR1 MR2
SG2 SG1
5.0 - 3 PANEL LMP MISSIONS TEAM 1 SPAWN
SIEGE OF LENINGRAD Highly Asymmetrical
Stockpile: 6 4 0

TEAM 2 SPAWN TEAM 2 SPAWN


AF1
RACE ACROSS THE RHINE
Stockpile: 7 1 0
TEAM 1 SPAWN

Note: Each player only starts with 2 Infantry.


You may want teammates to sit across from
each other at the same end of the table due to
the map size.

HL2 MR1 MR2


FROZEN RIVER TEAM 1 SPAWN
Stockpile: 4 4 4

TEAM 2 SPAWN
17 SG1 AF2 AF1
5.1 - 3 PANEL CORE (X2) MISSIONS
BETWEEN TWO RIVERS Highly Asymmetrical
Stockpile: 4 2 6

TEAM 2 SPAWN
TEAM 1 SPAWN
Note: Each player only starts with 2
Infantry. You may want teammates to sit
across from each other at the same end of
the table due to the map size.

MR2 MR1 MR2


ARDENNES FOREST Highly Asymmetrical
TEAM 1 SPAWN
Stockpile: 1 2 3

TEAM 2 SPAWN
AF2 AF1 AF2
5.2 - 3 PANEL LMP (X2) MISSIONS TEAM 1 SPAWN
OPPOSING FAITHS
Stockpile: 6 4 2
A, B Hexes - Multi-hex Bunker
A and B are a multi-hex Bunker,
B is not illustrated.

TEAM 2 SPAWN
18 MO1 MO2 MO1
5.2 - 3 PANEL LMP (X2) MISSIONS TEAM 1 SPAWN
THE WIDE FRONT
Stockpile: 4 6 4
A, B Hexes - Optional TP4 Megabunker:
Place TP4 Megabunker on A and B
Hexes. B are hexes are not illustrated.

C Hexes - Optional Multi-hex Bunkers


C hexes are a multi-hex Bunker.
C hexes are not illustrated.

TEAM 2 SPAWN
HL2 HL1 HL2
TROIS PONTS
TEAM 1 SPAWN TEAM 1 SPAWN
Stockpile: 6 6 2
A Hex - 1E Core Note:
Place Trois Ponts Bridge Tile Centered on A.
While optional on most Trois Ponts maps, it
is necessary for this one.

TEAM 2 SPAWN TEAM 2 SPAWN


TP1 TP2 TP1
TWO ISLANDS TEAM 1 SPAWN
Stockpile: 3 2 2

TEAM 2 SPAWN
19 SG1 SG2 SG1
6.0 - 4 PANEL LMP MISSIONS
COLOGNE
Stockpile: 4 4 6 4 vs 4+ - 2 Starting Infantry
MO1 MO2
TEAM 1 SPAWN

TEAM 2 SPAWN
TP1 TP2
MO1 MO2
TEAM 1 SPAWN TEAM 1 SPAWN

TEAM 2 SPAWN TEAM 2 SPAWN


TP1 TP2
TROIS PONTS MONASTERY
Stockpile: 6 6 4 4 vs 4+ - 2 Starting Infantry

20
6.0 - 4 PANEL LMP MISSIONS
FROZEN RIVER 4 vs 4+ - 2 Starting Infantry

Stockpile: 4 4 4 Note: 7 VPs are on Ice.

TEAM 1 SPAWN TEAM 1 SPAWN

TEAM 2 SPAWN TEAM 2 SPAWN


SG2 SG1 AF2 AF1

TEAM 1 SPAWN TEAM 1 SPAWN

TEAM 2 SPAWN TEAM 2 SPAWN


HL2 MR1 MR2 HL1
MUD (2E ONLY) Not 1E Core compatible due to
1E’s red line impassable terrain.

Stockpile: 6 2 4 4 vs 4+ - 2 Starting Infantry

21
6.0 - 4 PANEL LMP MISSIONS
WINTER SOLSTICE 4 vs 4+ - 2 Starting Infantry
Stockpile: 3 5 1

TEAM 1 SPAWN

TEAM 2 SPAWN
SG1 SG2 AF1 AF2

TEAM 1 SPAWN

TEAM 2 SPAWN
MO2 MR1 MR2 MO1

SUMMER SOLSTICE A, B Hexes - Optional TP4 Megabunker:


Place TP4 Megabunker on A and B
Stockpile: 2 3 4 Hexes. B are hexes are not illustrated.

4 vs 4+ - 2 Starting Infantry

22
6.0 - 4 PANEL LMP MISSIONS A, B Hexes - Optional TP4 Modular Bunker:
Place TP4 Modular Bunker on A and B
HILL 331 MONASTERY Hexes. B are hexes are not illustrated.

Stockpile: 3 2 1 4 vs 4+ - 2 Starting Infantry

TEAM 1 SPAWN

TEAM 2 SPAWN
HL1 HL2 MO1 MO2
MO2 MO1
TEAM 1 SPAWN

TEAM 2 SPAWN
TEAM 2 SPAWN

TEAM 1 SPAWN
MO1 MO2
5.1 - 4 PANEL (X2) LMP MISSIONS
VENGEANCE 4 vs 4+ - 2 Starting Infantry
Stockpile: 6 4 4
23
6.1 - 4 PANEL (X2) LMP MISSIONS
OPPOSING FAITHS 4 vs 4+ - 2 Starting Infantry
Stockpile: 4 2 2
MO2 MO1
TEAM 1 SPAWN

TEAM 2 SPAWN
MO1 MO2
HL2 HL1
TEAM 1 SPAWN

TEAM 2 SPAWN
TEAM 1 SPAWN

TEAM 2 SPAWN
HL1 HL2
A, B Hexes - Optional TP4 Modular Bunker:
TWO HILLTOPS Place TP4 Modular Bunker on A and B
Hexes. B are hexes are not illustrated.
Stockpile: 4 4 6 4 vs 4+ - 2 Starting Infantry

24
6.1- 4 PANEL (X2) LMP MISSIONS
FROZEN FORK 4 vs 4+ - 2 Starting Infantry
Stockpile: 3 3 3

TEAM 1 SPAWN TEAM 1 SPAWN

TEAM 2 SPAWN TEAM 2 SPAWN


SG2 SG1 SG2 SG1
TP2 TP1
TEAM 1 SPAWN

TEAM 2 SPAWN
TP1 TP2
SIX BRIDGES 4 vs 4+ - 2 Starting Infantry

Stockpile: 5 4 3
25
RAILS AND METAL
7.0 - 4 PANEL SQUARE LMP MISSIONS
Stockpile: 4 4 4 3 vs 3+ - 2 Starting Infantry
LORRAINE
Stockpile: 5 4 3 3 vs 3+ - 2 Starting Infantry

A, B Hexes - Optional TP4 Modular Bunker:


Place TP4 Modular Bunker on A and B
Hexes. B are hexes are not illustrated.

AF1 Bottom Right AF2 Bottom Left

TEAM 2 SPAWN
TEAM 1 SPAWN

MR1 MR2

TEAM 2 SPAWN
TEAM 1 SPAWN

HL1 HL2
SG1 Top Right SG2 Top Left

26
7.0 - 4 PANEL SQUARE LMP MISSIONS ST. MAIRE DU MONT
ST. HILLAIRE Stockpile: 6 4 3 2 vs 2+ - 2 Starting Infantry

2 vs 2+ - 2 Starting Infantry
Stockpile: 4 4 4

TP1 Bottom Left


TP1 TP2 MO2

TEAM 2 SPAWN
TEAM 1 SPAWN

TEAM 1 SPAWN

MO1
TEAM 2 SPAWN

MO1 MO2 TP2

27
7.0 - 4 PANEL SQUARE LMP MISSIONS WINTER STORM
RACE TO ROME Stockpile: 6 4 2 3 vs 3+ - 2 Starting Infantry

Stockpile: 6 4 2 2 vs 2+ - 2 Starting Infantry

A, B Hexes - Optional TP4 Modular Bunker:


Place TP4 Modular Bunker on A and B
Hexes. B are hexes are not illustrated.

TEAM 2 SPAWN
TEAM 1 SPAWN

MR1 MR2
SG1 SG2

TEAM 2 SPAWN
TEAM 1 SPAWN

MO1 MO2 28 AF1 AF2


7.0 - 4 PANEL SQUARE LMP MISSIONS Stockpile: 6 4 2 2 vs 2+ - 2 Starting Infantry

THE VOLGA

TEAM 2 SPAWN
TEAM 1 SPAWN

TP1 TP2

TEAM 2 SPAWN
TEAM 1 SPAWN

MR1 MR2

29
8.0 - 2 PANEL CORE 3 WAY FFA MISSION 8.1 - 2 PANEL LMP 3 WAY FFA MISSION
MORO RIVER Number Hexes - Player Spawns
HILL 331 Number Hexes - Player SpawnsA Hex - Destroyed Building, ignore bunker.
Stockpile: 6 4 2 End Game Trigger: 15 Stockpile: 6 2 4 Hexes - Buildings
End Game Trigger: 15

MR1 MR2 HL1 HL2


MO1

TP1 TP2
8 .2 - 3 PANEL LMP 4 WAY FFA MISSION Stockpile: 6 4 4 End Game Trigger: 15
COLOGNE Number Hexes - Player Spawns
30
8.3 - 4 PANEL SQUARE LMP 5 WAY FFA MISSION 8.4 - 4 PANEL SQUARE LMP (X2) 5 WAY FFA MISSION
COLOGNE Number Hexes - Player Spawns HILL 331 Number Hexes - Player Spawns
Stockpile: 5 4 3 End Game Trigger: 15 Stockpile: 3 4 5 End Game Trigger: 15

A, B Hexes - Optional TP4 Modular Bunker:


Place TP4 Modular Bunker on A and B
Hexes. B are hexes are not illustrated.

TP1 TP2

HL1 HL2

MO1 MO2 31 HL1 HL2


Special Thanks To
Key Contributors 2E Translation Teams

Gabrielson Family XXX (French)

Sgt. Brian Gabrielson

Cpt. Aaron Gabrielson XXX(Spanish)

Col. Bryan Green

2E Playtesting Team XXX (Dutch)

Rudy Visser (Lead Playtester, Marcel van Haren (Dutch)


Community Organizer, 3D Printer)
XXX (German)
Corentin Vazia (Playtester, EU
Champ) XXX (Italian)

Vincent Parent-Pichette (Americas XXX (Polish)


Champion, Playtester) XXX(Greek)
Adam Crowell (Playtester) XXX (Finnish)
Taylor Stenehjem (Playtester) XXX (Chinese)
Brad Parsons (Playtester) XXX (Czech)
Mathieu Tremblay (Playtester) Thank you to all the other
Slava Mashkov (Playtester) playtesters and volunteers who
helped bring this project to life!

3D Modelers & Sculptors

Marco Bergman

Ayham Ibrahim

Zachary Kavulich
In Loving Memory of 3D Model Printers

Brandon Behr
Chris Gabrielson Special Thanks To
May we have done you proud!
Miles Fu

Bryan Kromrey SEGA Europe Ltd.

Design Team Lead Designer: 2E Core Game


Lead Designer: 2E Solo Expansion Relic Entertainment
Chris Gabrielson Editor, Community Feedback Lead
Lead Designer: 1E Core Game Map Designer, Concept Lead
Assistant Designer: Solo Expansion
Art Director Marcel van Haren
Community Director, Support Team Lead
Brian Gabrielson
Product Manager Justus Owen
Support Team Co-Lead
Gabriel Rodriguez
Assistant Product Manager John Bourbon © SEGA. Developed by Relic Entertainment Inc. SEGA, the SEGA logo, Relic
Support Team Entertainment and Company of Heroes are either registered trademarks or
Riley Gabrielson trademarks of SEGA Corporation or its affiliates. All rights reserved. SEGA is

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Assistant Designer: 1E Core Game Aaron Swanson registered in the U.S. Patent and Trademark Office. All other trademarks, logos
Graphic Designer, Editor and copyrights are property of their respective owners.
Lead Designer: 1E Solo Expansion

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