OPERATION OVERVIEW
These campaign values are guaranteed minimums when the mission loads, not a forced reset. Existing RC or Powder Charges above the listed amount are retained. Learn how the balance is used in the Requisition Credits guide.
Completion unlocks
Completing High Tide unlocks the following Punchcards. Select a card to open its guide.
OBJECTIVES
- 01
Hold the coastal defensive line for 15 minutes until reinforcements arrive.
- 02
Intercept landing craft while they approach the beach or destroy their marines after landing.
- 03
Prevent hostile landing forces from overrunning the defensive line.
TARGETS AND PROTECTED UNITS
Landing craft
- Quantity
- Wave-driven
- Priority
- 3 stars
- Armor
- Unarmored
- Placement
- Approaches the beach on a mission-controlled route
The graph uses a landing-craft spawn template repeatedly; it does not define one fixed total for the whole operation.
Enemy marines
- Quantity
- Wave-driven
- Priority
- 0 stars
- Armor
- Unarmored
- Placement
- Created relative to landed craft
Marines disembark from craft that reach the beach, so their positions and total depend on the waves that land.
REVEAL MAP DETAILS (SPOILER)View possible battlefield locations and mission-specific map information.REVEAL MAP DETAILS
These outlines show the areas from which the mission can select positions. They are possible placement zones, not fixed spawn coordinates. A numbered badge identifies an area; it does not enlarge that area.

- 1Turret Spawn
1 Iron Nest. Mission-defined placement area.
- 2Allied Frontline
15 Allied Infantry, 5 Allied Artillery, 5 Allied Mechanized, 15 Allied Infantry, 5 Allied Artillery, 5 Allied Mechanized. Mission-defined placement area.
- 3Transport Spawn
1 Landing Craft. Mission-defined placement area.
- 4Allied Backline
3 Allied Infantry, 3 Hospital, 3 Supply Depot, 2 Signals Post, 2 Military police Post. Mission-defined placement area.
The Tactical Map uses a 20 × 10 main grid, with ten subdivisions on each axis inside every square. The overlay follows those same boundaries. Large overlapping allied areas mean that individual units can appear across a broad part of the battlefield.
MISSION WALKTHROUGH
MISSION SPOILERSReveal the complete objective order and firing guidance.REVEAL WALKTHROUGH
Track the approach
Landing reports give the moving craft a course of 180 degrees and speed of 19.4 knots. Automated Gyro reconnaissance provides repeated overflights.
Stop each landing
Destroy craft at sea when possible. Any craft that reaches shore can deploy marines, which must be stopped before they reach the defensive line.
Survive to reinforcement
Maintain the line for the configured 15-minute defence period. Allied reinforcement groups enter as the hold concludes.
Operational notes
- Landing craft and marines are dynamic wave templates; a single exact mission-wide target count would be misleading.
- The medal list contains four assignments but only three unique definitions because Unbroken Volley is assigned twice.
- The fixed graph data separately defines the initial defenders, backline support positions and later reinforcement groups.
MEDAL REQUIREMENTS
| Medal | Bronze | Silver | Gold |
|---|---|---|---|
| Unbroken Volley MedalThis same medal is assigned twice to High Tide. | Kill streak of 3 | Kill streak of 5 | Kill streak of 6 |
| Salvo CommendationThe Silver and Gold comparisons appear reversed; see Known irregularities. | 3-kill window ≤ 90 sec | 3-kill window ≥ 45 sec | 3-kill window ≥ 10 sec |
| Marksman's Cross | Average miss distance ≤ 3 km | Average miss distance ≤ 1 km | Average miss distance ≤ 0.3 km |
| Unbroken Volley MedalThe mission graph assigns this same medal in two slots. | Kill streak of 3 | Kill streak of 5 | Kill streak of 6 |
Compare these awards with every other mission requirement in the Medal Guide.
