Campaign mission 11

High Tide

Lookouts report ships on the horizon at first light, closing on the beach. Iron Nest and a minimal infantry contingent must hold the landing until reinforcements arrive.

VERIFICATION VERIFIED FOR GAME VERSION 1.0LAST UPDATED August 16, 2026
High Tide coast Tactical Map used in High Tide
High Tide coast Tactical MapTargets use mission zones; exact grids can differ between playthroughs.
01
Mission record

OPERATION OVERVIEW

MAPHigh Tide coastCampaign area
RC MINIMUM400Higher carried balance is preserved
POWDER MINIMUM10Higher carried inventory is preserved
AWARDS4 medalsUnbroken Volley Medal · Salvo Commendation · Marksman's Cross · Unbroken Volley Medal
RESOURCE RULE

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.

02
High Command order

OBJECTIVES

  1. 01

    Hold the coastal defensive line for 15 minutes until reinforcements arrive.

  2. 02

    Intercept landing craft while they approach the beach or destroy their marines after landing.

  3. 03

    Prevent hostile landing forces from overrunning the defensive line.

03
Battlefield setup

TARGETS AND PROTECTED UNITS

Hostile installation map icon
Recurring moving target

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.

Hostile marine map icon
Recurring enemy infantry

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.

HostileProtected or alliedNeutral or non-targetMixed useReference
High Tide possible battlefield placement zones1234
  1. 1
    Turret Spawn

    1 Iron Nest. Mission-defined placement area.

  2. 2
    Allied Frontline

    15 Allied Infantry, 5 Allied Artillery, 5 Allied Mechanized, 15 Allied Infantry, 5 Allied Artillery, 5 Allied Mechanized. Mission-defined placement area.

  3. 3
    Transport Spawn

    1 Landing Craft. Mission-defined placement area.

  4. 4
    Allied 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.

04
Spoiler section

MISSION WALKTHROUGH

MISSION SPOILERSReveal the complete objective order and firing guidance.REVEAL WALKTHROUGH
PHASE 01

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.

PHASE 02

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.

PHASE 03

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.
05
Mission awards

MEDAL REQUIREMENTS

MedalBronzeSilverGold
Unbroken Volley MedalThis same medal is assigned twice to High Tide.Kill streak of 3Kill streak of 5Kill streak of 6
Salvo CommendationThe Silver and Gold comparisons appear reversed; see Known irregularities.3-kill window ≤ 90 sec3-kill window ≥ 45 sec3-kill window ≥ 10 sec
Marksman's CrossAverage miss distance ≤ 3 kmAverage miss distance ≤ 1 kmAverage miss distance ≤ 0.3 km
Unbroken Volley MedalThe mission graph assigns this same medal in two slots.Kill streak of 3Kill streak of 5Kill streak of 6

Compare these awards with every other mission requirement in the Medal Guide.