| Foy | Ardennes in snow: a village astride the Bastogne road, open fields either side, thick woods to the east. | Everything collapses into the village and the crossroads by the church, with squads trickling in from the tree lines. | Crossing the open fields between wood and village without smoke. Take the ditches and hedgerows even when they add 100 metres. |
| Hill 400 | A steep, partly wooded hill above Bergstein with almost no cover on the upper slope. | The crest, over and over. Whoever holds the top sees the approach from every direction and can call artillery onto it. | Frontal assaults up the bare face. Go around through the trees and come up on a flank, and put your garrison on the reverse slope. |
| Hürtgen Forest | Dense pine with sightlines measured in tens of metres and identical-looking ground in every direction. | Ambushes at 20 metres and hidden garrisons that survive an entire sector fight because nobody walked past them. | Long-range kits and lone wolves. Bring assault kits and grenades, move as a group, and navigate by grid square rather than landmarks. |
| Carentan | A Norman town of stone buildings, a canal, a railway and the approaches on either side. | Room to room and street to street, with every window a potential machine gun and every corner a grenade trap. | Bunching in doorways. One grenade into a stacked squad is six deploy timers and a lost cap. |
| Purple Heart Lane | Flooded marsh split by a single raised causeway and its bridges. | The most linear grind in the game: a head-on fight for the road and the crossings, with artillery landing on both. | Anything on the road surface. Wading the marsh is slower, more tiring and dramatically more survivable. |
| Utah Beach | Open sand, a sea wall, then flooded fields and causeways leading inland. | A brutal fight at the wall, then a squeeze through the causeways where a single machine gun holds a company. | Standing on open sand, and leaving the beachhead spawn undefended once the fight moves inland. |
| Stalingrad | Rubble, ruined apartment blocks, rail lines and a broken street grid. | Vertical building fights where the floor above matters more than the street, and tanks that get trapped in rubble lanes. | Driving armor in without infantry escort. In this city a satchel charge finds a tank within a minute. |
| Kursk | Vast open steppe and wheat fields with occasional farm buildings and very little cover. | An armor duel with infantry attached, decided by who spots first at long range and who has fuel left for the second tank. | Walking in the open. This is the best machine gun map in the game and the worst map to be caught 200 metres from anything solid. |
| El Alamein | Desert with low ridges, dug-in positions and sightlines that run for hundreds of metres. | Long-range rifle work and armor sniping, with the real battle fought over garrisons hidden behind the ridges. | Skylining yourself on a ridge. Crest below the line, crawl the last few metres, and never garrison on the high ground. |