BROKEN ARROW // Game Atlas
Unit database: all 466 combat units
Tactical atlas: 22 maps with markup
Chkalovsk Airbase
Layout: Chkalovsk naval airbase a few km NW of Kaliningrad: one long runway surrounded by hangars and bunkers hidden in the forest (Dev Diary #11). 1v1 planning screen: ~8 zones (A–H) in a dense central cluster around the hangars/aprons; spawns — red in the west, blue in the east; solid forest all around. Kaliningrad suburbs are visible at the map's edge.
Tactics (from sources): By the developers' design, the objective zones are split into two groups on both sides of the runway, so the fighting concentrates there, while the runway itself usually stays empty — an invitation to daring maneuvers across/along the strip straight into the enemy rear, where fragile, expensive artillery and AA sit (Dev Diary #11).
Notable features: Infantry can be hidden inside the landed Il-76 transports near the hangars — but they are not survivable at all: risky as fighting positions, the squad can die along with the wreckage (Dev Diary #11). The forest frame around the base provides natural approach routes for infiltration.
Strong archetypes: No direct community data. From design notes (inference): mobile groups for raids across the runway are strong; the air component is thematic; infantry in the forest around the perimeter.
Riga Airport
Layout: Riga International Airport and its surroundings; the airport is ringed by major highways leading into the capital of Latvia (Dev Diary #11). 1v1 planning screen: ~9 zones stretched along a NW→E diagonal; runway in the center; spawns — red in the NW, blue in the SE.
Tactics (from sources): Zones are evenly distributed, the front is very wide due to diagonal play across the map. An "impenetrable front" is inefficient — too much ground; the developers advise leaving only observers/drones at key points against infiltration, and investing the main resources into a mobile group of mutually supporting units that maneuvers and picks off isolated enemy squads one by one (Dev Diary #11).
Notable features: A fun fact from the developers: this map contains the house of one of the official Discord moderators — "please don't nuke it" (Dev Diary #11). Custom "pvp riga" scenarios appear in the workshop (scenario file data).
Strong archetypes: No direct data. From design notes (inference): mobile combined groups, recon/drones; the wide front punishes "static" play.
Baltiisk Peninsula
Layout: A peninsula with the town of Baltiysk (main base of the Baltic Fleet). 1v1 planning screen: ~6 zones crowded into the central part of town; water on both sides of the peninsula; an airfield on the SW tip of the peninsula (runway visible); spawns — blue in the NW, red on the SE coast. Classic "two-lane" geometry along the peninsula.
Tactics (from sources): No data from guides/Reddit. Inference from geometry: sea on both flanks — potential for landing/amphibious flanking; the narrow urban middle — infantry combat.
Notable features: An official PvE scenario "Baltiysk Invasion" exists based on this map (solo/coop, expanded to 1–3 players in 1.0.10):
Strong archetypes: No data. Inference: marines/amphibious units (narrow peninsula, two sea flanks).
Dead Center
Layout: 1v1 planning screen: night ambient; ~10 zones very densely packed in the central city block; spawns — red from the north, blue from the south; the city is surrounded by forest. One of the most "meat-grinder" urban layouts by zone density.
Tactics (from sources): No data from guides/Reddit. Inference: dense zone cluster in the city = infantry assault combat, artillery on the blocks.
Notable features: The night version is noticeable on the planning screen (since 1.0.9 the time of day is random: day/morning/night).
Strong archetypes: No data.
Chernyakhovsky District
Layout: The district around the town of Chernyakhovsk (Kaliningrad region, former Insterburg). 1v1 planning screen: ~8 zones clustered in the central town; to the SW — an airfield (runway visible; in reality — Chernyakhovsk airbase); spawns — red from the north, blue from the SE/south.
Tactics (from sources): No data from guides/Reddit.
Notable features: One of 4 maps that received a NEW zone and spawn layout in update 1.1.1 (30.07.2026):
Strong archetypes: No data.
Black Coast
Layout: A coastal city. 1v1 planning screen: ~9 zones along the urban strip; in the center-west — a water bay/harbor cutting into the city; south of center — a runway (diagonal strip visible); spawns — blue from the north, red from the south.
Tactics (from sources): No data from guides/Reddit. Inference: the bay splits the city — fights over crossings/waterfronts, amphibious flanking via the bay is possible.
Notable features: The airfield in the center of the map — open space amid urban development.
Strong archetypes: No data.
The Dam
Layout: Kaunas (Lithuania's second city) by an artificial lake created by a dam (Kaunas Hydroelectric Plant). The southern part of the city, the dam itself and the river zigzag are reproduced (Dev Diary #11). 1v1 planning screen: ~12 zones in a zigzag ribbon along the river; the reservoir in the SE; twilight ambient; spawns — blue in the west, red in the east.
Tactics (from sources): The river's shape defines the road network, and each team has an offensive advantage on its own side of the map → chaotic situations when both teams successfully push their flanks and end up in each other's rear on opposite sides of the river; crossing the river cuts enemy supply lines — the developers call this a "double encirclement hamburger" (Dev Diary #11).
Notable features: The dam itself and the Neman zigzag; the urban development of southern Kaunas.
Strong archetypes: No direct data. From design notes (inference): mobile regrouping across the river, bridge control, a war of attrition on supply lines.
Highway of Death
Layout: A rural wooded map with villages and ponds; the main axis is a highway running north to south through the center. 1v1 planning screen: ~7 zones along/around the central highway; spawns — blue from the north, red from the south.
Tactics (from sources): A comment under Mleko_O's guide (user observation): "highway of death is perfect for a blitzkrieg, i have noted easy to push B A and C at the start" — the map favors a swift rush along the central axis early in the match: (comments section).
Notable features: In 1.0.9 a bug was fixed: the map did not work in multiplayer custom matches:
Strong archetypes: No direct data. Inference: fast mechanized columns along the highway, blocking intersections.
Ignalina Powerplant
Layout: The Ignalina NPP on the shore of Lake Drukshiai and its satellite town of Visaginas. 1v1 planning screen: a large industrial NPP complex in the NE by the lakeshore; the town (Visaginas) in the west; ~7 zones between the town, the central forest and the station; spawns — red in the west, blue in the east.
Tactics (from sources): No data from guides/Reddit. Inference: two combat nodes (town vs NPP industrial zone), the forest between them — infiltration.
Notable features: A unique object — the NPP itself with reactor buildings on the lakeshore. There is an official PvE scenario "Ignalina" (added in 1.0.9, 13.08.2025):
Strong archetypes: No data.
Jelgava Pils
Layout: The city of Jelgava (Latvia), divided by the Lielupe River flowing north to south through the center of the map. 1v1 planning screen: ~10 zones on both sides of the river within the city limits; the airfield runway in the SE beyond the city; spawns — blue in the west, red in the east.
Tactics (from sources): No data from guides/Reddit. Inference from geometry: the river is a hard barrier, the bridges over the Lielupe are key chokepoints; fights for bridgeheads.
Notable features: One of 4 maps with a new zone/spawn layout in 1.1.1 (30.07.2026): . "Pils" (castle) — a reference to Jelgava Palace.
Strong archetypes: No data. Inference: amphibious/airborne crossings to bypass the bridges.
Kadaga Military Base
Layout: A new map, added with the free Baltic Battalion DLC on 31.03.2026 along with the solo/coop scenario "Welcome to Kadaga" (6 replay variations): . 1v1 planning screen: night ambient; ~8 zones widely scattered across rural terrain (fields, small settlements, forest) — unlike the dense urban maps; spawns — blue in the NW, red in the SE.
Tactics (from sources): LIMA released a separate 19-minute tactical breakdown "New Map — In Depth Tactical Analysis and Strategic Options" (chapters Intro / Centre 4:35 / Tactical Discussion 9:29); from the description: "I am very excited for Kadaga, the Middle will be one interesting section" — the center of the map is highlighted as the key area:
Notable features: The real toponym Kadaga is in Estonia (Harjumaa, an area of former Soviet military facilities). Night ambient on the planning screen.
Strong archetypes: No data (the map is ~5 months old at collection time).
Kaliningrad
Layout: A fortified historic center cut by several water arteries; in the center — an island with Königsberg Cathedral (Kant Island). A large industrial port stretches from the center to the Pregolya estuary, adjoining a big railway marshalling yard with hangars and numerous bridges. On the other side of the city — a huge stadium with parking lots. Teams start relatively close to each other in the western…
Tactics (from sources): You need to advance quickly to the east toward the center, where the bridges are, to capture the crossings and objectives on the far bank. Amphibious units are as useful here as anywhere: they let you ferry recon to the flanks and assault away from the fortified bridges (Dev Diary #11). LIMA on the map: "many hate it many love it" — a polarizing community map:
Notable features: The stadium, the cathedral on the island, the port, the marshalling yard — all real Kaliningrad objects. Layout evolution: 1.0.9 (13.08.2025) added a second spawn point for ground units: ; 1.1.1 (30.07.2026) — a new zone and spawn layout:
Strong archetypes: Amphibious units/marines (explicitly stated by the developers); inference: infantry for bridge strongpoints, river crossings.
Klaipeda Rift
Layout: The coastal city of Klaipeda — Lithuania's only major port. The city is spread over a large area, with many high-rises, but the development is not extremely dense; districts are separated by wide avenues converging on giant roundabouts, parks provide open spaces (Dev Diary #11). 1v1 planning screen: ~10 zones in a central west→east band; the port/coast in the south; spawns — blue in the west, red in the east.
Tactics (from sources): The map is deeper than it is wide → narrow front, fierce urban combat. At the same time there are many streets for flanking: sneaking a vehicle column through unnoticed is hard, but bypassing a defensive position via neighboring streets and outrunning infantry — easy (Dev Diary #11).
Notable features: The avenues and parks are open grounds where long-range missiles (ATGM) and tanks can maneuver and fire (Dev Diary #11).
Strong archetypes: No direct community data. From design notes: infantry in the blocks + long-range armor on the avenues.
Snow Castle
Layout: A winter map — Narva (Estonia); confirmed by LIMA's chapter title "Snow Castle (Narva)" and by being one of the two snow maps (1.0.10). 1v1 planning screen: ~9 zones in a central urban strip; in the south — a river/reservoir (Narva); spawns — red from the north, blue from the south.
Tactics (from sources): No data from guides/Reddit.
Notable features: Snow (the night ambient contrast was deliberately not reworked because of the snow): . The PvE scenario "Narva" was added in 1.0.9:
Strong archetypes: No data.
Oil Rush
Layout: Appears in Dev Diary #11 as "Refinery". A huge oil refinery on a plateau, separated by swamps from the nearby town on another plateau. The number of objective zones is MORE THAN DOUBLE the usual, split into two main groups: refinery and town (Dev Diary #11). 1v1 planning screen (cut-down version): 7 zones in the refinery area in the south; the town beyond the river in the north; spawns — red in the NE, blue in the SW.
Tactics (from sources): The unusual layout forces the team to choose a player distribution: the classic "2 town / 1 center / 2 refinery" (defensive, but with no numerical superiority anywhere) versus aggressive "0/2/3" or "3/2/0" (concentration on one side). The most adaptive team wins — one able to read the enemy configuration, communicate and react. Early infantry landing is the right reflex when outnumbered,…
Notable features: The refinery with its tank farm — a unique object; swamps between the plateaus. There is a PvE scenario "Refinery Invasion" (files in the Steam workshop).
Strong archetypes: No direct data. From design notes (inference): coordination/ad-hoc squads are valued; urban infantry and the industrial zone; swamps hinder heavy vehicles.
Bay of Winds
Layout: A coastal town along a bay (sea in the south); an airfield in the NW (runway visible). 1v1 planning screen: ~9–10 zones in a horizontal band along the coast; spawns — red in the NW near the airfield, blue in the east.
Tactics (from sources): No data from guides/Reddit. Inference: a west–east combat axis along the waterfront, the bay is a southern barrier/landing flank.
Notable features: One of 4 maps with a new zone/spawn layout in 1.1.1 (30.07.2026):
Strong archetypes: No data.
Meandering River
Layout: In Dev Diary #11 — "River". An open landscape: fields fenced by forest belts, villages and isolated farms; a river with several FORDS flows across the map — any vehicle and infantry can cross it at reduced speed (Dev Diary #11). 1v1 planning screen: ~10 zones along a NW→SE diagonal; spawns — red in the NW, blue in the SE.
Tactics (from sources): The open spaces look like the perfect place for tank attacks, but ATGMs work at full effect here (range advantage), and drones can laser-designate targets for artillery. The developers' advice: move from cover to cover, stick to forest belts, lay smoke (Dev Diary #11).
Notable features: The fords are a tactical equalizer (no hard dependence on bridges). The PvE scenario "River" was added in 1.0.9:
Strong archetypes: From design notes: long-range ATGMs, artillery with laser designation, recon drones; smoke is mandatory for movement.
Ruda Forest
Layout: The surroundings of the town of Kazlu-Ruda (Lithuania): a town ringed by a huge forest with agricultural clearing lanes; a military training ground and an airfield are cut into the middle of the forest (Dev Diary #11). 1v1 planning screen: ~11 zones in a vertical band through the center; the airfield runway in the NE; a river along the eastern edge; spawns — red in the east, blue in the west.
Tactics (from sources): A unique forest structure: instead of dashing across fields from one forest island to another, here you can move along narrow forest lanes while staying in cover — this eases infiltration but makes movements slow and predictable: spotting an enemy in a forest lane, it is easy to guess the direction and set an ambush, or quickly relocate by road before they can react (Dev Diary #11).
Notable features: A training ground and an airfield amid the forest. Custom coop scenarios "Ruda defense" are popular in the workshop.
Strong archetypes: From design notes: infantry infiltrations along forest lanes, ambushes; mobile reserves on the roads.
Suwalki Gap
Layout: The Suwalki corridor (Poland/Lithuania). 1v1 planning screen: ~11 zones in two clusters around the central town; an airfield in the SW (runway visible); spawns — blue from the north, red from the south; rural terrain: fields, forest massifs.
Tactics (from sources): No data from guides/Reddit.
Notable features: The name refers to the strategic Suwalki Gap — the only land link between the Baltic states and NATO; in the "War in the Baltic" campaign setting it is a key position (Baltic Battalion press release):
Strong archetypes: No data.
Cold Harbor
Layout: The second snow map (alongside Snow Castle) (confirmed in 1.0.10). 1v1 planning screen: snowy terrain; a city with a harbor/bay in the north; a west–east railway through the middle; ~9 zones diagonally from the center to the SE; spawns — red in the SW (city), blue in the NE.
Tactics (from sources): No data from guides/Reddit.
Notable features: Snow; the harbor in the north — a unique object. The night ambient was not changed because of the snow contrast:
Strong archetypes: No data.
Daugavpils 1.2.0
Layout: New map from the Russian Guard DLC (31.08.2026). A dense Latvian city on a river: block housing and high-rises on the right bank, fields and groves on the left, a single bridge as the central chokepoint. Objective zones cluster on both banks.
Tactics: Map law: the bridge is a threat, not an opening; sectors are decided not by points but by crossfire from high-rises and diagonals. A home map for CQB decks: Vympel+Alpha blobs under smoke through the blocks, TOS-1 and Uragan-1M onto high-rises (RU_ROSGVARDYIA+GUARDS ★★★), US_MARINES+SF (NUKE) ★★★ grind with M202 into windows; STRYKER+SF wheeled tempo stalls here (★).
Coal Mountain 1.2.0
Layout: The second new Russian Guard DLC map. An elevated industrial bastion: spoil tips and warehouses on the central height, long open fields and sparse tree lines around it — a "hilltop nest vs bare approaches" contrast.
Tactics: Map law: the mountain is a temporary firing position, not a base; open crossroads demand smoke and suppression; AA moves with the front line. A long-range fight: Tornado-S onto open crossroads (RU_GUARDS+MOTO ★★★), the STRYKER+SF recon triad and HIMARS (★★★), MARINE+AIR aviation strips armor in the open; the NUKE CQB grinder (★) and MECH+VDV blobs (★★) suffer on the bare slopes.
Patch timeline (condensed)
- 1.08 · 01.07.2025 — post-release stabilization: infantry sprint 60→30s, first PvE scenarios.
- 1.0.9 · summer 2025 — spec popularity rebalance.
- 1.0.10 «Everyone fights!» · 23.09.2025 — the skeleton of the current meta: PAC-2/3 and Guardian relocations, Kh-32 nerf, TOS resupply times, F-35A limit 4→2.
- Baltic Battalion DLC · 30.03.2026 — Baltic US spec, Kadaga map; Damba reworked, smoke 60→90s.
- Anniversary Update · 02.07.2026 — PTE merge: upkeep 6→5%, heavy SAMs slower, new spawns on Highway of Death/Oil Fever.
- 1.1.1 Major Update · 30.07.2026 — the largest rework: dynamic income, Conquest mode, reserve limit 1500, random spawn sides, infantry rework (stress/tank roofs), thermobarics ÷2 against armor, Resupply on transports, tanks aim in 1.5-2.5s, smart bombs with no aim time, SHORADs don't catch SEAD/CR, full pricing rework. Full systematization — in the guide, "Patch timeline" section.
- 1.1.1.1 · 05.08.2026 — UBGL penetration 40→20, VDV Shturm optics 1400, T-15 Barbaris +supply cost, Ka-52K nerf, FoW/ELO fixes.
- 1.1.1.2 · 11.08.2026 — multiplayer DB fixes (no balance changes — the atlas unit dump is up to date).
- 1.1.2 · 21.08.2026 — CIS networking, enemy card viewing (LCTRL+LMB), timer fix, Mods/ folder.
- Russian Guard DLC + 1.2.0 · 31.08.2026 — 6th RF specialization "Rosgvardiya" (31 units: Uran-9, BARS, SOBR, T-62M, Uragan-1M, Ka-50, Sapsan, MiG-31BM, Tu-95); Daugavpils and Coal Mountain maps; T-72B3 loses APS (+T-72B3A); VDV Shturm nerf; artillery and helicopters more expensive; B-2 B61 +800→+1200; SOF tab limits SUP 250/HEL 1000; Shturmoviki/Ing.Shturmoviki/Su-30SM/LMTV/MML moves. The atlas unit dump is updated to 1.2.0 (466 units).
- 1.2.1 · 03.09.2026 — fixes on top of the DLC; 1.2.0.2 · 07.09.2026 — hotfix.
- Roadmap · autumn 2026 → early 2027 — replays and saves (autumn); large DLC with a new faction (per breakdowns — likely China) + a campaign with deck modification.
Meta insights
Balance of power by statistics (weeks 32-33, August 2026)
| Slice | Picture | Source |
|---|---|---|
| All ELO, week 32 (≈42K matches) | Russia +1-2%: all 5 Russian specs above all 6 US specs on average | Pablito, Meta Report W32/W33 |
| High ELO (2700+) | Reversal: USA wins 68-75%, Russia 60-64% — all 6 US specs above Russia | Pablito W33 |
| BA-HUB aggregate, 22.08.2026 | Russia ≈51.4% / USA ≈48.6%, 30 days — nearly flat lines | ba-hub.net live statistics |
| Baltic Battalion (DLC) | Statistical monster of top ELO: ~80% WR at 2700+, 82% at 2800+ — while peaking at only ~1.8% of overall ranked (a popularity outsider) | Pablito W32/W33 |
Top units by spending at 2800+ (week 32)
USA: F-22 Raptor (405), Patriot PAC-2, M1A1 HC, F-15EX, Baltic Leopard 2A8, F-16CJ, B-2, Assaultmen SMAW, Rangers RRC, Supercobra. Russia: BMP-3 (85), Tornado-S, Su-34+FAB-3000, Su-30SM (4×ODAB), Su-35S, Spetsnaz GRU (AT), T-14 Armata. Specs: Marines and SOF — top; Baltic returning; Airborne and Armored — bottom in popularity (but Airborne has top WR in combo with USMC).
The big balance debates right now
- B-2 with the nuclear B61 — nerf candidate #1: penetrates defenses in 9/10 cases even against the Raptor, decides 3400+ matches; meta strategy "6 Prowlers + nuke". Confirms our assessment of the NUKE deck as a weapon of the decisive minute.
- USMC is considered overpowered by consensus — our USMC decks (Marine-AB, NUKE, ARMMAR) ride on a strong spec.
- Mi-28NM + LMUR — phenomenal and NOT nerfed (top helicopter spending at 2700+); high-ELO matches open with heli rushes; the US answer is STT with MANPADS (top-4 recon). Ka-52K received a resupply time nerf on 05.08.
- CAS isn't being blamed — stealth and cruise platforms are.
Ladder and tournaments
- Top ladder (BA-HUB, 22.08): ceiling ~3552; top-100 from ~3127; DuroSVK (author of 8 of our decks) — #94 with 3137.
- Tournaments are purely community-run: PODVAL 5v5, Dickson's tournament, LIMA's 2v2 league, the LARP vs Hussars league. No official TO events.
- Online: ~4.2-5.8K concurrent (peak 38.7K at release); Steam reviews ~51% after Anniversary (review-bombing) — the backdrop of the CEO's August statements.
Sources: Pablito (Meta Report W32/W33, Win Rates by FACTION+ELO, Top-10 2800+), BA-HUB live stats 22.08.2026, LIMA 21.08.2026, reddit r/BrokenArrowTheGame. Methodology: video transcripts + pixel-based chart measurement; some unit names from auto-captions were deciphered manually.
Link to the deck guide
This atlas is the reference foundation under the "14-Deck Bible": there — game plans, combos and breakdowns; here — raw stats and terrain. All unit numbers in the guide have been cross-checked against this database.