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Rotterdam is a map featured in Battlefield V. The map is set during the Battle of Rotterdam which was a part of the Battle of the Netherlands campaign in the Netherlands in May 1940. It was first seen in the Gamescom trailer.
The German attack, made initially by paratroopers landed in floatplanes, was made to secure a bridgehead over the Nieuwe Maas. Rotterdam fell outside "Fortress Holland", the part of the country prepared for defense, but local forces still offered determined resistance. In reality the defense of the city was in essence an entirely Dutch endeavour, with British expeditionary units playing only a minor role in the short campaign. However the latter are the sole opposition faced by Germany in this representation of the battle.
Evoking Amiens and Seine Crossing from Battlefield 1 and Battlefield 3 respectively, this south-western section of Rotterdam depicted in-game is characterised by its abundance of canals, bridges, a scenic quayside, and towering urban expanse. The map is a near 1:1 recreation of the urban environment surrounding the Witte Huis and Willemsbrug landmarks in Rotterdam.
Evidently a once-bustling hub of commerce and culture, the city streets are wide, accommodating tramways and motor vehicles alike. The signage-laden architecture is reminiscent of Amiens but with increased accessibility, and is collected into dense blocks with comparatively cramped and restrictive back alleyways. Crossed over by destructible arched bridges and crowded by boats and river barges, the main two canals that cut vertically across the map run alongside the urban sprawl that comprises the city south, before meeting around a marketplace isolated on an island in towards the middle. Rotterdam is further divided by an elevated train line, overlooking much of the map center as it cuts east to west, atop which is a station platform and a derailed line of cars. Finally, along the north and east side is the Boompjes, a major roadway that runs along the water's edge, adjoined to several bridges spanning the waterway to inaccessible city districts on the far adjacent bank.
The map lends itself both to close quarters street fighting and building clearing actions, as well as long range combat along the northern riverside and obstacle-barren canal roads. In addition the train bridge and buildings, of which most have up to four accessible floors, also gives a sense of verticallity and allow squads to control the more open routes between objectives, which are restricted by the waterways and the range of impassible structures.
|Control Point||Conquest||Airborne||Breakthrough||Squad Conquest||Frontlines||Domination||Grind||Rush|
|Train Station Beurs||A||3A||B|
(Railroad Bridge - Center)
A, B, C
Conquest is primarily infantry-focused affair fought between five objectives. The layout roughly pentagonal, with three bases along the south-center of the map, and two more closer together on opposite sides of the map's northern edge. Players are advised to use caution in the more open areas between objectives, and must be aware of threats from above, but can otherwise enjoy great freedom of movement through the abundance of alleyways and interior pathways. The few vehicles allotted to either team can be used to navigate the city streets quickly, as well as destroy buildings and apply pressure to some of the objectives, although Courtyard and Ruins are very closed off and leave tanks virtually no room to manoeuvre. Vehicle routes can be further limited by destroying the canal bridges, building anti-tank obstacles, and mining the more restrictive streets between blocks.
Each team is allotted 650 tickets initially. Although emplacements can be constructed around flags, none of the bases spawn vehicles of any kind. The single tank and two transport vehicles available to each team are potentially augmented further by one tank and two armored gun carriers brought in through Squad Reinforcements.
1 PAK 40 (Towable)
Unlike most maps where teams start on opposite ends of a map lengthways, the British and German spawns are parallel to one another, confined to the south-west and south-eastern sectors respectively, separated by four blocks of buildings and two stretches of canal. Each base is split into two possible spawn areas, which are themselves horizontally parallel and divided from each other by a row of buildings.
The two British spawn points are at the southern end of the two Plaza roads directly south of train station, prominently marked by Dutch flags and orange banners that adorn the building facades and lampposts. The area is considerably more open than the German deployment, being two lanes wide with fenced off park areas in between at intervals. In the smaller street adjacent to the plaza to the west is the vehicle resupply station, and a health and ammo cache, an emplaced 6 Pounder, as well as the team's single towable AT gun. The southern edge of the main plaza road is fortified row of sandbag barricades, behind which lies a formidable gunline of two stationary 6 Pounders, two Vickers HMGs, health, ammo and repair stations, in place to defend the considerably more vulnerable spawn position from potential enemy encroachment to the north via Train Staion Beurs.
The eastern spawn option can be considered the main base, and is along the river waterfront at the south end of the Boompjes quay roadway. The area is packed with sandbag barricades, and reinforced with two Pak 40 guns right at the back of the spawn, trained on the road north beside an emplaced MG 34 HMG. Also nearby is a vehicle resupply station and an ammo cache. The road ahead splits vertically - the left road takes players past a park where trenches can be dug, on the way to the underside portion of Willemsbridge, while the right road proceeds uphill to the upper section of Willemsbridge. At the western spawn, players are deposited on either side of the canal, with two ammo caches found on the east bank or 1st Canal Road, and an ammo cache and a health station on the west bank, aka 2nd Canal Road. Both banks are linked by an arched bridge.
A: Train Station BeursEdit
A Train Station for the elevated railway is found near the map's western edge. The capture zone, the largest of the five objectives, is split into two levels - the street level beneath the rail bridge, and the station platform on the tracks above. On the ground, the area starts mostly open, with only the iron columns holding up the track and several piles of train cargo and luggage offering useful cover - the shadows created by the overhead structure can make it difficult to spot players, however. The area can be transformed through fortifications with tall sandbag walls that span the gaps between pillars to create a highly partitioned ground level area, closed off from the surrounding roadway, although the size of the capture zone means the flag can still be captured from the exterior of the makeshift fort - the radius extends a considerable distance south towards Plaza, which can help the British get a foothold should they get trapped in their own base by a strong German defense of the station. On both the north and the south sides of this area are stairwells that take players up to the station platform. They are divided into two flights, creating a potential blind spot for those ascending. The capture area above is similar obfuscated by darkness by its tin roof, under which a number of stationary train cars are lined up, forming the majority of concealment and creating tunnels of sight lines along the length of track.
The station is one of three possible areas to reach the upper track from, with a second set of staircases opposite the marketplace and the third route, provided by the construction of ramp on a tram roof, located near the east end around Willemsbridge. The flag's supply bases and buildable emplacements are separated vertically as well - the health station located up top, and the ammo station found in the center of the potential sandbag fortress below. Two HMGs can be built by Support players at this flag. One is at street level, facing east, while the other is on the platform above, at the top of the northern staircase.
B: White HouseEdit
White House is the westernmost of the two northern riverside objectives, located as one would expect at the intersection of East and West Vithuus roads. Part of the large white structure is visible from most outdoor areas due to the large sign on the roof, and offers a prominent fighting position along the Boompjes-Market Canal roadway. The capture zone expands a considerable distance outside the building to the north, allowing those taking cover behind crates at the waterfront wharf to influence capture, as well as the alleyway to the east. The aforementioned Vithuus Alley can be heavily reinforced with barricades, effectively cutting off the quickest infantry route between the structure and Train Station Beurs. The riverfront and the White House entrance are mostly devoid of cover, save for several trucks parked outside the northern door.
The elegant white and gold interior of White House is split into two floors. At ground level the main lobby is accessible through its three exterior entrances. The assortment of soft lounge furnishings is barely suitable for cover, with solid protection found only at the sides of the two staircases joining to the upper floor. The above floor is itself lacking in concealment but has a balcony-like shape that provides overwatch positions against the lower storey. Furthermore, every face of the building is dotted with windows, permitting players to shoot out from fairly well protected positions at targets in the exposed streets below. The outer walls can be destroyed with explosives, reducing cover available to defenders, while the entrances can be barricaded with sandbags.
A health station is found on the ground floor inside the building, while an ammo cache is outside at the end of the eastern alleyway. The majority of fortifications around this flag are dedicated to defending against an advance along the quayside to the east. A large barricade spanning the roadway can be further reinforced with tank traps and barricades, as well as a pre-built Vickers HMG. A vehicle repair station is found tucked away at a bend in the road further west of White House.
Courtyard is located in the south-central block, bordered by 2nd and 3rd Canal Streets to the sides, Bridge road to the south, and the train overpass road the north. The arrangement of houses along the exterior roads forms an enclosed back street area, inside which is a square park-like courtyard which is bordered by another, narrower alleyway on the north side. Being completely enclosed by buildings, access to the flag is therefore limited to the gated-off entrances at the four corners of the courtyard, as well as through the ground floor of a few player accessible townhouses around the east and west sides. Inside the capture area, combat encounters are invariably at close range. Initially only a waist-high stone wall, forming the perimeter of the inside garden, grants cover in the zone along with the adjacent house interiors - these tall buildings have four stories, allowing players to guard the capture point from elevated positions, completely negating the already rudimentary cover available. The flag can however be built up with fortifications, in the form of sandbag walls that block the alley entrances, leaving attackers vulnerable as they scramble over them. Also available are wooden barricades with firesteps, which can act as expedient watchtowers, and a ring of sandbags in the very center of the courtyard. Furthermore, the front of many initially inaccessible buildings can be blasted in with explosives, creating spider holes and cover positions out of the exterior walls.
The point's supply stations are found within the capture zone inside the main square courtyard. The health station is on the north side, the ammo on the south. Directly north in the marketplace, an extra ammo cache can be found. The man-made island can also be reinforced with built cover positions.
The Ruins objective is located inside a block of buildings on the north-east side of the map, along the riverfront at the corner of Boompjes and the Market Canal road. The flag is set within one of the few pre-destroyed sections of town - a ruined block of buildings that surround a forked rear alleyway. Although ostensibly similar to Courtyard due to its enclosed nature, Ruins is quite a bit smaller (its capture zone being the least expansive of the five objectives), and has comparatively fewer entrances. The gutted exterior buildings on the north and east side form ramps into the objectives, giving access to the ruined interior corridors. Inside the narrow alley, terrain slopes downhill to the south, raising the northern rafters and providing a potential height advantage over the immediate surroundings. Approaching the objective from the north and east can be difficult due to the highly open roadway. The capture area itself can, like Courtyard, be fortified to bar easy access to attackers. The southern entryway through a multi-storey townhouse exits underneath the Train Wreck section of the Railroad Bridge.
In an inversion of Courtyard, the flag's health station is at the south end of the alley, while the ammo cache is on what used to be a second storey at the northern end. To match the stationary weapon set up on the opposite bank outside White House, a Vickers gun is located outside the capture area to the west. Two vehicle resupply stations are found nearby as well - one is to the north-west, on the outer corner of the north Boompjes bend, while another is at the immediate end of a collapsed bridge to the north-east, roughly centrally between this flag and White House along the quayside.
Willemsbridge is directly north of the German's eastern spawn and south of Ruins. The flag is the western end of a tram bridge, built on a raised section of the Boompjes river road. The top of the bridge is open, and apart from a few stationary trucks and tram cars is totally devoid of cover. Its elevated profile protects against fire from the lower streets to the west and the bottom of the hump to the north and south, but is still exposed to those in the upper floors of neighbouring buildings, as well as atop the high level bridge that overlooks the area as part of the rail line. The bridge is supported by two towers at its sides, that each have a spiral staircase down to the lower floor - underneath the bridge is a parking area, enclosed by bricks walls with only four entrances. Cover here is also lacking, with several thick pillars and a few automobiles being the only concealment options aside from hiding in the four corners of the chamber. The area is quite defensible however, as two of the entrances can be completely blocked with barbed wire, and the other two partially barricaded.
The flag's resupply stations are located similarly to Train Station Beurs, with the ammo cache beneath the bridge and the health station up above. Topside, quite a lot of emplacements can be built along the north side of the capture zone. The entire road can be blocked with a mixture of barricades, tank traps and sandbag partitions, in addition to the third point of access onto the rail bridge in the form of a ramp atop one of the tram cars. Atop the bridge, HMG emplacements can be built to defend the length of the bridge to the west.
Another health and ammo station can be found one street over from Willemsbridge to the west, in a place called Tiny Alley.
Rotterdam is the first map in the Raid on Rotterdam Grand Operation, followed by Devastation. It depicts the German airborne landings and subsequent ground invasion of the city, attacking British defensive positions, who are accused by the Germans of coercing the Dutch into renouncing their neutrality.
In Day one, German paratroopers are dropped within the city limits to destroy key objectives in the path of incoming ground forces.
The German initial airdrop is on the eastern side of the canal by Willemsbridge and Ruins, with their two Bombs within the alley at Ruins to the north and in the Park directly west of the Bridgehead. The British main spawn at this point is across the western canal at Train Station Beurs, meaning both teams will have to cross waterways to reach their respective objectives.
Objective A is located on Bridge Road directly south of Courtyard. Objective B is outside the northern wall of Courtyard, next to the Railroad Bridge - Center. Objective C in the southwest corner of the Market, north of the Railroad Bridge. Objective D is by the Barricades on the Boompjes canalside, east of White House.
Although all objectives are located on ground level, the upper platform of the Railroad Bridge can be a key asset as all objectives except for A are within its direct line of sight. The British have three anti-aircraft guns, one of which is on the elevated railway, with which they may fire on the incoming German aircraft.
Should the Germans win a total victory by destroying all British cannons, their airlift of reinforcements onto the airfields surrounding the city can proceed unabated, granting them an extended round timer on day 2.
On the second day, the main assault begins with the intention of sweeping the British opposition from this sector of the city. Each team has the potential to bring in one tank and two armored gun carriers at a time through Reinforcements.
The Germans are tasked with taking the singular objective Willemsbridge. Their primary route of advance up the Boompjes incline from their Conquest spawn is an open road with virtually no cover. Alternative routes to the capture zone include the wharf on the east side of the road, or the alleyways between buildings to the west. Just reaching the capture zone, which includes both the upper deck, lower parking garage and bridge towers at each side, can be challenging for attackers - the underground area has few entrances, with those on the west side able to be blocked with wire, while those topside may be fired on from defenders occupying the overlooking houses to the west or the Railroad Bridge to the north.
The German attackers are provided a single tank in the first wave, which can be used to carve a path through the British defenses with brute force, or support the infantry for afar by suppressing overhead positions.
In Sector 2, the Germans cross the first canal, and must capture to Courtyard and Market objectives. The Courtyard objective, being mostly closed off by buildings, can be an imposing task for infiltrating attackers, especially since the few entrances can be barricaded up and the capture zone covers the upper storey interiors of these structures from which the open yard can be effectively covered. On the other hand, the isolated position can prove troublesome for defenders to retake once it falls, and can be used by the Germans to launch a flank attack on the adjacent Market objective. This flag is located to the south of the Market underneath the Railroad Bridge - Center, around the same area as objective B in Airborne. With virtually no cover and few hiding spots at the canalside other than some pre-built sandbag walls, the defenders must be overwhelmed with sheer force. Despite the highly concentrated capture zone, requisitioned artillery is mostly ineffective due to the overhead cover.
Panzer forces remain at one at this stage. As in the first the sector, the tank can be used to punch a hole through enemy defenses but is severely limited by the terrain. Most cannot enter the enclosed capture zone at Courtyard, while an attack on Market can be halted by the destruction of the bridge over the Canal directly east of the objective, requiring it be rebuilt under fire.
The third phase of the assault takes place across the second canal as the Germans push further into the heart of the city. Objective A is Train Station Beurs and objective B is the White House. The large and multi-level capture zone of Train Station grants ample opportunities for each sides infantry to hide in, although its position directly north of the British spawn makes it easy for them to reinforce and counteract any change in capture momentum. White House is far less easily defended - despite the building itself offering good covering positions, it is isolated far to the north up confined alleyways and streets, and with a direct route for attackers across the Boompjes-Market canal land bridge. In spite of its contrasting accessibility, losing the objective straight away may allow the British to concentrate all their strength on the Train Station objective, which is a far more defensible location.
The Germans have their two tanks back on the field at this final stage. The British respond in kind, with two tanks of their own.
A German victory at in the third sectors grants the team the day 3 bonus of reduced vehicle spawning delay, which is effectively useless considering the next map has no vehicles in Grand Operations. Regardless of outcome, in an effort to either finally break the British or to make an example of the Dutch, Rotterdam is obliterated by German bombers during the night of the second day. Those left alive the following morning dig themselves out of the rubble and make their last stand inside the devastated city.
Rotterdam was one of three maps alongside Arras and Hamada playabe with the debut of Squad Conquest, originally as a limited time game mode between January 17th and 30th, 2019. The mode is set on the west side of the map, with crossing over of the Canal only permitted at the teams' deployments. The linear playable area between the British Conquest spawn and White House is divided up into three lanes consisting of 4th Canal road and Witte Huis Road, with the Plaza and Vithuus Alley forming the central route.
There are no vehicles, except for a halftrack which only spawns when an opposing team holds all three flags at once. The vehicle can be used to quickly break through the frontline and resume contested play.
The Germans deploy near the bridge at the intersection of 3rd Canal and Bridge Road, to the direct south of Courtyard. The arched bridge leads straight across the Canal to Plaza. The German team is much more vulnerable to spawn trapping than the British, as the narrow and destructible road bridge is their only base exit aside from swimming.
The British deploy on the dockside road at Boompjes North to the northwest of Ruins and east of White House. They too are funnelled along an open street to reach the play area, but have greater opportunities for cover and flanking using the Canal wharves at either side of the roadway.
The Plaza capture zone in the southeast corner of the Plaza area itself, covering an open area of the easternmost street. To the immediate northeast is the entryway for the alley running between the Plaza street and 2nd Canal Road, while to the west is a small fenced-off green with an Ammo cache inside. The area is reinforced with a number of sandbag walls. The objective lies at the end of a fairly open stretch of road between it and Train Station Beurs.
B: Train Station BeursEdit
The Train Station objective is located centrally between Plaza and White House. Its capture zone is largely the same as in regular Conquest, although the staircases to the upper platform have been blocked, preventing access. The flag must therefore be captured from street level.
C: White HouseEdit
The White House objective is located outside the White House building itself, having been relocated westwards to the north end of Vithuus Alley. The perimeter of the capture zone is marked with a sandbag walls which provides some rudimentary cover in the immeadiate vicinity, as does a tram parked to the north. The flag can be effectively covered either from the ground floor shop off from the alley or from the White House itself.
Team Deathmatch sees teams fighting over the central island and eastern section of Rotterdam. Although lengthways the entire map is playable, including the Courtyard, Market and dockside at Boompjes North, access to the other side of the western canal cut off.
In Frontlines, teams fight around the outer perimeter of the map in an attempt to push each other off the field. The three dynamic objectives are located close together along the northern quayside while each team's headquarters, which are found on opposite sides of the map relative to the factions' Conquest deployments, hold three objectives instead of the gamemode standard of two.
Each team fields one tank each, with provision for one more and two gun carriers as reinforcements.
The British Headquarters sector is in the southeast corner, at the far end of Boompjes around Willemsbridge. Objectives B and C are located on the upper platform and underground parking lot of Willemsbridge, while Objective A is located by the riverside north of the intersection between 1st Canal and Bridge Road.
The Ruins objective is within the destroyed housing block and courtyard along Boompjes - East. Considerably more enclosed that White House, it presents a more challenging objective for attackers, although both teams must advance along the sparse in cover streets of the quayside to reach the objective.
The Market objective covers the roadway north of the Market between White House and Ruins. The large capture zone encompasses both the road body itself, which is mostly devoid of cover save for a few tram cars and the Barricade at the White House end, and the wharves by the canal at either side of the roadway. The lack of all-round cover exposed those capturing the objective from the southern side to fire from the adjacent canal roads and Railroad Bridge, while similarly negating shooting positions can be found on the upper floors of the buildings at White House and Ruins.
C: White HouseEdit
The White House objective, as in Conquest, covers both the building interior and a stretch of road up to the quayside directly north.
The German Headquarters sector is in the map's southwest, around Train Station Beurs, the Plaza and the Canal Road. Like the British sector, two objectives are located on different storeys of the same structure, that being the upper and lower floors of the train station, while objective C is further away by the arched bridge at the south end of 4th Canal Road.
Domination takes place within the north of the map, around an area centered on the Canal junction and Market, but with outlying areas such as Train Station Beurs, Courtyard and Willemsbridge still being accessible, allowing for wide flanks.
A: White HouseEdit
The White House objective is largely unchanged from Conquest, except with a slightly smaller capture zone that now requires players to either be inside the building or directly outside the exterior walls.
The Market flag is directly south of the riverside Market area between the two road bridges beneath the elevated train line. It can be captured from both street level and the train line above.
The Ruins objective area is also shrunken relative to Conquest, no longer encompassing the interior corridors inside the destroyed buildings to the north and east of the area.
Grind was playable on Rotterdam from April 18, 2019 to April 24, 2019, along with Devastation, Narvik and Twisted Steel. The focus of the mode is the elevated railway running across the width of the map center, with all three flags placed along its length. Each objective can be captured from either the upper bridge platform or the streets below, as well as map boundaries that provide opportunities for flanking to the north and south via the canals.
The Germans deploy from Willemsbridge at the eastern end of the railbridge. From this side, the upper platform can be reached using either pre-built ramps atop tram cars on the Boompjes roadway, or by using the stairwell up through the destroyed buildings directly adjacent to Train Wreck.
The British deploy from the northern end of the Plaza at the western extend to the Bridge. They can climb up onto the Bridge via stairwells at Train Station Beurs.
A: Train Station BeursEdit
Train Station Beurs is located forward along the track of its usual Conquest location by about 20m, with the capture zone having cleared the station and its platform entirely.
B: Railroad Bridge - CenterEdit
The Central Bridge objective shares its location with the Market objective in Breakthrough and Domination.
C: Train CrashEdit
The Train Crash objective is located by the derailed train towards the east end of the line, just before the high level bridge. The train cars, having overturned across the track width, blocks line of sight on the upper level of the capture zone.
Rush first became playable on Rotterdam as a limited-time gamemmode during Week Two of Battlefest, running from 10th to 17th October 2019, and being added simultaneously with Mercury and Operation Underground. The roundabout progression of Rush's four sectors takes the German attackers in a clockwise spiral around the main body of the map, starting from Witte Huise and ending at the Train Station.
In the first phase of the operation, the attacking Germans must cross the northern quayside roadway from their deployment at White House to arm objectives emplaced around the Ruins flag area. While Objective B is found within the inner courtyard of the destroyed housing block, located towards its southern end, Objective A is positioned on the outside to the northeast on the dockside, at the corner between the Boompjes North and West Roads - a Vehicle Repair Station is located here in Conquest.
The open ground between the spawn and the objective area can pose some difficulty for attackers. Although they have the option of infiltrating via either the docks at the very north of the map or the Market to the south, the above-ground rail bridge is off-limited to them. The confined layout of the Ruins limited the number of possible entry points, however none can be blocked with Fortifications as they can in other modes. The defenders must therefore rely on the available cover to keep enemies out.
The Germans have a Sd. Kfz 251 Halftrack for support during all phases of the assault.
The second pair of objectives are located in and around Willemsbridge to the direct south of Ruins. Objective A is found on the upper surface on the Bridge, in the path of the main road. The objective is surrounded by a complex sandbag fighting position covered by camouflage netting, replacing the trams and assorted road traffic wrecks usually occupying the space. Objective B is within a comparable set of fortifications, located in the Park to the west of Boompjes. The point is accessible from the nearby alleyway that links Willemsbridge and 1st Canal Road.
Both objectives are vulnerable to attack from multiple angles, with Objective A, being more forward and situated in the middle of the main route from Ruins, being the most at risk. German players trying to reach the upper section of the Bridgehead have the option of three stairwells or the two ends of the ramp road, and can use the adjacent buildings and the high level bridge to support any attack from above. Objective B is better protected and positioned closer to the British sector spawn, but is still located at the convergence point of three roadways, requiring an all-round defense. As with Ruins, the Fortifications in the immediate area have been reduced in the most part due to the removal of trenches along the length of the Park.
At this point, for this any all following sectors, the Germans have access to a single tank spawn.
With Willemsbridge secured the attack is redirected westwards, doubling back on itself by crossing the canal again. The artillery gun objectives are emplaced in the same positions as the A and B guns in Grand Operations, respectively, with Objective A set up on the Bridge Road south of Courtyard and B beneath the Train Bridge north of Courtyard.
More-so than any other sector, there is only a short distance between the attackers spawns on the east side of the canal and the objectives themselves. The bridges over the canal can be blown to restrict the movement of enemy armor and infantry and buy time for defenders, but as they too must cross the opposite canal to reach the guns from their own sector deployment, the Germans can use the same tactic against them. The top deck of the Train Bridge, which is now accessible to both teams, acts as an additional, indestructible bridge crossing. Securing the railway as the attackers at this point can provide opportunities for a quick attack on the next sector.
In the last sector, the Germans must make another, final canal crossing to destroy objectives based around Train Station Beurs. Objective A is on street level below the station overpass, while Objective B is on the platform above. The latter objective is most resilient to attack due to the limited ways to access the station - defenders need only defend the two staircases and its upper length. Objective A is protected by sandbag Fortifications, but stands in the direct path of the enemy assault along the ground level.
Despite White House being cut off from play, the Germans have the option of flanking through the Plaza street to the south as a means of attacking the two objectives from behind. To defend against this and protect their own route out of their sector deployment, a set of two Pak 40 AT guns have been set up at the northern end of the road, trained on the two canal bridges.
Use Fortifications to construct roadblocks to control the enemy teams advance – destroy or rebuild bridges to allow your tanks to move forward while keeping theirs out. Rotterdam has a lot of verticality – from swimming in the canals, to running on the streets, to climbing the three-story buildings and going on the elevated railway – this map is a dynamic powerhouse." — Battlefield V Launch Notes
- The White House objective is a real life landmark of Rotterdam, and was one of the few famous structures in the city to survive the Rotterdam Blitz.
- The map has been stated by the developer to be influenced by Seine Crossing from Battlefield 3.
- During the Beta, the Conquest objectives of Train Station Beurs, Ruins and Willemsbridge were named differently as Train Station, Ammo Depot and Bridgehead, respectively.