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Ballroom Blitz

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Ballroom Blitz
Ballroom Blitz Map Image

Battlefield 1 Icon Battlefield 1

Part of the

World War I


BF1 United States Icon United States vs. BF1 German Empire Icon German Empire


October 28 - November 11, 1918


Meuse River, France


Hills, Interior


Operations (Conquer Hell - Map 1)

Ballroom Blitz is a map featured in Battlefield 1.[1]The map takes place during the Meuse-Argonne Offensive of late 1918, where US Forces sought to break the German supply lines by overrunning the railway network at Sedan. The fight reaches a French Chateau, previously serving as officer's quarters behind the line, which serves as the map's focal point.



The Behemoth is the Airship L30.

Control PointsEdit

Control Point Conquest Domination Rush Operations
Crownprince's Trench 1A
Brandenburg Trench 1B
Servants' Quarters A 2A
LaCroix Pond B
LaCroix Battery 2B
West Gate 3A
Courtyard B 3B
Ballroom C C 3C
North Garden D 4A
Railway Hub E 4B
Hallway A




US Deployment Edit

German Deployment Edit


Servants' Quarters Edit

LaCroix Pond Edit

Ballroom Edit

North Garden Edit

Railway Hub Edit


Fighting is confined to the chateau interior.

A: HallwayEdit

B: CourtyardEdit

C: BallroomEdit



Ballroom Blitz is the first map in Conquer Hell in Operations, where the Americans attempt to push back German defenders.

Sector 1Edit

Fighting begins in a pair of "zipper" trenches at the southeast entrance to the estate.

Sector 2Edit

The Americans advance onto the château grounds to secure the servants' quarters and an artillery battery.

Sector 3Edit

Fighting moves indoors as American forces aim to clear the Germans from the château.

Sector 4Edit

The main objective of the map is the railway station to the northwest of the château.

Upon securing the map, fighting moves to Argonne Forest, further along the railway.



  • The map is inspired by the real life location of Château de Chantilly, which was not involved with the Meuse-Argonne Offensive in real life.
  • There are several bugs found in the upper levels of buildings. These, along with the absence of paths to rooftops, suggest that the map was designed primarily for ground combat.
  • Optimization bugs on some angled roofs may cause distant buildings to toggle appearance, even if they should be in view of the player.[2]
  • Some of the cylindrical towers at the corners of the chateau allow players to glitch through the balcony outside to untextured areas within.[3]


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