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Guide to playing in Bridges effectively

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About Bridges

Bridges new.jpg
Bridges winter new.jpg

Overview: Although rarely seen at low ranks, and even less so at higher ranks, Bridges is a unique map with an interesting design which allows for fun gameplay. Bridges is a small to medium map composed of a group of houses joined by a network of roads, and as the name suggests, several bridges which provide the opportunity for a variety of tactics and manoeuvres during gameplay. The most common game mode is CTF, and it is often regarded as a good option for XP gameplay.

Battle Modes: DM, TDM, CTF, CP

Size: 10v10, 20 Players



Deathmatch is not a common choice for Bridges, however it can be the grounds for an interesting battle. While not being particularly large, Bridges has a lot of open ground, meaning that there is the option for both short and long range turrets. Players can use Freeze or Firebird to traverse the lower ground underneath the Bridges and rush their enemies, while turrets such as Railgun and Smoky can be used to pick off players attempting to cross the bridges around the map.

The difference between DM in Bridges and DM in many other maps is the apparent lack of ‘camping’ spots. The relatively open design of the map, along with few buildings and even fewer walls means it is difficult to stay in one place for a long time without being challenged by another tanker. However if you prefer to rush your enemies with a smaller hull, then the multi-levelled layout of Bridges may be your ideal battleground. Bear in mind that this tactic may require the use of supplies, as you will no doubt be under fire when covering open ground.


As far as tactics are concerned, Bridges TDM plays out similarly to DM. You can choose to engage in close range combat, or try to snipe those who venture over bridges and across the centre portion of the map. Mines can be used on ramps and bridges to deter and damage the enemy, allowing your team to hold areas of the map. If you can adequately defend the ramps, holding the higher ground at the corners of the map can be advantageous in reducing the number of kills that the enemy team can achieve. Once again, lighter hulls are the most common choice, although a few medium or heavy hulls can also be useful if you aim to try and hold the higher ground and snipe enemies as they approach.


CTF is the most commonly played game mode in Bridges, and for good reason. The layout of the map and positioning of the team’s bases provides for intense gameplay.


Defending your team’s flag in Bridges can be fairly challenging, due to a limited choice of camping spots.

On the red team’s side, you have the option of the corner-most building, which is ideally situated directly by the flag. There is also a section of wall across the road, which can provide a lookout point for incoming attackers. This spot is particularly useful during XP games, and a defender will often be seen in this area. Another option for taking cover includes the ramp by the smaller brown building, although line of sight here is limited and you are prone to being surprised by an attacker approaching from lower ground.

On the blue team’s side, there are two large buildings which both provide effective cover for defending players. In particular, the building closest to the flag shelters a reasonably large area, which forces attackers to go around the building if they wish to destroy any enemies waiting there.

As always, medium to large hulls are recommended for defence, along with short to medium range turrets such as Freeze or Ricochet. An Isida can also be useful in healing defenders and backing up attackers.


When it comes to attacking in Bridges, you have two main options.

Your first option is to take the higher ground. This will involve traversing the bridges and raised areas in the corners of the map. While this route may appear fast, and also have the advantage of covering many supply drop zones, it is also very exposed and skilled enemies will easily snipe you as you attempt to cross the bridges while carrying the flag.

The alternative option is to take the lower ground. This involves descending and going underneath the bridges and then back up the ramps. This can be beneficial, as not only are you more sheltered from snipers, but you also have a higher chance of surprising the enemy team and making a cleaner getaway with the flag. The only potential disadvantage of this route is the lack of supply drop zones.

Whichever tactic you choose, a light hull is essential for these approaches and attacking together with your team mates increases your chance of success.


CP is probably the least common game mode for Bridges, however there are still some key tactics which can help your team succeed. It is likely that the points B and C at the edges of the map will initially be taken one per team, leaving point A to be highly contested point. With the exception of a single building, point A is very exposed and is approachable from several directions, making it difficult to capture without heavy hulls and supplies. For this reason, it can be a good idea to flank around the edges of the map, perhaps taking the lower ground, in order to try and surprise the enemy and conquer points B and C from the edges. For this to work, you will need most of the team focusing on point A in order to adequately distract the enemy team.