Bridges of Druzhina: Strategies

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Tehlulzpare

FNG / Fresh Meat
Jan 12, 2013
23
0
0
Canada
Similar to the thread "How to enjoy Fallen Fighters as the Germans", I was wondering what the consensus is on playing the Russians in Bridges. Its a great map, I like playing both sides.

The question is, how do the attackers overcome the various challenges chucked their way. I've been utterly destroyed trying to take the 1st bridge, and my first "victory"(We still only managed a tie, the 1st round was a loss) on this map was due to close-knit teamwork. While this is fairly obvious, since its rare for people to use their mics online(Public players, I imagine clans use it a great deal) I thought the community might post some tips, so that the new guys have an idea what to do, the vets can discuss how to win, and we all can benefit.

I checked before to see if this has been covered but there's a good chance I missed it, if it has I'll ask a Mod to close it.

(This is my first time starting a thread...ever, If I got anything wrong in posting, lemme know! :confused:)
 

Extension7

FNG / Fresh Meat
Jun 22, 2010
1,766
323
0
East Coast USA
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For every objective until the city, smoke smoke smoke. I don't often play commander on that map, but when I do I literally cover the fields with infinite smoke. It helps a lot too, you just throw smoke on the bridge (get your SLs to do it too!) and run to the resupply point to throw 2 more smokes or one more if you're an SL, the resupply loop goes for about 20-30 seconds and the smoke last about 10 seconds longer than that so that literally gives you enough time to lay down a never ending smoke screen that will help your team widely. I find it difficult to arty the germans on the other side of the river as they are typically either on/under the bridge or spread out along the river bank, so IMO I wouldn't suggest wasting it unless you're really not getting anywhere.

For the two shack objectives, you can do 2 things here, you can attempt to get a good spot behind the shacks and call arty to prevent the enemy from getting inside then on top of that you should throw smoke on the other side of the shack. Or you can put it right on top of the objective and tell your team to hold until all the salvos are complete, tell them when the last salvo is coming down and rush the objective after the last shell hits, throwing smoke on the other side of the shack. (the 2nd one has worked for me more although if your team isn't listening/communicating I would recommend option #1)

Other than that I don't have much stategy for the city objectives, just use your tanks to it's advantages and try to focus your team on one general area.
 

oldsoldier173

FNG / Fresh Meat
Sep 19, 2012
284
0
0
Ceresco, NE
First off the typical Soviet hey diddle diddle charge down the middle approach in taking the 1st bridge can if the German players deploy correctly destroy any chance of a Soviet win. Let your bots attack the bridge while you and a few humans flank, cross the river on foot and take the German bots on up into the woods. Take one side or the other woods and the German Bot's will break and abandon the bridge so you can then stroll up to it and take it in a shorter time frame and less losses.

The Soviet tank if supported by an engineer and a SMG type, can swing the balance so far to the Soviets that you can make a short game of it. First off use the tank as a 'support' weapon, firing HE and mg's at a distance, do not 'assault' into the crowd, the tank will soon go 'boom' with that approach. Target the reinforcements up on the ridge coming down, HE all the hidey holes you know, let the infantry take care of the bridge area itself. And an engineer blowing just one hole in the traps along the river opens a 'flanking' hole, where tha tank can get to the other side quickly, make sure at least 1 smg accompanies it to provide cover from the brave AT trooper, rather than wait for a hole an across the bridge that is much harder to do.

Once accross the bridge use the tank again as support, not a lead the way weapon. Position the tank to cut off reinforcements to the objective you are taking, let the infantry move and take the objectives.

Now for the Germans, MG's and ATR's are your key weapons. On the 1st bridge place at least two MG's up near the burning tank to cover the entire long length of the bridge. Keep their engineers off the bridge.Get two AT troopers in the 'holes' close to the bridge for the tank if it gets too close. Aim for the tracks, immobilize it, and then it is stuck, and can not support or 'charge' you. If they get across the river, more MG's along the ridge, cut them down at a distance, you know they will come to the bakery 9 time out of 10 first, so you have great 'killing' zones for MG's.
Interlock their fires, fields of fire across the open areas at about a 45* not angle straight down at them. Make the bad guy cross a line of fire rather than a real narrow straight on fire cone.
Arty the bridge as many times as you can while contesting it.

For the urban fight, keep the opponant human players and his bot's chasing your bots, while you accomplish the missions with a few human players. Order the bots to do A while you work on B, and repeat. Most human players are to intent on 'bot farming' to really contest anything. Two human players can accomplish any mission if the Commander cooperates and keeps the opponant 'bot' chasing.

The key for both sides is time, if you spend too much time taking or defending one objective you will lose. As the Germans dont do the 1,2,3 approach, mix it up, same for the Soviet, a few human players in a coordinated counter attack will throw the AI into a 'do what now' mode pretty fast.

BY the way, smoke works both ways, blinds both sides. You use smoke to blind the flanks, not straight ahead as you try and move. You prevent the flanks from assisting in fire upon you, as you focus your fires and movement towards wghat you decide is needed. On the bridge, smoke to each side will blind any support fires from the flanks, as the bots blissfully charge towards the bridge and you cut them down, and the guns to your right and left are blind. When I am playing if I see smoke on the bridge, I just fire short continuous bursts into the smoke and cut down the single brave assault trooper of Commander/SL pretty regularly.
 
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Trotskygrad

FNG / Fresh Meat
Aug 14, 2011
1,302
37
0
on top of corner ruins
The Soviet tank if supported by an engineer and a SMG type, can swing the balance so far to the Soviets that you can make a short game of it.

this pretty much

I got my hero engy by playing "tank buddy" on bridges... blowing up all the tank traps and mowing down the AT soldiers who kamikaze charged the T34 with HHLs.
 

LugNut

FNG / Fresh Meat
Feb 12, 2011
2,288
117
0
Indeed, without a competent tanker and an engineer who has a clue, I've seen Allied fail to even make it across the river. Which gets pretty old for both sides.
 

Tehlulzpare

FNG / Fresh Meat
Jan 12, 2013
23
0
0
Canada
Hell, I'd even say an engineer without a clue, as long as his teammates point him in the right direction, can help out quite a bit.

Only thing I can really add is until the traps get blown up, keep the tank AWAY from the bridge, ours died quite a few times sitting happily on the southern bank. It may be a good position to lay down fire and cover the advance, but perhaps it can do so from further away, and in such a position that it doesn't attract easy AT kills.
 

oldsoldier173

FNG / Fresh Meat
Sep 19, 2012
284
0
0
Ceresco, NE
Yes, got to keep the tank behind the infantry so at a minimum so that 'hero' at trooper has to go through the 'bot maze' to get to you. When I tank or Command the tank is to stay back far enough to cover opposite bank with effective supporting HE and mg fire, but not close enough where ATR's can hurt it.

And if I am German we go for tracks rather than ATR kills at safe ranges, make it an immobile 'bunker or put arty on it'.
 

Trotskygrad

FNG / Fresh Meat
Aug 14, 2011
1,302
37
0
on top of corner ruins
Yes, got to keep the tank behind the infantry so at a minimum so that 'hero' at trooper has to go through the 'bot maze' to get to you. When I tank or Command the tank is to stay back far enough to cover opposite bank with effective supporting HE and mg fire, but not close enough where ATR's can hurt it.

And if I am German we go for tracks rather than ATR kills at safe ranges, make it an immobile 'bunker or put arty on it'.

also up close there's a parallax (?) issue between your reticle and the MG's line of fire... can be a problem.
 

Sensemann

FNG / Fresh Meat
May 10, 2009
1,147
269
0
Shanghai, China
I would say that the most important roles for the Russian side on this map are:

1. Tanker
2. Squad Leaders
3. Engineers

1. Tanker is obvious. If he is decent, half the work is usually done already. And that is: SUPPRESSING FIRE. The first 6 objectives are heavily depending on the tank performance. I am never playing that role, but as an infantry only player on Bridges, I can say that it was most helpful if the tank was approx. 150 meters in front of the bridge, shooting HE shells and MG fire to support the infantry advance. Once the 2 objectives at the bridge are about to get capped, the Tank should advance as well.

2. Squad Leaders. The commander will be busy with artillery and should obviously help out the Squad Leaders. However, the real task on this map comes from the Squad Leaders: SMOKE, SMOKE, SMOKE as Extremity already said. In fact, I think SLs should run towards enemy lines with a smoke granade in their hands. As soon as they are shot at, throw the smoke nade into the German direction. Die. Do the same again, build a smoke wall to distract the view of the defenders and give your own infantry cover. This can sometimes take time and SLs will die a lot. However, better 1 SL dead than a whole squad dead. As soon as a SL reaches the capzone: STAY ALIVE. Your squad can spawn on you and get close to the capzone, without losing as many lives, charging from the spawn.

3. Engineers. As mentioned before, engineers should blow the objectives asap and defend the tank with his PPSH. Once all objectives at the bridge are cleared, go sneaky, try to flank the enemy and if you can, (at objectives 6 and 7), charge into the enemy lines and drop your satchels. Most likely you will shoot. However, your satchels should kill some defenders and scare/distract new approaching ones. This can make a once organized defensive line end up in chaos and lead to a start of the capping process of one zone.

I played Germans on that map probably 3 times, so the only advise I have for the defensive end: Try to annoy and disrupt the Russians when they try the above mentioned.
 

Tehlulzpare

FNG / Fresh Meat
Jan 12, 2013
23
0
0
Canada
This is all really helpful, hopefully people will read it. It's featured in the "How to be a Hero of Stalingrad" guide, so all in all not a bad result. Wasn't expecting that!
 

Tehlulzpare

FNG / Fresh Meat
Jan 12, 2013
23
0
0
Canada
Finished an excellent game a little while ago, and saw examples of everything in this thread.

-People managed to convince the Rifleman to push out of the start zone, and aggressively cap.
-Engineers blew up all the objectives before the tank got there.
-Squad Leaders dropped smoke in front of the caps, and got there, allowing teammates to spawn.
-Tank, even though it wasn't playing as well as it could have(My fault in the latter half, was a bit rusty) was scary enough to get the Germans to focus on it, allowing a good solid advance.
-And finally, a great TL who dropped arty in just the right places.

I wouldn't say we curbstomped the Germans, they put up a good fight, and we had an issue with TKs(One instance from me cooking a nade a second too long...shame on me) earlier on, it was a good solid victory. Not sure if any of them read this thread, but seeing as it went like clockwork I can imagine all of this information above is accurate, and the thread did what it hoped in that regard.

Thanks all.