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Take That Bridge

Original design by Dr Ian Robinson, inspired by Phil Sabin's unpublished 'Paratrooper' game. Digital version vibe coded by Ed Farren.

Associated Paper: Kill Zone Probability Field Theory Applied to a Simple Fire and Maneuver Wargame

TAKE THAT BRIDGE! — Play the Demo

 

Seize the bridge. Then hold it.

 

TAKE THAT BRIDGE! is a browser-based tactical decision-making wargame built around two linked missions on Salisbury Plain. You can play either mission on its own, or fight both as a continuous campaign.

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In Mission 1 — Take That Bridge, you command Alpha Company in an attack against a concealed enemy defence. The bridge is prepared for demolition, the enemy is hidden, and there is no perfect plan.

Study the ground, assess the threat and write your plan before committing your force. Then command the battle turn by turn, coordinating infantry, machine guns, UGVs, mortars, reconnaissance and strike drones, electronic warfare, direct fire and manoeuvre. You will need to find the enemy, suppress and outmanoeuvre their positions, manage ammunition and casualties, maintain command and control, and reach the bridge before time runs out.

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In Mission 2 — Hold That Bridge, the problem is reversed. Alpha Company must defend the crossing against a Red counter-attack.

You decide where to place your infantry, machine guns, UGVs, wire, fortifications and dummy positions before Red develops its own attack plan. The enemy identifies a Main Effort, Supporting Effort and Fixing Effort, uses ISR and FPVs to develop the situation, coordinates mortars and direct fire, and can reassess its attack as the battle develops. Your task is to identify where the real attack is coming, avoid being drawn by the fixing effort, preserve combat power, manage ammunition, use deception and obstacles effectively, and stop Red from retaking the bridge.

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In Full Campaign, survivors from Mission 1 carry forward into Mission 2, so the cost of taking the bridge directly shapes your ability to hold it.

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The demo includes three difficulty levels and randomly generated Salisbury Plain battlefields, so the tactical problem changes each time you play.

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And winning is not the whole point. At the end of each battle, TAKE THAT BRIDGE! brings together your original plan, key events, enemy actions and major decisions for an After Action Review—asking what you intended to happen, what actually happened, why, and what you would do differently next time.

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Make a plan. Fight the battle. Adapt. Learn from the result.

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Can you take the bridge—and then hold it?

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