Description
On April 25th, 1915, Winston Churchill, the First Lord of the Admiralty, sent a quickly - assembled force of British, Australian, New Zealand, and French troops to attack the Turkish defenses on the Gallipoli Peninsula. Their aim was to seize the forts guarding the Dardanelles. Once successful, the British and French Fleets could reach Constantinople, overthrow the Ottoman government, and open a supply route to Russia. However, the Turkish forces defending the beaches were well - trained, led by experienced officers and supported by German advisors. The Anzacs landed at the wrong place, facing huge cliffs instead of a proper beach. Despite overrunning some pickets, they got confused due to the night landing and unfamiliar terrain. Mustafa Kemal's swift counter - attack saved the Ottomans and set him on the path to founding modern Turkey. At Cape Helles, the Lancashire Fusiliers showed great bravery. The invaders failed to reach their first - day objectives, and the Turks barely avoided defeat. This game realistically portrays the first three days of the campaign, featuring wild maneuvers, decisive attacks, and the start of trench warfare. Success depends on speed without recklessness. The map, based on the 1922 British Ordnance Survey, covers the whole peninsula from north of Anzac Cove to Cape Helles. Players can choose historical landing spots or create their own strategies. The game system focuses on command and control, where players command by Brigade and Regiment. They need to plan for troop exhaustion, rotating them for rest. Infantry combat involves ranged fire and close - assault, while artillery has its limits. Shrapnel from field guns is deadly in the open, but only howitzers can deal with trenches. The map scale is 400 metres per hex, covering the southern part of the peninsula from Sari Bair range to Cape Helles. Daylight turns are two hours, and night turns are four hours.
To play this game, first, decide whether you'll follow the historical landing spots or come up with your own plan. You'll command troops by Brigade and Regiment. Remember, your troops will get exhausted over time, so plan to rotate them out of the front line for rest and to gather stragglers. When it comes to combat, use ranged rifle and MG fire first, and then go in for a close assault. Artillery is powerful, but keep in mind that only howitzers can effectively deal with trenches. Be aware that daylight turns last two hours and night turns last four hours. As you play, use the map to your advantage, which covers the area from Anzac Cove to Cape Helles. Try to make strategic decisions quickly but not recklessly. There aren't any special maintenance requirements for this game, but just keep it in a dry place to avoid any damage to the map or game pieces.