How do you do Gallipoli?

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Ktonos
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Joined: Fri Mar 16, 2018 2:25 pm

How do you do Gallipoli?

Post by Ktonos »

Mostly which launching points do you use for the amphibious transports? One obvious is Lemnos, but it seems at least 3 landing transports are needed and launching from Cyprus or Alexandria would mean they would be at least 3 turns in sea, vulnerable and losing readiness.

Also, do marines get a bonus on amphibious assaults?
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BillRunacre
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RE: How do you do Gallipoli?

Post by BillRunacre »

Marines retain supply for some turns after landing on hostile shores, whereas regular units don't.

Additionally, they can be embarked in amphibious transports from any coastal hex, no port is required, and this means they are easier to evacuate too if it all goes horribly wrong.
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The Land
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RE: How do you do Gallipoli?

Post by The Land »

It's a tough one - you can see how I tried it in my AAR here:

fb.asp?m=4763842

For UK with Amphib Warfare level 1, you have a maximum of 2 Amphib counters, each of which can only move 1 after boarding and about 5 on subsequent turns. The only viable port of embarkation is Lemnos (unless you already have Salonika, but if you do then your options are easier!)

I think it'd be possible to set things up so that both of them can attack Sedd el Bahr from the sea, then land and also attack. If you've done a lot of shore bombardment with Dreadnoughts then those hits might be enough to take Sedd el Bahr in one turn - otherwise you will need to wait 2 more turns before a third unit can join as an amphib, which will probably give you enough combat power to finish it off. Assuming the Turks don't counterattack!

The Straits hex itself is a land/sea hex and can be occupied by either a land or sea unit, which I didn't appreciate.
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