Richard was keen to play the final scenario from this game, reprising his role as the Turk while I took the ANZACs.
Wednesday, November 26, 2025
Assault on Gallipoli - The August Offensive
Thursday, July 3, 2025
The Lamps Are Going Out again and again
It had been a while since Richard and I had last played this game. The first game saw the war over by Christmas, but the second ragged on with a Russian Revolution and a very late US entry. Richard was the Central Powers in both games.
- Russia defeated: 4
- Serbia: 1
- Romania: 1
- East Africa: 1
Thursday, June 12, 2025
A Near Run Thing on Gallipoli
Richard and I played the second scenario that comes with this game. It was indeed a near run thing with the game going to the last turn, last move, last combat and last card to give the Turk (Richard) a victory.
Richard provided the following commentary.
The Turkish Assault scenario was certainly a bloody affair.
The Turks certainly had some great cards in turn 1 which set them up for a chance at winning, despite which it all came down to card advantage in the final close combat, so a very close run thing, which is what the scenario is called.
On turn 1 the Turks definitely benefitted from having a Co-ordinated attack card and the Keep Moving card which allowed two Turkish rounds in a row. This allowed them to clear Russell's Top after a series of artillery bombardments which weakened the defenders who were then overwhelmed by a Turkish assault. Coupled with Night Attack played immediately after, this limited the British ships' ability to interfere with the assault on Turn 1.
On turn 2, with yet another Co-ordinated attack card to play, clearing out one of the British ships with the Submarines Attack card as well as pinching a card through play of espionage, turn 2 was also a good one for the Turks. The crucial element, however, was playing the Underground Mine card on Lone Pine and removing the wire. This allowed a steady flow of Turkish units to move directly to Lone Pine, something which couldn't be done with adjacent spaces which were all wired and meant the Turks were kept at bay or entered the spaces in insufficient strength.
Turn 3, was all about shooting it out and getting as many units into Lone Pine as possible.
A few gamey atrocities were committed by both sides, with the ANZACs stripping ANZAC Cove of defenders and the Turks responding in kind moving a couple of units out of Gabe Tepe.
All in all, a very intense game, which is what it's meant to be I guess.
The Game itself:
This campaign is quite difficult to game I think. They certainly did a better job than the GMT Game Gallipoli of a few years back. I had that and sold it before even punching out the counters. Very drab looking and just not inspiring to look at.
The only thing I really dislike is the limited number of remnant counters. I'm not sure of the rationale behind this. I am going to post a question on BGG to find out the designer's thoughts.
Also, it seems like the British naval firepower is overwhelming strong. I don't remember reading anything which emphasised this, but that might just mean I haven't read enough about the nitty gritty of the fighting to remember it.
Otherwise, it's a very entertaining game (if somewhat stressful), the counters and map are nice and it does play very quickly. The close combat card system adds a final nerve-wracking element to game play and almost nothing is ever really a done deal.
Post Script
The questions re British naval power and the use of remnants were quickly answered in Boardgame Geek https://boardgamegeek.com/thread/3525126/article/46192326#46192326
Tuesday, May 27, 2025
Assault on Gallipolli Again
After our previous game we both had some new strategies to try out. The ANZAC landings got delayed due to beach congestion caused by Turkish remnants rushing to block them. They were eventually cleared and three victory locations secured. The game then settled into a battle for Gaba Tepe (bottom left-hand corner). The ANZACs would blow the Turks away only to have the Turks sneak reinforcements into the area in the nick of time.
Wednesday, May 21, 2025
Assault on Gallipoli
Another new game to try with Richard. Given I hadn't read the rules and was playing the ANZACs it worked remarkedly well. Reminded me a bit of the Stalingrad game, but with cards for random events/bonuses and an interesting combat system.
Friday, May 9, 2025
Kaiser class versus King George V class
I am working on an adaption of Avalon Hil's Jutland with SPI's Dreadnought to use with miniatures. So far I only have the basics, 1" equals a 1,000 yards and one turn is 10 minutes and just doing battleships, but it was enough to give it a try with the help of Simon, Brad and John.
Friday, April 4, 2025
HMS Lord Nelson 1/1800
Coming in at a mighty 75mm we have the last of the pre-Dreadnought battleships, HMS Lord Nelson. A 3d design from War Times Journal and printed by Karl.
Friday, March 21, 2025
Dogger Bank Scenario from AH's Jutland
In the tradition of read the book play the game (or with Weimar, play the game watch the show), Richard and I had a go at the Dogger Bank scenario as part of a learning exercise with AH Jutland.
Thursday, March 6, 2025
Jutland by Donald Macintyre
Tuesday, November 5, 2024
Letting More Stuff Go
When someone said they were doing some WW1 in 1/72nd scale I knew I had a home for these chaps.
Tuesday, October 22, 2024
The Lamps Have Gone Out - Again
Game over.
Thursday, October 17, 2024
The Lamps Are Going Out - Again
In a break from the Crusades, Richard and I went back to an old favourite. I was the Central Powers.
Wednesday, October 25, 2023
The Sleepwalkers
What the Dark Valley does to understand the roots of WW2 this does for WW1.
It is a complex subject and this book certainly doesn't try and hide that. As with The Dark Valley, the parallels to current events and attitudes are disturbing. While there is not social media, there is the popular press and public opinion; at times ignored and also used as justification. Politicians and leaders seemed more focussed on the "good for their country" rather than staying in power, however if you are a monarchy or absolute ruler, the thought of not being in power probably doesn't enter the thought process.
The feeling that time was running out motivated some countries; the belief that war would be a short lived glorious enterprise; the resignation that it was inevitable or that it was in the hands of others; the denigration of some countries importance while building up that of others; wonderful levels of hypocrisy.
I read this two years ago and in looking at Christopher Clark's new book I recalled I might have read something of his before and found this unpublished post. Published now.
Saturday, July 30, 2022
The Lamps Are Going Out Again
Second game. This time I was the Central Powers and remembered to take photos.
Additional Commentary
The following are comments from Richard who was the Triple Entente player.
This game rates as one of my all time favourites, despite my (obvious) frustration with it revolving around competitive die rolls!
There are only a few things which I can criticise it for. Perhaps the effect of the blockade is understated somewhat, although historically it only really started to bight in 1918 and there are cards to reflect that (which didn't come up this game). I think anything harsher and the game would be almost impossible for the CP to win, so all, in all, it's probably justified in game terms.
Otherwise it has the most brilliant, really simple mechanism to make you play it like it was WW1 with you needing to send in wave after wave of assaults knowing you probably aren't going to break through and just to wear the enemy down, whilst simultaneously exhausting your own forces.
The Western Front was completely static after entrenching was allowed and the Eastern Front was fluid. I love all the little chrome elements, which reference things that happened during the war. If you didn't know much about the conflict it would be a great learning experience.
It was an exciting game from start to finish and so absorbing. After our last session on Tuesday I was totally exhausted from the concentration. I ended up going to bed even earlier than normally.
The game has the CP really up against it, which I suppose is a reflection of the historical issues associated with the likelihood of a CP victory. For a realistic chance of victory, I think the CP needs to go for broke on the first 2 turns to try and get to Paris. Whoever is the CP next time should try that strategy. Although, having said that, in this game, if the CP had Belgium it would have given them the win.
Although harder for the CP, in my opinion, there is no easy victory in the game, which is one of the reasons it's so good I think.
I know myself I made several strategy errors, which I'm definitely going to try and correct next time around. I think I'm going to make up a little "battle card" which lists the decisions you need to make (such as using gas) before starting die rolls. as we both constantly forgot things. I also have a specific strategy I'd like to explore as the CP which neither of us really did in either game.
In terms of this game, a CP victory was very close and would have only needed them to have had Belgium, which would have made it 7 more VPs than Entente:
Russia +4
Rumania +1
Greece +1
USA Neutral +1
Belgium +1
East Africa -1
So in game terms, forcing the CP out of Belgium on turn 1 ended up sealing the (eventual) victory so it was a very close run thing. Other than the first couple of turns the Entente were on the back foot for the whole game. It was amazing how the game turned around from turn 3. I think we were both expecting a short game with the Entente in Belgium and 6 Russian armies on Germany's doorstep.
In this game, you getting both U Technology cards early on really crippled the British, which meant fewer attacks in the west and thus more German largesse in terms of production transfers. In the previous game, me not getting Bulgaria as a belligerent early enough meant Turkey couldn't be reinforced and you were able to conquer it relatively easily. You raped the British with U Boats this game and the USA didn't enter. I did nothing with my U Boats in the previous game and the US entered with enough time to provide an avalanche of PPs and you had a lot of British points to prop up the French who were down to 3 PPs for the whole game, and you still managed to cling on in France and had enough forces to send 4 armies to Turkey. In neither game did convoys occur to the Entente...
Despite all that, it was still a struggle for both sides in both games.
Aside from an automatic victory, the eventual winner seems to be the side which does well in the Balkans/Turkey. The CP conquering or forcing Russia out is a pre-requisite of course. If the CP holds the Balkans/Turkey and does more or less historical on the western front, which would mean holding Belgium and the Somme at the end of the game, even if the USA entered and the Entente captured East Africa it could still win. If the Entente has any Turkish areas, it would make a CP win very difficult.
I think there are a lot of aspects to this game left to explore. What makes it really exciting is how certain events can really turn the game.
I feel, in both games, I should have paused to consider the strategic situation based on what had come up and then try and adjust. You just get so caught up in the game play sometimes to make this difficult - in some ways this almost simulates the criticism of the unimaginative generalship of WW1. I think one of the best things about the game is that you always feel like you've got a chance right up until the end.
All in all, a 10/10 game made better with a 10/10 opponent.
STP
On further checking, Serbia is a VP for the CP since it was a enemy controlled area at the start of the game.
So that gives the CP the necessary 7 point margin.
I'm going to claim a moral victory on the grounds that not a single furrow of Flanders fields was touched, the rape of Belgium was called off before you could get your britches down and we did it all with leaky boats and no help from the yanks.






















































