GALLIPOLI
(C.C.S.)
by A & O Bishop


1. LOADING INSTRUCTIONS
The 48K game is recorded on one side and the 128K game on
the other. The procedure for loading a game into your
computer is given in your Manual. Key LOAD"" and ENTER.


2. OPTIONS
New game? y/n
Kempston Interface? y/n
Interface 2? y/n
Normal control keys? y/n

NOTE:  Users of Spectrum 48K must key 'n' and select the
directional keys 5, 6, 7 & 8.
Users of Spectrum 48K/128K Plus or Plus Two may use the
normal cursor keys and 'n' for fire or may choose alternative
keys providing they are not 'd', 'q', 'r' or 's' which are reserved
for other purposes.

Single player game? y/n

The game can be played by three players, one for each army
or by two players - one commanding both the ANZAC and
British Army. Alternatively, if single player game option is
selected, the computer commands the Turkish army and the
Allied armies may be commanded by one or two players.

Scenic option ? y/n (only available in the 128K version).
Battle sounds option? y/n

All OK? y/n


3. THE SCENARIO
The game begins on 8 August 1915, five months after the
Gallipoli Campaign started, with the arrival of fresh British
troops, for the final attempt at a breakout. At Anzac Cove the
beach-head is a shallow crescent of 2 km long, its entrenched
position enclosing fewer than 160 hectares in which there are
40,000 ANZAC soldiers under Birdwood's command. At
Suvla Bay 20,000 British soldiers have landed under
Stopford's command on 7 August and find the area weakly
defended. In the Suvla Bay and Anzac Cove sectors there are
22,000 Turkish troops who are well entrenched. As soon as
news reaches the Turkish Headquarters, additional reserves
are diverted into the area as follows:-
4,000 in the North East - Turn 4 - 9 August (morning)
4,000 in the South East - Turn 4 - 9 August (morning)
16,000 in the S. Eastern Area - Turn 11 - 11 August
(afternoon)
After Turn 11 46,000 Turkish troops will have been committed
to the battle against 60,000 of the ANZAC and British Allies.


4. VICTORY CONDITIONS
In this game, the player or players commanding the ANZAC
and British forces have the opportunity to show the
leadership, coordination and resolution that was singularly
lacking among senior officers in the Gallipoli campaign.
Rapid and decisive action is required to achieve the
objectives of the mission before the end of the game. Outright
victory for the Allies may be gained in one of two ways:-
(a) By occupying the major Turkish ammunition depot
    (23/26). The depot square must be occupied with at least
    2,000 troops, either ANZAC, British or both. If there are
    Turkish troops on the same square, the Allies must
    outnumber the Turks by more than 2 to 1.
(b) By deploying more than 10,000 troops close to the shore
    of the Dardanelles, so as to obtain effective control of the
    area. The area extends from column 12 eastwards and
    from row 25 southwards. If there are any Turkish troops
    in the area, the Allies must outnumber the Turks by at
    least 5 to 2.
The Allies will be defeated if:-
(c) The Turks drive the Allies west towards the beaches of
    Suvla and ANZAC, (this is what eventually occurred at
    Gallipoli in December 1915) if there are no Allied units in
    column 6 or to the east of it.
(d) If none of the above conditions are satisfied, either side
    may gain victory by inflicting more than 50% casualties
    on the other side causing them to evacuate or surrender.
    If neither side is able to gain victory by the end of the
    23rd turn, the game ends inconclusively.


5. THE DISPLAY
The screen displays the north-east section of the map
illustrated below. To examine the whole map move the cursor
to the edge of the screen and the display will scroll.

The units are displayed on the map using these symbols:-

		[see GALLIPOL.GIF]
	British		ANZAC		Turkish

Although the reinforcements at ANZAC comprised
Australians, British and Ghurkas, they are all represented by
the ANZAC symbol, under the command of the ANZAC
player. If there is more than one unit on a square, only one
unit is displayed. The way to find out details of all units on a
square is described later under 'Rostering'.


6. ADVANCE PHASE OPTIONS
Order of play is (1) the ANZAC, (2) British and (3) Turkish.
When it is your turn you can advance as few or as many of
your units as you wish, in any order. First move the cursor to
the unit you wish to give a command to. The command
options are as follows:-
Advance = See 6.1 below.
Digging in = d
Rostering = r
End phase (quit) = q

6.1 Advance
Move the cursor until it is on the unit symbol. Press 'Fire'
(key 'n'). The details of the unit are then displayed at the
bottom of the screen and the screen border turns blue.
Unit details comprise:-

(a) The unit symbol.
(b) Its strength (number of men).
(c) Its morale, on a scale from 0 to 9.
(d) An arrow to show the direction in which it is facing.
(e) A symbol to show if it is entrenched.
(f) A number of 'stars', from 1 to 4, to show its level of
    fighting capacity as is described in section 13.
    Move the cursor to the destination you wish the unit
    to go to and press 'Fire'. The unit symbol moves to
    the new square and the border of the screen turns
    white (or black, if at night). When moving, your unit
    may possibly enter an enemy zone of control. The
    zone of control (or ZOC) includes a square
    occupied by an enemy unit and all adjacent
    squares. Your movement in an enemy ZOC is
    restricted because of their fire. You may enter a
    ZOC, even if you cannot see that the enemy is there.
    If this occurs, the 'Enemy Zone' message flashes
    below the map. If you attempt to move a unit more
    than the permitted number of squares, the message
    "Too far" appears. If you move a unit that has already
    been moved that turn, the message "Already
    moved" appears. If you start to advance a unit and
    then decide not to advance it, move the cursor back
    to the square and press 'Fire'. You will be able to
    move it later in the turn if you wish.

Each map square represents a 600 metre square of
terrain. For each turn, which represents a period of 8
hours, the units move as follows. Each unit has a
movement point allowance according to its type (see
section 13):-

TYPE	BY DAY	BY NIGHT
*	10	5
**	9	4
***	9	4
****	8	4

These points are expended according to the terrain of
the square the unit moves on to:-

TERRAIN                         POINTS COST
Open ground, river, town             1
Salt marsh                           2
Hilly ground                       2 - 4

The cost on hilly ground depends on how much of the
square is covered by hills and low hills.

6.2 Digging In.
Instead of advancing a unit, you may order it to dig in. If
the square is already trenched and the unit is Turkish,
the command to dig in makes it build a roof over the
trench. Trenches are permanent and can be occupied
later by other units of the same army or the enemy army.

6.3 Rostering
If you have several units on the same square and you
want to know their details, move the cursor to the square
and press key 'r'. The details of each unit on that square
are then displayed in order. When all details have been
displayed the message "Roster complete" appears. Note
that rostering a square does not reveal details of any
enemy units that may be present. When advancing a unit
as described above, the unit advanced is the first (or
only) one of your units on the roster. To advance any
one unit when there is more than one unit on the square,
move the cursor on to the unit symbol and press 'r'. Then
while the roster is in progress and at the point when the
details of the required unit are being displayed, press
'Fire'. Rostering will stop at this point, the border turns
blue and you are then able to advance the selected unit.


7. BATTLE PHASE OPTIONS
Battle phases occur only during day-time. There are three
such phases, one for each army, as for advancing. What
happens depends on whether you are playing the 'Map' or
'Scenic' versions.

7.1 Map option
Units may engage in battle with any enemy unit that is on
an adjacent square (including the diagonally adjacent
squares). If you decide to fire at an enemy unit, the
enemy unit invariably fires back. If your unit is a weak
one, it might be better to 'lie low'. However, if you are
firing from high ground (magenta or magenta/green) at
a unit that is on low ground (green or yellow), you inflict
30% additional casualties owing to the advantage gained
from your height. If you are dug in and your opponent is
not, there is an extra 20% advantage to you.

To fire a unit, move the cursor on to the unit symbol and
press 'Fire'. The border turns red, showing that you are in
Battle Mode. Now move the cursor on to the symbol of
the enemy unit and press 'Fire' again. The border turns
yellow. The effects of the exchange of fire are now
calculated, taking into account the numerical strength of
each unit, its level of fighting capacity (see section 13.1)
and the cover (see section 14) it has from the nature of
the terrain and the trenches (if any). The results are
displayed at the bottom of the screen, in the 48K version
and in addition in the 128K version, the map scrolls to
show the location of each pair of combatant units in turn
by flashing their symbols. If there is more than one
enemy unit on the square into which you are firing, the
results of exchange of fire between your unit and each of
the enemy units is calculated and displayed in turn. If
you have more than one unit on a square and wish to fire
one or more of them, select the required units by using
the rostering routine, as described earlier.

Units which suffer high casualties in a turn are forced to
retreat (see 'Morale' section 13.2). A message to that
effect is displayed and the unit is automatically moved
one square in the opposite direction to the way it was
facing. This may possibly take it on to another square in
range of another enemy unit or even on to one already
occupied by the enemy, in which case it may be
engaged again! If a unit is forced to retreat but is unable
to do so because it is next to the sea or on the edge of the
map, it surrenders and is eliminated from the game.
If you have selected the 'single player' option, a message
"Turkish army attacks" appears when it is the Turkish
turn and the results of these engagements are displayed.

7.2 Scenic Option (available only on the 128K version)
The computer checks through your units to find those
which are close enough to engage in combat. Only if one
or more units are able to engage in combat, will the
battle phase proceed. The computer selects one unit at
random and the details of this unit and its opponent are
displayed. For the battle phase you represent a soldier
belonging to this unit. You are to fire at soldiers of the
enemy unit. The message "Prepare to fire" appears and
indicates whether you are to fire a rifle or a machine gun,
which is more effective. Next, the top section of the
screen displays one of the three scenes: (a) looking
down Shrapnel Valley toward the Aegean Sea; (b)
looking across the Apex toward the summit of Chunuk
Bair; (c) a view near Hill 60. Hidden among the scrub or
behind the parapets of sandbags are 10 enemy soldiers.
Their positions are chosen at random each turn. Two of
them are armed with machine-guns. Shooting begins
with a flash on the screen as one of the enemy soldiers
fires at you. This provides a target for your first shot. As
soon as the enemy has fired, a message (in blue on cyan)
appears to inform you of the result of this shot. Results
may be:-
Wide Shot - the enemy did not know where you were and
missed widely.
Missed - the enemy took careful aim but missed you.
Target Killed - you have been killed and miss one shot
while a companion from your unit takes your place in the
firing line. You represent this soldier in future.
Target Wounded - You were hit and from now on your
firing is less accurate. If you are wounded three times it
counts as being killed.
Panicked - The shot did not hit you but came so close
that you were scared and miss your next turn to fire. If
you are panicked twice this counts as being wounded.
Behind Cover - In the open the shot would have hit you
but since you are under cover, you are protected and
unharmed.
When the message has cleared from the screen a
flashing cursor appears. This is your gunsight. Use the
cursor keys or joystick to move the cursor to where you
saw the enemy's fire coming from. As you move the sight
you may find that it wavers occasionally, as would a real
gunsight being aimed under battle conditions. When the
gunsight is on the enemy's location, press 'fire' (usually
key 'n'). The computer works out the results of your shot.
Messages are displayed in blue on yellow. The
messages are the same as above, indicating the same
degree of damage on the enemy. The computer
calculations are based on the performance of a real rifle
or machine-gun and also takes account of:-
(a) The fighting capacity of the unit (its type, section 13.1).
(b) The range of the target. The lower down the screen,
    the easier is it for you to hit the enemy and the easier
    it is for the enemy to hit you!
(c) Whether the firer is wounded.
(d) If the target is in cover and what kind of cover.
The engagement consists of 20 shots on either side.
Note that if you do not fire within a given period of time,
you lose the opportunity, the cursor disappears from the
screen and the enemy fires at you again.
At the end of this phase the numbers wounded and killed
on both sides are scored to decide which side has won
the engagement. The computer then takes each of your
units in turn and if the unit has an enemy unit on the
same or adjacent square, it resolves combat taking into
account the usual factors, as in the 'map' option. The
result is then modified by the outcome of the scenic
firing. The casualty rate on one side may be doubled, or
more. Thus by skilful firing you increase enemy
casualties in all the units that your army is attacking. If
you lose the scenic battle enemy casualties are less than
usual, perhaps less than half. The losses and resulting
strengths of units on both sides are displayed at the
bottom of the screen in the usual way.
Grenades - The Turkish and Allied trenches were often
so close that hand grenades or home-made bombs
could be thrown from one trench to the other, or they
could be thrown by a soldier making his way undercover
to the vicinity of the enemy trench. During the scenic
phase watch out for the grenade symbol that may
appear at the bottom of the scene. As soon as you see
one move the cursor on to the symbol and press the
space bar and throw it back at the enemy. If you are
quick enough it will explode in the enemy trench killing
two enemy soldiers ("Direct hit"). If you are a little slower
it will simply explode in mid-air causing no casualties
("Thrown clear"). If you are too slow or fail to notice it in
time, it explodes in your trench killing you and your
companions and ending the scenic phase.
There is a scenic phase for each player. In the 'single-
player' game there is an automatic battle phase for the
Turkish army.


8. TUNNELING (available only in the map option of the 128K version)
In the Gallipoli campaign, troops on both sides dug tunnels
from their own trenches towards those of the enemy. When
the trenches were completed, they often penetrated to within
a few inches of the enemy lines. Explosive charges were laid
and detonated, causing severe enemy casualties. As a
counter to this tactic, listening tunnels were dug in the
direction of the enemy. Sentries posted there listened for the
sounds of digging made by the enemy. Tunneling may be
begun in the Battle Phase, instead of attacking an enemy unit
by gunfire. The tunnel runs from the square occupied by the
unit to an adjacent square (but not to a diagonally adjacent
square). To initiate tunneling place the cursor on the unit
which is to tunnel and press key 't'. The unit details are
displayed and the border turns light blue for a few seconds,
indicating that tunneling has begun. If you have already
ordered the unit to tunnel during a previous turn and the
tunnel is not yet complete, the message "In Progress" is
displayed and your instruction is ignored. Once a tunnel has
been dug and the charge exploded, you may then order the
unit to dig another tunnel.

The tunnel is dug in the direction in which the unit is facing,
as indicated by the arrow in the rostering details. If you are
not sure in which direction the unit is facing, use the roster
routine (press 'r') before initiating tunneling. If the unit is not
facing in the required direction, first attack the enemy unit
situated on the adjacent square. This makes your unit face
toward the enemy's square. Begin tunneling in the next Battle
Phase.

A tunnel takes 3 turns to be completed. During that time, the
tunneling unit may leave the square as if a small working
party was left behind to complete the tunnel. However, by the
third turn, the unit which began the operation or another unit
from the same army must be present on the square from
which tunneling began. If there is no such unit on the square
at that time the operation is abandoned. A Tunneling Report
phase occurs after the Advance phases of each turn. If the
tunnel is completed and the charge has been detonated, a
report is made automatically. 95% of tunnels are successful.
The charges are exploded, inflicting heavy casualties on the
enemy. The casualty rate is 25%, with a maximum of 120 men,
for each army unit on the square. The attacked unit or units
also lose two morale points. However if they discover the
tunnel the unit's morale increases by one point. If there is no
enemy unit on the square at the third turn, the square is
checked at each subsequent turn for the rest of the game if
necessary. The charges are exploded on the next occasion
that an enemy unit is on that square and this is registered in
the next Tunneling Report phase. Note that in the single
player game the computer may cause Turkish units to build
tunnels.


9. CLOSE COMBAT PHASE
The close combat phase is available only for the map option
and concerns hand-to-hand fighting when one or more units
of opposing armies are on the same square. Close combat is
resolved by the computer. The screen first displays the
location of the square and the details of units present on it.
The total number of men on each side is displayed. Results of
combat are calculated and displayed taking into account unit
strength and type. The unit which finishes the engagement
with the fewer men is forced to retreat.


10. RALLY PHASE
Troops that are more that three squares from the nearest
enemy units are 'resting' and their morale is increased by one
point each turn, up to a maximum of 6.


11. TURN END
At the end of each turn the strengths of each unit are reduced
to take account of attrition due to shelling, shrapnel and the
hardships of war in general. The attrition rate for the Turkish
army is 1.2% each turn while that for the Allies is 1.8%. The
difference allows for the relative lack of cover and the chronic
shortage of fresh drinking water and medical facilities on the
Allied side. The total strengths of the Allied armies and of the
Turkish army are then calculated and displayed. The
computer checks the strengths and positions of units to find
out if either army has won. If neither side has won you may
either continue or end the present session by saving the
details of the game to tape.


12. SAVING THE GAME
Keying 's' at the end of a turn will save the current state of play
to tape in order that you may continue the game at a later
date. Follow the instructions on the screen.


13. FORCES
This campaign was fought by infantry armed with rifles and
bayonets and a few machine-guns. There was little artillery
and this did not play a decisive part in the fighting because of
the rough nature of the terrain. More significant was the
shelling from naval guns. The British Navy off the west coast
of Gallipoli and the Turkish Navy in the Dardanelles, were
both able to shell any part of the peninsula.

Military organization during the campaign was extremely
confused, which is why the units are not given the names of
any particular regiment or battalion. Particularly in the
fighting around ANZAC parties of men frequently became
detached from their regiments, fighting independently and
often joining up with similarly detached parties from other
regiments. The situation was fluid and for this reason the
game is played with units each representing 2 battalions
(2000 men).

13.1 Fighting capacity
The units have four levels of fighting capacity:
(a) Low:  exhausted after 3 months at ANZAC. Move
    up to 8 squares per turn on open ground. Most
    ANZAC units are of this type.
(b) Average, slightly fatigued:  Move up to 9 squares
    per turn. Turkish troops at ANZAC and those
    arriving from Helles.
(c) Average, fresh:  Move up to 9 squares per turn.
    ANZAC reinforcements and Turkish troops arriving
    from the east.
(d) Well-trained, fresh units:  Move up to 10 squares
    per turn. British troops at Suvla.

The fighting capacity is one factor affecting the number
of casualties a unit is able to inflict on the enemy during
one turn. Any number of units may be located on the
same square to allow for a build-up of strength in any
required area. The Turkish army was also armed with
hand-grenades but the Allies had virtually none. ANZAC
units often used home-made 'bombs' contained in used
food-cans but these were not particularly effective.
Combat with grenades is included in the 'scenic' battle
phase.


13.2 Morale
The mental condition, or morale of a soldier is as
important as his physical condition. In this game the
general morale of a unit is rated on a scale ranging from
0 to 9. Most units begin the game with average morale,
level 5. The exceptions are the ANZAC units which have
just outflanked the Turkish lines and have a morale of 7.
Morale can be raised or lowered by events occurring
during the game. The morale of a unit determines the
level of casualties required to cause the unit to retreat
after combat. A unit of average morale (5) retreats if it
loses 20% or more of its strength during a single
exchange of fire. A unit of low morale (2) retreats if it
loses more than 5%.


14. COVER
It is an important feature of the game since units that are
under cover receive a degree of protection from enemy fire.
There is no cover for a unit in the open (low ground, beach,
salt lake) but a certain amount of natural cover is provided by
hilly ground. Better cover is provided by trenches. Certain
squares of the terrain are already trenched at the beginning of
the game. These include ANZAC perimeter and all squares
that are occupied by Turkish troops. Some unoccupied
squares behind the Turkish lines are also trenched from
previous fighting. There are a few other trenched squares
elsewhere. Units are able to dig trenches in any square. The
Turks, having an ample supply of timber, which the Allies
lacked, are also able to gain considerable further protection
by roofing their trenches. Once a square has been trenched
and possibly roofed, it remains so for the rest of the game. A
unit entering a square that is already trenched gains the
protection of the trench immediately.

The rugged nature of the terrain, the smoke from burning
vegetation and the fact that troops were often entrenched,
meant that visibility was limited. In this game a unit is able to
see an enemy unit only if it is on the adjacent squares
(including the diagonally adjacent squares). When the map is
displayed for a given commander, it shows all the
commander's units, but only those enemy units that are on
squares adjacent to squares occupied by the commander's
units.


15. HISTORICAL BACKGROUND
The Dardanelles Campaign, 1915
At the beginning of 1915 it was realized by the Allied
command that the trench warfare against Germany in
Western Europe was to be a long and costly undertaking.
Both sides were well entrenched and the possibility of rapid
gains on either side were remote. Reacting to the situation
Field Marshal Lord Kitchener and others devised a plan to
break the stalemate. Their ingenious plan eventually resulted
in the Dardanelles Campaign.
Turkey was an ally of the Germans and, as such, was a
menace to the British forces in Egypt. In addition Turkey had
a stranglehold on the route through the Mediterranean and
the Dardanelles to the Black Sea and Russia. The Russians
were fighting the Germans on the Eastern front. To send
supplies to their Russian ally, France and Britain had to use
northern sea-routes which were ice-bound for much of the
year. Gaining control of the Dardanelles would open a
reliable route to Russia, would sever the route between
Turkey and Germany and would force Germany to divert
troops from the Western Front in order to aid Turkey. Finally,
it was thought that the defeat of Turkey would bring the
Balkan States into the war on the Allied side. In one campaign
much could be achieved with relatively little effort. The Great
War would be brought swiftly to an end.

Winston Churchill, First Lord of the Admiralty, was looking
for a plan which would allow the Allies to take the initiative.
His friend whom he had appointed First Sea Lord, Admiral
Lord Fisher, proposed that the Royal Navy assembled a task
force to steam up the Dardanelles, which was heavily
fortified,  to  mine the  channels and to bombard
Constantinople into submission.

The Task Force was to consist of 12 battleships, 3 battle-
cruisers, 16 destroyers and a vast armada of auxiliary craft
such as minesweepers. On 19 February 1915 the Royal Navy
started their attack which continued through February until
March. On 18 March a major attack was launched with six
battleships and the French squadron. As the ships
manoeuvred into position in the narrow channel they were
caught by the Turkish guns. The Bouvet was sunk and shortly
afterwards two battleships hit mines and sunk. The losses
reverberated around London and it was decided that it was a
job for the Army.

Various sites were selected for landing including a landing by
British troops at Helles, at the southern tip of Gallipoli. The
Australian and New Zealand Army Corps were to land near
Gaba Tepe (column 3/row 21, of the map). From there they
were to make their way across the plains and low hills of the
narrow waist of Gallipoli to the shores of the Dardanelles, less
than 8 kilometres away. This action would cut off the lines of
retreat of Turkish troops in the southern sector of the
peninsula and be a vital factor in gaining control of the area.
From the very beginning this brilliant concept was doomed
because of ineptitude and incompetence among the higher
ranking officers and from sheer lack of preparation. Instead
of being put down on a wide beach with easy access to the
plains beyond, the ANZACs were landed further north at Ari
Burnu, later to become known as Anzac Cove. Here on 24
April 1915 they found themselves on a narrow beach
dominated by rugged shrub-covered hills. These hills were a
confusing maze of deep gullies, providing ideal cover for
Turkish snipers. The plans for a rapid advance were
immediately thrown into disarray. There were few Turkish
troops in the region but, the next day, reinforcements arrived
and the ANZAC position was soon surrounded by a well
entrenched, well supplied and very determined enemy.
During the succeeding months the heat, the severe shortage
of water and ammunition and the poor diet provided gruelling
conditions for the ANZAC forces. The battle was fierce and
casualties on both sides were high. Yet because of the nature
of the terrain, little ground was gained or lost on either side.
By August 1915 after 4 months of ferocious fighting, the area
occupied by the ANZACs amounted to only 160
hectares. What was to have been a lightning blow against the
Turks became trench warfare just as burdensome, costly and
ineffective as any or the Western Front. At this point it was
clear that a new tactic had to be adopted.

The August Offensive
The preparations for the offensive included the landing of
reinforcement at ANZAC. These were Australians, British
and Gurkhas, who were brought to shore secretly during
successive nights at the beginning of August. Each morning,
before dawn, the troop carriers withdrew to stations beyond
the horizon. The Turks were unaware of the massive increase
in the forces at ANZAC. The reinforcements were fresh, but
many of them had been wounded in earlier fighting and were
being returned from recuperation in hospital camps in Egypt.
General Birdwood had proposed that the ANZAC forces
should attempt to break out of their position at a weak point at
the northern end of its perimeter. The Turks considered that
the extremely hilly and rough terrain in that region was
sufficient to contain the ANZACs. For that reason they had
few troops in that region. According to General Birdwood's
plan, two columns of men were to make their way from the
northern tip of the ANZAC position under cover of darkness.
They were to outflank the Turkish lines and then to turn and
climb to the unoccupied commanding heights behind the
Turkish lines. Progress on this mission was hampered by the
darkness, by difficulties of the terrain, by the fact that the
topography of the area was largely unknown to the assault
force and by the sheer weariness of many of the troops after
three months of hardship. The advance did not go according
to plan. Some units lost their way. Most were delayed and did
not reach their objectives before dawn. This gave the Turks
time to mount a counter-offensive.
The game begins in the early morning of 8 August with the
majority of the 40,000 ANZAC troops still inside their 160
hectares of hard-won ground. A diversionary attack toward
Lone Pine (column 7/row 20) was quickly met by the Turkish
army. A fierce battle began there and was to last for several
days. The ANZACs had reached Table Top (column 8/row
16) and had dug in there. This was not their final objective, but
they were unable to advance further. The main objective, the
summit of Chunuk Bair (10/17) had been taken by the
Wellingtons, but the support they required was not reaching
them. Heavy fire from the Turks entrenched on Hill Q (11/17)
and Battery Hill (9/18) made it difficult for adequate numbers
to reinforce Chunuk Bair.
Meanwhile, 20,000 British troops had completed a landing in
the Suvla region, though not entirely according to plan. This
was intended as a subsidiary operation to establish a base at
Suvla for all forces in the area. Fortunately for the British, the
area was guarded by only 1,500 Turkish troops who withdrew
after a few light engagements. However, no attempt was
being made by the British to secure their position by
occupying the heights which dominated the Suvla plain.
Thus the morning of 8 August finds the British still in the
vicinity of the beaches of Suvla Bay.

Victory in sight
On the morning of 8 August, the New Zealanders on top of
Chunuk Bair could look eastward to the Dardanelles coast on
the far side of Gallipoli. Had the support been forthcoming
both from the British and from other ANZAC forces, the
advance to the Dardanelles might have been achieved. The
way to the Black Sea would have been opened. The Great
War would have been brought quickly to an end, with the
saving of millions of lives. Unfortunately, the required
support was not forthcoming. The Turks counter-attacked
and Chunuk Bair had to be evacuated. The chance of victory
never came again.
