[spoiler=pelagosa july 28th to august 4th]So, the order will be Pelagosa, Lusitania, Riga. Pelagosa, July 28, 1915
As much as the Italians were struggling at Isonzo, their Regia Marina was also struggling. The entrance of Italy signing the London treaty caused a quick bombardment from the Austrian navy in Italy. However, the submarines would soon dominate the Mediterranean, and the Austrians would be reduced to a "Fleet in Being", as would the Italians. This stalemate was not predicted yet though, and the commander of the Italian Navy wanted to take the islands Pelagosa and Lagosta to set up a lookout for further Austro-Hungarian assaults.
Pelagosa was taken without resistance. However, the Italians had now lost both the Amalfi and Garibaldi to submarine attacks and decided that it was too expensive to continue naval operations so Lagosta was abandoned. Pelagosa was attacked on July 28 and then again on August 17, when the water cistern was successfully destroyed, causing immediate Italian evacuation.
This tournament isn't actually about this operation though. The commander of the Italian navy was Prince Luigi Amedeo, a Duke of the Savoy line. Unfortunately, this is the last chance I will have to write about him, since the next interesting Italian naval battles are in 1917, when the new commander is Paolo Thaon, now known as Duca del Mare, Duke of the Sea. In July and August 1915, these 2 corresponded frequently, so we know that Thaon disagreed with the Pelagosa plan.
18 Start Round One: Kings of Sicily, Sardinia and Italy The Savoy line is one of the eldest and most successful dynasties of Europe and are most famous for becoming Kings and uniting Italy. 4 games, Unification Italy, Italy 6 Player Terminator, Flat Rate, Fog, Trench, Chained, 100 Rounds
Round Two: King of Spain Luigi was born in 1873, the same year his father abdicated the throne of Spain, which he had held since 1870, after Isabella II's deposition. 1 game Iberia, 6 Player Terminator, Flat Rate, Fog, Trench, Chained, 100 Rounds 12 Continue
Round Three: Exploring Eritrea and Somaliland Eventually Luigi would be instrumental in negotiating treaties for Eastern Africa, but for now (Early 1890s), he was just a young man with wide eyes and wanderlust. 5 games Africa, Africa II, Eastern Hemisphere, 6 Player Terminator, Flat Rate, Fog, Trench, Chained, 100 Rounds
10 Continue
Round Four: The Mountaineer Luigi began climbing in the Alps, but eventually set his goal on Mount St. Elias, which is the second highest mountain in both Canada and the United States. He was the first recorded person to summit it, being in 1897. This is one year after gold was discovered near Dawson City (about 400 KM away). Like a proper gentleman, he paid no heed to the ravenous stampeders, and totally ignored the Klondike Gold Rush. 4 games King of the Mountains, District of Alaska 5 Player Terminator, Flat Rate, Fog, Trench, Chained, 100 Rounds
8 Continue
Round Five: A Polar Expedition In 1899, he left for the North Pole but lost two fingers and returned. The expedition was successful without him though. 8 games, Arctic, 8 Player (Terminator, Assassin, Standard); (Flat Rate, Escalating) Fog, Trench, Chained, 50 Rounds
Epilogue: Pelagosa would become an Italian island again after the war. World War II would see it become Yugoslavian. It is now part of Croatia, and tourists can visit (there are two rooms to stay in).
-- DY[/spoiler]
“Life is a shipwreck, but we must not forget to sing in the lifeboats.” ― Voltaire
The great August 6th Offensive on Gallipoli will be marked with a barrage of five tournaments. You will need 14 tokens if you intend to join all five. One week's notice given.
“Life is a shipwreck, but we must not forget to sing in the lifeboats.” ― Voltaire
pamoa wrote:I got one big regret about this event I planed to participate every battle (tourney) But as you don't get any recognition for participating Players not playing the event but only maps that gives "canons" are better placed in ranking I propose you give once per battle a good soldier "helmet" medal and that retroactive
i would partake in more tourneys as well, but rarely have the required great war tokens. the maps that drop them are too restrictive. i understand wanting to keep them "WW1 themed", but for many players (like myself), i'm sure they don't play those maps very often.
De gueules à la tour d'argent ouverte, crénelée de trois pièces, sommée d'un donjon ajouré, crénelé de deux pièces Gules an open tower silver, crenellated three parts, topped by a apertured turret, crenellated two parts
pamoa wrote:I got one big regret about this event I planed to participate every battle (tourney) But as you don't get any recognition for participating ... I propose you give once per battle a good soldier "helmet" medal and that retroactive
I would partake in more tourneys as well, but rarely have the required great war tokens. The maps that drop them are too restrictive. I understand wanting to keep them "WW1 themed", but for many players (like myself), i'm sure they don't play those maps very often.
Dukasaur wrote:... Helmets have been given out in some tournaments, rather inconsistently. In a few cases, like La Première Bataille de la Marne, they were added to the top prizes as a type of sweetener. More recently, like in Battle of Cocos which will launch later today, a helmet prize was randomly assigned to a non-winning position. This is a rather severely modified implementation of pamoa's suggestion. ...
Well I give up I won't chase cannon tokens any more Really too painful to get
De gueules à la tour d'argent ouverte, crénelée de trois pièces, sommée d'un donjon ajouré, crénelé de deux pièces Gules an open tower silver, crenellated three parts, topped by a apertured turret, crenellated two parts
Are there any updates on what helmets are going to be used for? I've also found it quite hard to get cannon tokens over the past few weeks, playing several poly(4) games on all the maps listed.
waauw wrote:Ditto. Any way to increase your chances in getting cannon tokens?
Play larger games. 12-player games on the specified maps drop 100% of the time. The smaller the game, the lower your chances. I have cannon tokens coming out of my ass, because I play a lot of 12-player games.
Unfortunately, I don't have anything to do with the distribution system. The cannon tokens just piggyback on the star-dropping mechanism. I'd like to see that tweaked, but I'd need some time into, first, understanding the star-dropping formula better, second, coming up with a serious proposal for how to change it, and third, selling it to BW. The second part is the hardest of the three, I think. I know the current system excessively rewards people for playing larger games, but I'm not sure what I'd want to reward instead. Something I'd like to change in time, but I have a lot of projects on the go, both in R/L and online, and this is not high on the urgency list.
One thing that is somewhat higher on the urgency list, is coming up with a new list of maps for the cannon drops. Originally I planned to bring a new list of maps every two months to keep it fresh, but it's just one more thing that I would like to do but haven't had time for. Of course, the summer of 1915 is all about Gallipoli, with its whole ANZAC-cultural-awareness vibe, so we may as well leave the current batch up for a few more weeks. But if someone wants to propose a new list of token dropping maps for the end of August, I'm all ears. I think now that the war is worldwide, we could definitely throw World 2.1 in there, which is a very popular map, but I'd also like to have some other people give input on this, so we come up with a list of 8 to 10 mid-to-high popularity maps for the next quarter. Of course, they need to have some kind of a logical tie-in to World War I.
iAmCaffeine wrote:
waauw wrote:Ditto. Any way to increase your chances in getting cannon tokens?
Ideally without having to join 8+ player games which take two weeks to fill and you play a turn every four days.
This complaint I honestly don't understand. It's not like you're a freemium trying to free up a slot. If a game takes a few weeks to fill and a few weeks to play, what's the rush? You know they'll start eventually, and you know your turn will come eventually.
Hell, if I had to take a turn every single day in all of my current 80-something active games, I'd have to quit my job. Thank God that my turn only comes around once every three or four days in some of them!
iAmCaffeine wrote:Are there any updates on what helmets are going to be used for?
I have this vague idea that I'd like to use them for some really exclusive tournaments, with some really cool real-world prizes. I'm thinking stuff like actual World War I insignia that was actually worn, or some real world medals, or maybe a real bayonet that was actually used in combat. Of course, this is all depending on finding some war memorabilia dealer that's willing to donate some prizes in exchange for some exposure here, and I haven't even started exploring the options for that.
Luckily, there's no rush. This is a four-year event, and this is only the first year. For now, stuff like the zeppelins and helmets can build up, and we have plenty of time to refine the ideas. Even if I had all the ideas fleshed out (and I for sure don't!) I wouldn't be announcing all of them in the first year. We have to have some feeling that there's more to look forward to in the future.
“Life is a shipwreck, but we must not forget to sing in the lifeboats.” ― Voltaire
playing around at least 30 rounds a day I didn't manage to get enough cannon tokens to be able to play all WWI «battles» a quick way to «increase» cannon tokens is to lower the asked number to enter from 2 to 1 or 3 to 2 another way is to think you don't need all of us to keep your idea alive
De gueules à la tour d'argent ouverte, crénelée de trois pièces, sommée d'un donjon ajouré, crénelé de deux pièces Gules an open tower silver, crenellated three parts, topped by a apertured turret, crenellated two parts
waauw wrote:Ditto. Any way to increase your chances in getting cannon tokens?
Ideally without having to join 8+ player games which take two weeks to fill and you play a turn every four days.
This complaint I honestly don't understand. It's not like you're a freemium trying to free up a slot. If a game takes a few weeks to fill and a few weeks to play, what's the rush? You know they'll start eventually, and you know your turn will come eventually.
Hell, if I had to take a turn every single day in all of my current 80-something active games, I'd have to quit my job. Thank God that my turn only comes around once every three or four days in some of them!
There is a limited time that tournaments are open for, meaning I have less time to get the tokens required. If a game is going to take longer to fill and complete, that reduces my chances of getting into the tournament.
Dukasaur wrote:I have this vague idea that I'd like to use them for some really exclusive tournaments, with some really cool real-world prizes. I'm thinking stuff like actual World War I insignia that was actually worn, or some real world medals, or maybe a real bayonet that was actually used in combat. Of course, this is all depending on finding some war memorabilia dealer that's willing to donate some prizes in exchange for some exposure here, and I haven't even started exploring the options for that.
Luckily, there's no rush. This is a four-year event, and this is only the first year. For now, stuff like the zeppelins and helmets can build up, and we have plenty of time to refine the ideas. Even if I had all the ideas fleshed out (and I for sure don't!) I wouldn't be announcing all of them in the first year. We have to have some feeling that there's more to look forward to in the future.
Sounds good, and I especially agree with the latter point of waiting.
There's another interesting perspective regarding the autotourneys and the tokens. Starting with the DORA tournament on December 17th, I started adding tokens to the prizing for the tournaments. Typically the top four, but sometimes just the top two or three in really small tournaments or the top five or six in really big tournaments, get some of their entry tokens back. Including DORA (and not counting the Nasiriyeh speed tournaments) there have been 146 autotournaments on 47 templates. 84 of those are still ongoing, or about 57%. There was a real "hump" in the frequency of new tournaments, starting with Worldwide Warfare Week on April 20th, and running to late June. Most of those are still active, something like 65 of 80. Altogether, I'd say something like 600 cannon tokens are tied up in the prizing of tournaments that are still ongoing. A lot of difficulties, both from the organisers' point of view and from the players' point of view, rests in the fact that the war was so "front-loaded" with so much of the action taking place early on. As more and more tourneys wrap up, a lot of players will recoup the cannons the "invested".
Anyway, the raw numbers I looked at this morning:[spoiler=autotourneys from dora to pelagosa](number completed/number launched) abbreviated name of tourney 3/3 dora 4/4 christmas 3/3 rio de oro 0/4 race to the sea 4/4 sandfonteindo3 3/3 black sea raid 1/3 galicia-lemberg 1/3 coronel 3/3 bergmann 4/4 first przemysl 4/4 basra 3/3 champagne 2/2 cocos 0/2 maritz 2/3 lodz 0/3 bees 4/4 givenchy 3/3 scars & harts 0/5 ardahan 0/3 kolubara 0/3 falklands 6/6 bolimov 0/3 anzac 5/5 qurna 0/3 dogger 0/3 suez 6/6 second masurian 0/3 initial dardanelles 0/2 second przemysl 0/3 angola 0/3 neuve-chapelle 0/2 narrows 0/2 togoland 0/2 shaiba 0/5 second ypres 0/2 krithia 1/2 eski-hissarlik 0/3 kamerun 0/2 gorlice-tarnow 0/3 artois 0/4 amara 0/1 festubert 0/3 first isonzo 0/1 gully ravine 0/3 achi baba 0/3 second isonzo 0/2 pelagosa[/spoiler]
“Life is a shipwreck, but we must not forget to sing in the lifeboats.” ― Voltaire
On August 6th we will be commemorating the great August Offensive on the Gallipoli peninsula. This was the last serious attempt by the Allies to break the deadlock on Gallipoli and actually accomplish their objectives. After the failure of the August Offensive, it would be four more months before the Allies would finally admit defeat and evacuate Gallipoli. During those last four months they made no more real attempts to win and were simply stuck in a state something like Limbo or Purgatory -- unable to see a victory, but stubbornly unwilling to admit defeat, they would simply sit in their positions and fight, neither forward, nor back.
The August Offensive centred around a brand new landing of British and French troops at Suvla Bay. Allied Commander-in-Chief Ian Hamilton had a fairly good idea, making diversionary attacks from the old beachheads at Anzac Cove and Cape Hellas to cover the new invasion. Unfortunately, all three were bungled. In the north, the Allies landed almost unopposed and could have scored a spectacular victory. Unfortunately, the Suvla Bay invasion was in the hands of Sir Frederick Stopford, quite possibly the most pacifist general in the history of war, who seized the Bay and then procrastinated for two weeks about moving forward, squandering his initial advantage and giving the Turks all the time in the world to bring up reinforcements. Meanwhile, in the south and centre, the exact opposite was happening. General Street at Cape Hellas and General Birdwood at Anzac Cove were apparently not told that their attacks were just diversionary, and they launched brutal all-out attacks, losing thousands of men for tiny gains of territory.
After this, the Allies would enter four months of Purgatory, but first, they would spend fifteen days in Hell.
(In some sectors the fighting died down in four days or eight days. Only in a few areas did it continue to August 21st. Nonetheless, I've used a bit of poetic license here and expanded the "15 days" idea across the whole Offensive.)
We have five major tournaments here for you. Here's how they break down. First, north to south in terms of command area:
North (General Stopford's Anglo-French landing at Suvla Bay)
Suvla Bay
Centre (General Birdwood's Anzacs)
Chunuk Bair Battle of the Nek Battle of Lone Pine
South (General Street's Anglo-Indian forces at Cape Hellas)
Battle of Krithia Vineyard
Second, in terms of Conquer Club gameplay: All Assassin: Battle of Krithia Vineyard Terminator and Standard on site-default setting (SoC-style games): Battle of Lone Pine 1v1 bracket on tough maps and settings: Battle of the Nek All Polymorphic: Chunuk Bair Multiplayer Standard: Suvla Bay
Suvla Bay and Battle of the Nek are freemium-exemption tournaments. The other three are premium-only.
In terms of authorship, Suvla Bay is by [player]JamesKer1[/player], Chunuk Bair is by [player]waauw[/player], Battle of the Nek is by [player]DoomYoshi[/player], and the final two are by yours truly.
Now, the finer details: [spoiler=Suvla Bay]The landing at Suvla Bay was an amphibious one, made on the coast of the Gallipoli Penninsula as part of the August Offensive (the final British attempt to break the deadlock of the Battle of Gallipoli). This landing, which commenced on the night of August 6th, 1915, was intended to support a breakout from the Anzac sector. Despite facing only light opposition, the landing at Suvla Bay ended in a stalemate due to mismanagement quickly from the onset, much like that on the Anzac and Helles fronts. On August 15th, British commander Lieutenant-General Sir Frederick Stopford was dismissed due to his inactivity and indecision. His performance in command was one of the most incompetent feats of generalship of the First World War.
Tournament Details:
24 Players, Freemium Friendly
Round 1: Amphibious Landing on the Gallipoli Penninsula 2x 4 Player Games, One Gallipoli and one Land and Sea. Randomly Assign No Spoils or Flat Rate. Both Sunny, Non-Trench, Chained. 30 Round Limit. 24 Move On
Round 2: Initial fighting at Gallipoli 2x 12 Player Games, Both Siege!. Flat Rate Spoils, 30 Round Limit, Fog, Chained 24 Move On
Round 3: The Stalemate Begins... 2x 8 Player Games, Knights (side note- if someone asks if this was an intended pun they definitely deserve a medal! ), Trench, Fog, No Spoils, Adjacent, 30 Round Limit 24 Move On
Round 4: ... And it Continues 2x 6 Player Games, Eurasia, No Fog, Trench, No Spoils, Chained, 30 Round Limit 10 Move On, No Score Reset
Round 5: Dismissal of Sir Frederick and a Fresh Start 2x 5 Player Games, Gallipoli, Trench, Flat Rate, Adjacent, 30 Round Limit 5 Move On, No Score Reset
Round 6: (Horrendous) General Hall of Fame 2x 5 Player Games, Waterloo, No Special Gameplay, Flat Rate, Chained, 30 Round Limit
Winner Determined
-- JK1[/spoiler] [spoiler=Chunuk Bair]Chunuk Bair In the night of August 6th the New-zealand and Australian division broke out of their precarious position in the Anzac, whilst the British IX corps landed to the north. Under the command of english general Alexander Godley they led an assault on the Sari Bair range, a set of barren hills projecting in front of the coastline. The capture of the range's two peaks, Hill 971 and Chunuk Bair, would offer considerable relief to beach positions. The operation was one among several in a grand august offensive against the Ottoman empire. Objectif, break the stalemate and capture Chunuk Bair in the night of August 7th 1915.
players: 32 players requirements: Premium
round details: A covering force led an assault on an array of nearby Ottoman outposts under the dark of night: Random draw, 3 games, 32 move on, polymorphic 3, Lunar War, no spoils, chained, fog, no trench, round limit: 20
Delayed, no longer in sync with support at the Nek, a daylight offensive started their ascent: 32 start, Random draw, 3 games, 26 move on, polymorphic 2, King of the Mountains, no spoils, chained, no fog, trench, round limit: 20
Having lost 300 men, and only 100 making it to the first apex, the batallion dug in for cover: 26 start, Random draw, 3 games, 20 move on, polymorphic 2, Dawn of Ages, no spoils, chained, no fog, trench, round limit: 20
Cowered by day, a naval bombardment and new reinforcements prelude the final attack: Score reset, 20 start, Random draw, 3 games, 20 move on, polymorphic 4, WWI Gallipoli, no spoils, chained, fog, no trench, round limit: 20
August 8th at 3 am British forces reached Chunuk Bair almost unopposed: 20 start, Random draw, 3 games, 16 move on, polymorphic 2, Lunar War, no spoils, chained, fog, no trench, round limit: 20
The hill was untenable, too rocky for deep trenches, Ottoman counter-attacks were inevitable: 16 start, Random draw, 3 games, 12 move on, polymorphic 2, Dawn of Ages, no spoils, chained, no fog, no trench, round limit: 20
With 38th brigade having lost their way, Chunuk Bair came under renewed offensive August 9th: Score reset, 12 start, Random draw, 3 games, 12 move on, polymorphic 2, WWI Ottoman Empire, no spoils, no reinforcements, no fog, no trench, round limit: 20
August 10th, the 2000 British soldiers were annihilated in overwhelming Ottoman attack: 12 start, Random draw, 3 games, 8 move on, polymorphic 3, All your base belong to us, no spoils, no reinforcements, no fog, trench, round limit: 20
The 38th finally having found "The farm" lost 1000 men in further enemy advance: 8 start, Random draw, 3 games, polymorphic 3, All your Base belong to us, no spoils, no reinforcements, no fog, no trench, round limit: 20
-- W[/spoiler] [spoiler=battle of the nek]Battle of the Nek
This is one of the classic battles used as an example of the folly of war. You may remember this battle as the final scene of the movie Gallipoli. This battle was planned to go off at the same time as the New Zealanders had captured Chunuk Bair, so the heavily fortified trenches were going to be attacked from behind and the front. Since that offensive failed, and the Lone Pine diversion also failed, this was basically a suicide charge. However, the plan went forth.
Through the wee hours of the night, a naval bombardment on the Ottoman position continued. At 430 AM, it was to halt, and the waves of Australians (light horse regiments of 150 men) were to take the 27 m trip and storm the enemy trenches. The naval bombardment ended at 423 AM, meaning the Turks had already returned to their machine gun posts, as they were now expecting an offensive. The first wave went over the bags in a bayonet charge. It took 30 seconds for them to be totally eliminated. Then the second charge at 432. Then the third at 434. Finally, the last charge went, although half the men received new orders to cease this futile trip. The last wave was cut down as the previous 3.
At 445 AM, there were 372 Australian casualties, and not a single Ottoman injury. This battle is now known as Godley's Abattoir.
To represent this senseless and almost impossible battle, the settings will be senseless and almost impossible. High levels of knowledge of the toughest settings and maps on CC will be required, as well as an extreme amount of luck.
This is a single elimination, 1v1 tournament with each round best of 3. 16 players make the bracket.
All rounds have random settings, except there is no Chained Reinforcements and no Escalating Spoils. All rounds are standard except the exceptions noted below. All games are Nuclear/Zombie/No Spoils/Flat Rate; Parachute/Unlimited/Adjacent and Fog/No Fog random.
Round 1: The 8th Light Horse Regiment, led by Lt. Col. A. H. White Pearl Harbour Conquer Rome Spanish Armada
Round 2: Since the commander was dead, the second wave went without question Cricket Oasis USA 2.1 Manual/Automatic
Round 3: The 10th Light Horse Regiment, were able to dive for cover behind the bodies of their fallen comrades Stalingrad Supermax King's Court II Freestyle/Sequential
Round 4: The final round consisted only of those unlucky enough to hear the command that the battle was called off Waterloo Das Schloss Hive Trench/No Trench
-- DY[/spoiler] [spoiler=battle of lone pine]2000 Australians died to capture Lone Pine Ridge, and 6000 Ottoman soldiers died trying to take it back. Although nominally a victory, the battle of Lone Pine accomplished little except to buy one-sixth of a square mile of land at an expensive price.
This tourney features a large number of Standard or Terminator games on site-default settings (sunny chained escalating). If you love this type of game (basically, SoC-style games) you will love this tournament.
All games randomly Standard/Terminator multiplayer, sunny chained escalating. Only the map varies. Odd-numbered rounds are four games, and even-numbered rounds are five games. There is an elimination after every two rounds and a score reset after every four rounds.
Thirty players begin Phase 1: On Allied maps, it was Plateau 400. To Aussie soldiers, it was Lone Pine Ridge Map: Classic, 6-p
Phase 2: Plateau 400 overlooked ANZAC Cove to the north and Gaba Tepe to the south [bigimg]https://upload.wikimedia.org/wikipedia/commons/0/00/Anzac_plateaus_and_ridges.png[/bigimg] "Anzac plateaus and ridges" by Gsl at English Wikipedia - Transferred from en.wikipedia to Commons.. Licensed under Public Domain via Wikimedia Commons - https://commons.wikimedia.org/wiki/File ... ridges.png Map: WWI Gallipoli, 6-p
Twenty-four players continue. Phase 3: Before the war, a lush growth of Turkish Pine covered Plateau 400 Map: Third Crusade, 6-p
Phase 4: Ottoman troops cut down most of the trees to get timbers for their trenchworks Map: WWI Ottoman, 6-p
Score resets, Twenty-one players continue Phase 5: A single lone pine survived Map: Doodle Earth, 3-p
Phase 6: As part of the August Offensive, the Aussies were to take Plateau 400 Map: WWI Gallipoli, 7-p
Eighteen players continue Phase 7: The Australian 1st Infantry Division was commanded by Neville Smyth Map: Australia, 6-p
Phase 8: Smyth had won a Victoria Cross at the Battle of Khartoum Map: Eastern Hemisphere, 6-p
Score resets, fifteen players continue Phase 9: In preparation for the attack, Australian engineers dug a secret tunnel Map: Siege!, 5-p
Phase 10: The initial attack was successful, and captured the Ridge Map: World 2.1, 5-p
Twelve players continue Phase 11: That night the Ottoman forces began a counter-attack Map: AOR III, 6-p
Phase 12: For three days and four nights the battle raged http://www.sandsofgallipoli.com.au/collections/sog13.php"This beautiful collection features images from the painting The Battle of Lone Pine by the renowned Australian artist Drew Harrison. The painting was commissioned by Military Shop and was completed in late 2012." Map: Trench Warfare, 6-p
Score resets, nine players continue Phase 13: In the confusing network of tunnels, it was brutal hand-to-hand fighting Map: Draknor, 9-p
Phase 14: At a cost of 8000 lives, an area of about one-sixth of a square mile had been captured Map: Cricket, 9-p
Six players continue Phase 15: The pine tree was obliterated, but seeds were taken home by Aussie soldiers Map: Rail Australia, 6-p
wikipedia wrote:Keith McDowell, an Australian soldier of the 23rd Battalion who fought at Gallipoli, brought a pine cone from the battle site home to Australia.[5] Many years later seeds from the cone were planted by his wife's aunt Emma Gray of Grassmere, near Warrnambool, Victoria and five seedlings emerged, with four surviving. These seedlings were planted in four different locations in Victoria: Wattle Park (May 8, 1933), the Shrine of Remembrance (June 11, 1933), the Soldiers Memorial Hall at The Sisters near Terang (June 18, 1933) and Warrnambool Botanic Gardens (January 23, 1934).[2]
The tree at the Shrine Reserve was planted near the north-east corner of the building by Lieutenant-General Sir Stanley Savige, founder of Melbourne Legacy at a formal ceremony.[6] In 2005 the tree required cable bracing following the loss of a major limb and in 2012, despite measures taken to try to save the tree from the effects of disease caused by the fungus Diplodia pinea, it was removed in August.[7][8] A "grandchild tree" was planted nearby in 2006.[8] A Middle Park man, Andrew Lees, collected cones from the broken limb in 2005 and by 2015 had managed to germinate about 20 seedlings.[9]
Another soldier, Lance Corporal Benjamin Smith from the 3rd Battalion, also retrieved a cone from the battle site and sent it back to his mother (Mrs McMullen) in Australia, who had lost another son at the battle. Seeds from the cone were planted by Mrs McMullen in 1928, from which two seedlings were raised.[3] One was presented to her home town of Inverell, New South Wales and the other was forwarded to Canberra where it was planted by Prince Henry, Duke of Gloucester at the Australian War Memorial (AWM) in October 1934.[3] The AWM lone pine lost two of its large lower limbs from strong winds preceding a thunderstorm on 27 December 2008, although tree surgeons were brought in to save the historic tree.[10][11]
Both Melbourne Legacy and the Yarralumla Nursery in Canberra have raised and grown seedlings over a number of years, sourced from the tree at the Shrine of Remembrance and the Australian War Memorial respectively, which they have presented to schools as well as ex-service and other organisations throughout Australia.[12] According to plaques at its base, this pine tree at the Oatley Park Avenue entrance to Oatley Park, NSW, was grown from pine cones taken from Lone Pine, Gallipoli.
According to plaques at its base, the pine tree at the Oatley Park Avenue entrance to Oatley Park in NSW was planted in 1920 by Owen Jones Davies from pine cones obtained from Lone Pine, Gallipoli.
[bigimg]https://upload.wikimedia.org/wikipedia/commons/thumb/b/ba/Lone_Pine_tree_at_entrance_to_Oatley_Park.JPG/400px-Lone_Pine_tree_at_entrance_to_Oatley_Park.JPG[/bigimg]According to plaques at its base, this pine tree at the Oatley Park Avenue entrance to Oatley Park, NSW, was grown from pine cones taken from Lone Pine, Gallipoli. https://commons.wikimedia.org/wiki/File:Lone_Pine_tree_at_entrance_to_Oatley_Park.JPG
---
In Auckland, two trees identified as "Lone Pines" have been planted. One is a Pinus canariensis planted at Waikumete cemetery in 1961 and another is a Pinus radiata at Auckland War Memorial Museum, planted on Anzac Day in 1950.[12] A tree identified as "The Anzac Pine" stands on Te Mata Peak at Havelock North in Hawkes Bay. Although a specimen of Pinus brutia was originally planted, the current tree is identified as the species Pinus radiata.[12] Two specimens of Pinus halepensis, planted in 1951, are located at the Lone Pine Memorial at the cemetery in Taradale, and further specimens are located at King Edward Park in Stratford and Queens Park in Wanganui.[12] There is a "Lone Pine" at the Paeroa golf course, at the ladies tee, on the second hole. This tree appears to be New Zealand's only authentic Pinus brutia that can be traced back to the original pines, according to "Excerpts from NZ Journal of Forestry, May 2007". Also, in Victoria Park, Christchurch, there is a plaque which claims that the nearby pine tree was grown from a seedling of the Gallipoli Lone Pine.
The landings at Suvla Bay were conceived because the previous landing zones at Cape Hellas and Anzac Cove were showing no progress. Sir Ian Hamilton anticipated shifting the emphasis of the Gallipoli offensive northward to Suvla. However, an important part of his plan for the August Offensive was that the troops at Anzac Cove and Cape Hellas would at least try to break out from their landing zones. Their attacks were meant to be diversions for the most part. However, he did not inform the commanders in those areas that their attacks were diversionary. Thus, they launched full-scale breakout efforts. Terrible leadership and terrible miscommunications were endemic to the entire Gallipoli campaign.
General Aylmer Hunter-Weston, regarded by many as one of the worst generals of the war, had been removed from his command. The real reason was his horrific casualties and his lack of results, but nobody was willing to put it that bluntly, so the nominal reason was poor health due to sunstroke. General Francis Davies had arrived at Cape Helles to take over, but had not yet formally accepted command. The actual battle plan, therefore, was put together by General Harold Edward Street, a student of Hunter-Weston, and every bit as unimaginative in planning and callous with casualties.
Starting on the 6th, attack after attack was made. The British 88th brigade suffered massive casualties and was effectively destroyed as a fighting force. To the right of the 88th, the 127th Brigade did break through the Ottoman lines for a short distance and made some small gains. It suffered repeated counter-attacks. The fighting subsided by the 13th, by which point there had been 4,000 British and 7,000 Ottoman casualties.
DoomYoshi suggested the idea of making this an assassin tournament. It often happens that, in the playing of an Assassin game, a player will expend all his troops trying to achieve his objective, and will leave himself completely vulnerable to the next attacker. This is roughly what happened here, with the 88th Brigade and their Ottoman counterparts completely exsanguinating themselves in the pursuit of the Vineyard trench systems.
There will be only four rounds in this tournament, all Assassin, Automatic Sequential Chained Non-Trench with a 30-round limit. Spoils will be randomly escalating/flat/nuclear. Rounds 1 and 3 will be all sunny, rounds 2 and 4 will be randomly sunny/foggy.
28 players begin Round 1, five 7-player games
16 players continue Round 2, seven 8-player games
Score reset, 10 players advance Round 3, nine 5-player games
6 players proceed to the Final. Round 4, eleven 6-player games
All games in all four rounds will be randomly chosen from the 25 maps in the lists below:
Seven maps representing the combatants at Gallipoli: Unification Germany Classic Cities: Istanbul British Isles France Australia New Zealand Indian Empire
Four maps representing the backdrop of the Gallipoli campaign: Europe1914 WW I Ottoman WW I Gallipoli Balkan Peninsula
Three maps representing the convoluted politics in the British Army: King's Court Forbidden City Poison Rome
Three maps representing the broken terrain: Midkemdil San Marino Scotland
Five maps representing the complexities of the trenches and communication routes: Labyrinth Patch Wars Trench Warfare Rail Europe Northwest Passage
Three maps representing the desperate, bloody, hand-to-hand combat: Stalingrad Battle for Iraq! WWII Ardennes
thetiger wrote:is there a open tour to join in great war series ?
On the Central Command page there is a Great War banner above your games. Once you click it you have options for a scoreboard or info. Usually there are also tournaments waiting for players linked below. Currently there aren't any because a whole load will be issued tomorrow, so keep an eye out. You can also find them via the Tournaments tab at the top of every page, as auto-tournaments.