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Gallipoli · Intermediate

Gallipoli: the maps at launch

Official Gallipoli screenshot

Four maps at Gallipoli’s launch, each with its own historical setting and combat pace. A quick-reference guide to what to expect on each, before you jump into the fight.

V Beach

The Entente attempt to capture the southern tip of the peninsula guarding the entrance to the Dardanelles, using the SS River Clyde as a trojan horse: the ship is deliberately beached to land infantry directly ashore.

In-game: the battle starts with the landing. Spawning in a rowboat gets you to shore faster, if you survive the trip; boarding the River Clyde gives much more cover but takes time to run aground. The first sector plays out between an old castle (great cover for the Ottomans, but narrow entryways that funnel fire) and a more open grassy incline. The second crosses the village of Seddülbahir, with narrow streets favoring snipers and an objective amid the rubble of an artillery-struck building. The third sector returns to open farmland, up to the Ottoman Headquarters atop the hill: little cover, plenty of machine gun fire.

V Beach V Beach V Beach

Anzac Cove

The map that comes to mind first when you think “Gallipoli”. On 25 April 1915, ANZAC soldiers land a mile north of their intended target, opening a battle that’s literally uphill against Ottoman defenses led by Mustafa Kemal.

In-game: steep slopes, narrow ridges and little visual cover unless you go prone among the shrubs. It starts with British forces split across several boats rowing to shore, while you can already lay down covering fire. The Ottomans, comfortably dug in at the objectives, get their best shot of the battle at chipping away the attackers’ Momentum while they’re splashing about in the open (Krupp 75mm and machine gun positions included). Once the first sector is taken halfway up Plugge’s Plateau, you climb toward the Sphinx: one nearly exposed objective and one very defensible, with an underground bunker and a view all the way back to the beach. The final Headquarters at Russell’s Top is a maze of trenches and tunnels for a last Ottoman stand.

Anzac Cove Anzac Cove Anzac Cove

Ctesiphon

November 1915, Mesopotamia: General Townshend’s British forces advance along the Tigris toward Baghdad and run into a well-prepared Ottoman defensive line among the ruins of ancient Ctesiphon. The dawn attack of 22 November fails to break through, and the British retreat ends in the siege of Kut.

In-game: an open map amid the ruins, with the Arch of Ctesiphon (Tāq Kasrā) still standing. Three sectors, each with a Headquarters, the first two also with an optional objective. The first plays out around a surviving stretch of ancient wall (great cover) and the Vital Point, which lets you spot anyone going over the top. The second is fought right under the arch itself, great cover but with few chokepoints, with a panoramic view from the Gurkha Mound on the opposite side. The third, along the Tigris riverbank, ends at a large Headquarters among supply and artillery pits, split in two by a river offshoot. As the battle wears on, a sandstorm rolls in and cuts visibility to a few meters: better have swapped out that long-range rifle by then.

Ctesiphon Ctesiphon Ctesiphon Ctesiphon, lighting & weather update

Kut Al Amara

After the defeat at Ctesiphon, Townshend’s 6th (Poona) Division retreats to Kut, where the Ottomans besiege them for 147 days until surrender: one of the Entente’s worst defeats of the entire war.

In-game: a map of two sharply distinct halves. It starts in scorching open desert, then transitions to full urban combat through alleys and doorways where danger pops up from every corner. The Ottomans charge across the dunes toward the “Mud Fort”, already softened by shelling (sector 1); further in, palms along the Tigris offer cover in the mud on the left, while trenches and dunes lead to kilns on the right (sector 2 objectives). Entering town (sector 3), a large central building splits the approach into two streets, with accessible rooftops perfect for ambushes. The final sector opens into five lanes through the Bazaar, amid fires and cluttered streets, ending at the Headquarters in the dockside warehouse, where the long sightlines are a gift for machine guns.

Kut Al Amara Kut Al Amara Kut Al Amara

Ctesiphon and Anzac Cove: pre-launch updates

Both maps received a lighting and weather pass after their first reveal, plus balance changes to cover, both hard cover like sandbags and visual cover like smoke, based on QA testing and Closed Playtest feedback from the community.

Anzac Cove, lighting & weather update

Summary

MapSettingPace
V BeachShip/rowboat landing, then villageSlow, exposed opening, then narrow sniper-friendly streets
Anzac CoveBeach landing, then steep hillsConstant climb, little visual cover, very vertical
CtesiphonOpen ancient ruinsLong sightlines, then a sandstorm flips everything
Kut Al AmaraDesert, then urban centerOpen desert → tight alleys and rooftop ambushes

Source: official devblogs “Gallipoli - Introducing V Beach”, “Gallipoli - Introducing Anzac Cove”, “Gallipoli - Introducing Ctesiphon”, “Gallipoli - Kut Al Amara Trailer & Introduction” and “Gallipoli - Ctesiphon & Anzac Cove Update”, BlackMill Games.