Core problem: In Gallipoli Expedition (25v25), attackers lose because they treat the mode like a normal capture-and-hold. Capping HQ is not enough. You must secure it (Build or Detonate). Momentum bleeds on every death, and long runs from spawn kill the attack. Randomized HQ vs Support locations plus randomized secure type punish teams that do not adapt immediately.

1Identify HQ vs Support Every Sector

HQ (required)
Must be captured AND secured to open the next sector
HQ location is random between two spots. After the cap, look at the HQ task immediately: Build or Detonate. The sector does not open until you secure it.
Support (optional but critical)
Gives forward spawn, static weapons, mortars, and Momentum
Support takes the other spot. Optional for sector progression, but it is the cheapest way to refill Momentum besides the 50-defender kill threshold. Never leave it completely ignored if you are stalling.

2Secure Type: Build or Detonate

Build to secure
3 structures among 5 possible spots
Multiple people can work the same structure. Progress is never lost even if the point flips. Finish all 3 to lock the sector.
Detonate to secure
Plant the bomb, defend until it explodes
Defenders can defuse at any time. Once it explodes, HQ is locked. Do not let defenders sit on the planted bomb uncontested.

3Place Squad Beacons Forward

Everyone running from the original spawn every death instead of placing beacons is the single most common attacker failure.

4Decision: Push HQ First or Support First?

5Actionable Attacker Sequence

6Common Mistakes

7Videos: Beacons, Advance, and Mode Overview