I have re-labeled the units which you will see if you look at the amended map attached to my last message. Although I did not label the attachment as amended (apologies if that has caused the confusion) I did say please see the attached. As noted there is no off table artillery except if the Turkish XX corps guns are rolled for, myself and my colleages are debating whether or not they should simply be made available at the outset, all the British Commonwealth artillery available is on the board. The topography and my wish to re-create the whole battle made it neccessary to have the map as is. Essentially the map top is east to Palestine, the bottom west to Egypt, the left hand edge is the Mediteranean sea the right hand edge is the Sinia. If I had placed the Mediteranean at the top of the board with Gaza at the centre section and the ridge running left to right there would be no room for the move of the Australian light horse to cut off the road to Palestine and no room to bring in the expected Turkish counterattack if rolled for and the other Turkish division if it arrives would effectively come in on the bottom of the map which conventionaly would be the British baseline, the British communications are actually toward Egypt which if the map was oriented to give the defenders troops in all three sections would be the left hand board edge. Looking at this as a scenario to share I felt it better to create on an M44 breakthrough board, which is available from Days of Wonder at a reasonable cost rather than publish a map based on Hexon tiles. As the GW game has provision in the rules (unlike the other itterations of command and colours) for cards you cannot play being able to be used for one unit any section we thought this would neatly handicap the Turkish command, and we are still working on other work arounds to mitigate what might be thought to be unfairness (which must be within the spirit of the rules) one of which is that the Turkish player gets to choose 3 of his initial 5 cards. Cavalry I have detailed not only in the scenario but also on my last message so here goes for more clarity Cavalry move 3 and not battle, move 1 or 2 and battle, dice (3), 2 , 1, figures in unit 3, treat as infantry when fired at no different to infantry for terrain, I also considered move 3 and battle but discussions with my colleagues rejected that. Essentially cavalry are mounted infantry, rather than have complex rules for mounting/dismounting this is abstracted into their capabilities, only having 3 figures means they are more vurnerable than infantry (Horses are a bigger target). The soft sand (Bottom left below the sea shore) can only be crossed by infantry not artillery and any moving into a hex with soft sand must stop. I have never said this scenario is for M44, only that I have used the editor and the board. As the owner of all the itterations of Command and Colours games (except the Samurai one) assumptions may have crept in regarding what is known by the reader, if so it is regreted. This whole project is a work in progress that I was keen to share with the forum and as I have discovered the pdf of the M44 map is difficient in that the badges cannot be read whereas they are clear in their original form, I have discovered though that I can label units with a typed in label instead as can be seen on my last attachment. Hope this clears things up somewhat, I will let the forum know the results of the further playtests.
Bill