Sydney Wargame Guild:Gallipoli CDG
1.0 Introduction
Gallipoli CDG Prototype is a brigade scale, operational level wargame about the Battle of Gallipoli, April 1915 to January 1916. The desired playing time is 90 to 120 minutes, and it's aimed at crossover gamers (e.g. people who enjoy Twilight Struggle, Hammer of the Scots, etc).
2.0 Components
2.2 Cards
54 cards, consisting of 27 Allied cards and 27 Ottoman cards.
2.3 Blocks
68 wooden blocks, consisting of 44 Allied blocks (grey), 1 Allied hand size marker (grey), and 23 Ottoman blocks (red).
2.4 Label Sheet
One sheet of adhesive block labels.
2.5 Dice
6 six-sided dice.
3.0 Blocks
Each player has a supply of blocks. Each block represents a military formation, typically an infantry brigade or regiment plus any associated artillery. Before playing the game for the first time, apply labels to the blocks.
3.1 Steps
Each non-dummy block has four steps. Steps represent the size of the unit in terms of combat soldiers, with one step representing a battalion of around 1000 men. Each time a block takes one hit, it loses a step. A block at maximum strength (see 3.2) has four steps, and can be hit four times before being eliminated. A block at minimum strength is on its last step. A block with its label the right way up is on maximum steps.
3.2 Strength
Each step has a corresponding strength rating from 1-4. Strength represents the military effectiveness of the unit, in terms of firepower, leadership, and experience. A block's current strength is depicted as a row of triangles on the top edge of the block label. A block with its label the right way up is at maximum strength.
3.3 Service and Formation
Each block has service and formation information on its label. The services represented in the game are the Ottoman Army, British Army, Royal Navy, Indian Army, French Army, and ANZAC. A block's service is denoted by a flag, and affects the block's eligibility for some card events. For example, Royal Navy, Indian Army, and French Army blocks are not affected by card events referring to British Army blocks.
A block's formation information consists of a brigade or regiment number (in large white figures), and its parent division number. Blocks from the same division will have the same background colour (e.g. all British 10th division blocks have a green background). Formation details are used to identify blocks when setting up the game or introducing reinforcements.
3.4 Group
Allied blocks have a letter in the lower left of their label denoting the group to which they belong. Groups do not represent any historical formation. They are used to help identify blocks that enter the game together, but aren't necessarily part of the same service or division. Ottoman blocks do not belong to groups.
3.5 Concealing and Revealing Blocks
A block is concealed when it is standing upright, with the label facing its owning player, and its current step on the top edge of the block. A block is revealed when it is lying face up on the board, with its current step on the edge furthest from its owning player.
3.6 Dummy Blocks
If a dummy block is revealed for any reason, it is eliminated. If a dummy block takes a hit for any reason, it is eliminated. In all other respects (movement etc.) dummy blocks function like any other block.
4.0 Map Features
4.1 Spaces
A named location on the board is called a space. Each space has a terrain type, which is either beach, open ground, hill, or fort. A space may also be an Allied objective (outlined in red).
Spaces are joined to each other by connections. Two spaces are adjacent if they are directly joined by a single uninterrupted connection. Blocks move between adjacent spaces by following a connection.
4.2. Objectives
Allied objective spaces are outlined in red. There are no specific Ottoman objectives, but the Ottoman player may wish to capture beach spaces (to delay landings and reduce the Allied hand size).
4.3 HQ Spaces
An HQ space is a special space that represents a player's supply source and marshalling area for reinforcements. Blocks may move from an HQ space to an adjacent space using the normal movement rules. Movement from an HQ space to a beach space is known as landing (see 9.0). There are some card events that allow units to be placed in or moved from HQ spaces. A block may never be moved to or placed in an opponent's HQ space.
On older versions of the map HQ spaces are labelled Force Boxes.
4.4 Regions
The map is divided into three regions:
- the Southern Region (Asmak, Krithia, The Quadrilateral, Gully Ravine, Sedd el Bahr, Alexi, and Achi Baba),
- the Suvla Region (Cape Suvla, Suvla Bay, Salt Lake, Burnt Hill + Kuchuk Anafarta, and Selvili), and
- the Central Region (Fisherman's Hut, Abdel Rahman, Biyuk Anafarta, Kumkeui, ANZAC Cove, The Nek, Sari Bair, Boghali, Ak Tepe, Lone Pine, Kojadere, Gaba Tepe, Eski Keui, Kilia Liman, Maidos, and Kilid Bahr).
4.5 Stacking Limit
Any number of blocks may occupy an HQ space. All other spaces have a stacking limit of 6, i.e. cannot be occupied by more than six blocks at any time.
5.0 Cards
Each player has a deck of 27 cards. Each deck is further divided into an "early" deck, representing events prior to June 1915, and a "late" deck, representing events from June 1915 onwards. Each card has the following characteristics:
- title
- player deck
- OPS value
- subdeck
- event text
5.1 Title and Single-Use Indicator
At the top of each card is a title. Each title is unique and can be used to identify a particular card for the purposes of event resolution, etc. If the title is followed by an asterisk (*), the card must be removed from the game (rather than placed in the discard pile) if played as an event. An asterisked card that is played for OPS is placed into the discard pile as normal.
5.2 Player Deck and Subdeck
Blue cards are part of the Allied player deck, and red cards are part of the Ottoman player deck. Each card is labelled Early or Late on its left edge. This label indicates which subdeck the card belongs to, and is used in game setup.
5.3 OPS Value
A card's OPS value is used when conducting operations, such as moving troops or attacking. The higher the value, the better the card.
5.4 Bombardment / Entrenchment Value
Each card has a row of five symbols on the lower right card edge. For each blast symbol in the row, the card has one point of bombardment value. For each spade symbol in the row, the card has one point of entrenchment value.
5.5 Event Text
A card's event text is used when it is played as an event. Events represent historical situations that occurred during the campaign.
5.6 Flavour Text
Some cards feature italicised flavour text, which is included for historical interest only and has no effect on gameplay.
5.7 Card Number
Each card also has a unique ID number. This is included for ease of reference and has no effect on gameplay.
6.0 Setting Up the Game
All blocks begin the game concealed. Place the blocks on the board as described below.
6.1 Ottoman Blocks
The Ottoman player sets up first, placing his or her blocks as follows:
Southern Region: Up to 9 steps worth of blocks, divided according to the player's choice.
Maidos, Kilia Liman, Boghali: Up to 9 steps worth of blocks, divided according to the player's choice.
Dummy blocks may be placed in any valid deployment space, at a cost of zero steps per block. A block may be deployed at any strength (it need not start at strength 4).
Example setup: The Ottoman player places a strength 2 block, a strength 4 block, and a dummy block in Krithia, as well as a strength 2 block and a dummy block in Gully Ridge, a dummy block in The Quad, and a strength 1 block in Sedd El Bahr. The Ottoman player also places three strength 3 blocks, one each in Maidos, Kilia Liman, and Boghali.
Any remaining Ottoman blocks are placed beside the board (in a concealed state). These blocks may enter the game later, as reinforcements.
6.2 Allied Blocks
Sort the Allied blocks by their groups. After the Ottoman player has set up, the Allied player sets up the Allied blocks as follows:
British HQ space
All Group B blocks:
- 29 Div British / 86 Bde (Steps 3-2-1-1)
- 29 Div British / 87 Bde (Steps 3-2-1-1)
- 29 Div British / 88 Bde (Steps 3-2-1-1)
- 1 Div Corps Expeditionnaire D'Orient / 1 Bde / Rgt de Marche d'Afrique (Steps 3-3-2-1)
- 1 Div Corps Expeditionnaire D'Orient / 1 Bde / 175 Rgt (Steps 3-3-2-1)
- 1 Div Corps Expeditionnaire D'Orient / 2 Bde / 4 Rgt (Steps 2-2-2-1)
- 1 Div Corps Expeditionnaire D'Orient / 2 Bde / 6 Rgt (Steps 2-2-2-1)
ANZAC HQ space
All Group A blocks:
- 63 (Royal Naval) Div / 1 Bde (Steps 3-2-2-1)
- 63 (Royal Naval) Div / 3 Bde (Steps 3-2-2-1)
- 1 Div ANZAC / 1 Bde (Steps 3-2-2-1)
- 1 Div ANZAC / 2 Bde (Steps 3-2-2-1)
- 1 Div ANZAC / 3 Bde (Steps 3-2-2-1)
- NZ & Au. Div ANZAC / 4 Bde (Steps 3-2-2-1)
- NZ & Au. Div ANZAC / NZ Inf Bde (Steps 3-2-2-1)
Any remaining Allied blocks are sorted into groups, then placed beside the board (in a concealed state). These blocks may enter the game later, as reinforcements.
6.3 Ottoman Cards
Set aside the Allied cards. Divide the Ottoman cards into Early and Late subdecks (see 5.2). Shuffle the Late subdeck and place it face down in front of the Ottoman player. Shuffle the Early subdeck and place it face down, on top of the Late subdeck, to form the Ottoman player deck.
6.4 Allied Cards
Divide the Allied cards into Early and Late subdecks (see 5.2). Shuffle the Late subdeck and place it face down in front of the Allied player. Shuffle the Early subdeck and place it face down, on top of the Late subdeck, to form the Allied player deck.
6.5 Allied Hand Size
The starting Allied hand size is 6. Place a marker on box 6 of the Allied Hand Size track. (In a tournament game, each player makes a secret bid to play the Allied side. The bid must be a number between 1 and 8 inclusive. The lower bid takes the Allied side, and the Allied Hand Size is set to the value of the bid. Flip a coin to break ties.)
6.6 Initial Hands
To begin the game, the Allied player draws a number of cards equal to the Allied Hand Size, and the Ottoman player draws ten cards.
7.0 Playing the Game
Players follow the turn sequence described in 7.1. The game ends when one of the victory conditions has been met (see 7.1.6).
7.1 Turn Sequence
Each game turn consists of the following steps, in order:
- Allied player phase
- Ottoman player phase
- Supply check
- Victory check
These are conducted as described below.
7.1.1 Allied Player Phase
The Allied player may either:
- play one card from his or her hand,
- or:
- discard any unwanted cards from his or her hand, then
- draw cards from the Allied deck until he or she has a number of cards equal to the current Allied Hand Size.
If the Allied player chooses to play a card, he or she must announce whether the card is being played for its OPS value or for its event. The Ottoman player may respond with an eligible card event (i.e. an event that reads 'Play in response to...'). If the Ottoman player is unable to prevent the Allied card being played, the Allied player may resolve it as per 8.0.
If the Allied player cannot draw sufficient cards due to the allied deck being exhausted, shuffle the discard pile into the deck to create a new draw deck. Do not include cards that have been removed from the game.
7.1.2 Ottoman Player Phase
The Ottoman player may either:
- play one card from his or her hand,
- or:
- discard any unwanted cards from his or her hand, then
- draw cards from the Ottoman deck until he or she has seven cards.
If the Ottoman player chooses to play a card, he or she must announce whether the card is being played for its OPS value or for its event. The Allied player may respond with an eligible card event (i.e. an event that reads 'Play in response to'). If the Allied player is unable to prevent the Ottoman card being played, the Ottoman player may resolve it as per 8.0.
If the Ottoman player cannot draw sufficient cards due to the allied deck being exhausted, shuffle the discard pile into the deck to create a new draw deck. Do not include cards that have been removed from the game.
7.1.3 Supply Check
A block is in supply if it can trace a route to a friendly HQ space that does not pass through a space occupied by enemy blocks. Any block out of supply at the time supply is checked takes a hit (loses one step). Dummy blocks that are out of supply are eliminated. Each fortress space (Sedd el Bahr or Kilid Bahr) can provide supply to up to two blocks located in that fortress space.
7.1.4 Victory Check
If Allied blocks occupy 4 or more objective spaces, the Allied player wins the game. The Ottoman player wins if the Allied player has a hand size of zero and occupies less than 4 objective spaces. If neither player has won, the game continues and a new turn begins.
8.0 Playing Cards
Each card may be played for either its OPS (operations points) or for its event. Most events may only be played during the owner's player phase, but some events may be played during the opponent's player phase, or at other points in the turn sequence. If a card is being played for OPS, it may only be played in the owner's player phase, and may not be played for OPS at any other point in the turn sequence.
8.1 OPS
Each card has an OPS rating between 0 and 3, though some card events may provide more OPS. OPS may be spent on various military operations, such as movement and attacking. Points may be split between different operations, and operations may be conducted in any order. The operations available are movement and attacking. After a card is played for OPS, it is placed into its owner's discard pile.
8.1.1 Movement
Movement costs 1 OPS. After spending 1 OPS, the moving player activates a space occupied by at least one of his or her blocks. Every block in that space may move to an adjacent space, providing the destination space a) is not occupied by enemy blocks, and b) is not an enemy HQ space. Blocks from the activated space are not required to move as a group, and may be moved to different destinations.
Movement from a HQ space to an unoccupied beach space is known as landing, and is subject to special rules (see 9.0 Landing). Movement from a non-HQ space space to a beach space is not considered landing. If Allied blocks move into a unoccupied beach space without landing, landing fire does not occur.
Neither player may move into the Suvla Region until the Suvla Bay Invasion card has been played as an event.
Example movement: The Allied player plays the Royal Navy Seaplanes card for 2 OPS, and decides to spend both OPS on movement. For a cost of 1 OPS, the Allied player activates the ANZAC Cove space, which contains six Allied blocks. Two blocks are moved to the Nek, two blocks are moved to Lone Pine, one block is moved to the ANZAC HQ space, and the last block remains at ANZAC Cove. The Allied player now activates The Nek for a cost of 1 OPS, moving both blocks to Sari Bair.
8.1.2 Attacking
To make an attack, the phasing player nominates a single space containing friendly blocks. This space is the attacking space, and the phasing player is the attacker. The attacker then nominates a single enemy-occupied space that is adjacent to the attacking space. The enemy-occupied space is called the battle space. The non-phasing player is the defender. Attacking costs the attacker 1 OPS.
Combat is resolved as per 10.0 Combat.
8.2 Events
To resolve an event, carry out the text on the card. If the card title is followed by an asterisk, the card must be removed from the game after being resolved. Events without an asterisk are placed into the owner's discard pile. If the event is a Reinforcements event, observe the rules below when resolving it.
8.2.1 Reinforcements
Reinforcements are units sent to the battle to open a new front or pursue a new strategic objective. In the game, Allied reinforcements are represented by specific blocks, noted on the event card. An Allied reinforcement block is set to full strength and placed in the HQ space specified in the reinforcement event. Ottoman reinforcements are given in quantity of steps on an event cards, and may be distributed and mixed with dummy blocks in a similar manner to the Ottoman setup. Ottoman blocks used as reinforcements need not match the formation used as the card's title. Ottoman reinforcements may include eliminated blocks, dummy blocks, or blocks that have not previously entered play. Any other restrictions on the card must be honoured.
9.0 Landing
When Allied blocks move from a HQ space to a beach space (for any reason), landing fire may occur. Landing fire occurs if the beach space contains no Allied blocks prior to the landing, and if the beach space can trace supply to the Ottoman HQ space (i.e. through an uninterrupted chain of empty or Ottoman-occupied spaces).
Landing fire represents Ottoman beach defences such as mines, barbed wire, machine gun emplacements, and troop formations of sub-platoon size.
9.1 Resolving Landing Fire
To resolve landing fire, the Ottoman player rolls three dice. The Ottoman player may also play a card from his or her hand (prior to rolling the dice), to add an additional die for each point of the card's bombardment value. For example, if the Ottoman player decided to play the Kitchener Tours the Battlefield card (bombardment value 2), he or she would roll a total of 5 dice for landing fire (3 basic dice plus 2 dice for the card).
Each die roll of 3 or more inflicts one hit on the Allied blocks. The Allied player allocates hits as per 10.3 (all Allied blocks attempting to land at the beach space are considered to be leading, for the purposes of resolving hits).
If any Allied blocks remain after landing fire has been resolved, they immediately move into the beach space (if it does not contain Ottoman blocks) or attack the beach space (if it does contain Ottoman blocks).
After resolving the movement or attack, any Allied blocks that now occupy the beach space (either by moving or advancing into it) must now stop, and many not make further moves or attacks for the rest of the turn. Any other Allied blocks that land in the same beach space this turn must also stop, even though landing fire has already been resolved. This represents the establishment of a beachhead.
10.0 Combat
The game uses a two-round combat system. For each two-round combat, the phasing player actives one space at a cost of 1 OPS. This space is called the attacking space, and the phasing player is called the attacker. Each combat is resolved separately, and combats are resolved sequentially rather than simultaneously.
10.1 Combat Sequence
1. Nominate battle space (first combat round only)
The attacker nominates a single enemy-occupied space to attack.The enemy-occupied space is the battle space. The attacking space must be adjacent to the battle space. The non-phasing player is the defender.
2. Initial bombardment (first combat round only)
The attacker optionally plays a card face down, for its bombardment value. The Allied player may play two cards when attacking a beach or Sedd-el-Bahr, to represent naval bombardment. The defender optionally plays a card face down, for its entrenchment value. The defender may play two cards if the battle space is a fort space. Any played cards are then revealed. If the defender's entrenchment value is equal to or greater than the attacker's bombardment value, the defender is entrenched.
3. Select attacking blocks
The attacking player chooses (but does not reveal) up to three blocks from the attacking space. These are the attacker's leading blocks. In a multi-round combat, blocks that led in the first round may not be chosen to lead in the second round.
4. Select defending blocks
The defending player nominates up to three blocks from the battle space. These are the defender's leading blocks. Any blocks may lead, even blocks that led in a previous combat round.
5. Attacker event cards (first combat round only)
The attacker may play one or more eligible event cards (cards marked Battle) to support the attack. If these cards have targets, the targets must be chosen at this point.
6. Defender event cards (first combat round only)
The defender may play one or more eligible event cards (cards marked Battle) to disrupt the attack. If these cards have targets, the targets must be chosen at this point.
7. Reveal attacking blocks
The attacking player reveals his or her leading blocks. Eliminate any dummy blocks revealed.
8. Reveal defending blocks
The defending player reveals his or her leading blocks. Eliminate any dummy blocks revealed.
9. Resolve card events (first combat round only)
10. Fire and resolve hits
If the battle space is entrenched, the defender fires and resolves hits before the attacker. This may mean that the attacker's force is reduced or even eliminated before he or she fires. If the defender is not entrenched, both players fire simultaneously, at full strength, and resolve hits after rolling. See 10.2 for details.
11. Conceal surviving blocks
All surviving blocks are concealed.
12. Combat victory check
If the defender is eliminated (i.e., the target space is now unoccupied), the attacker may move any number of blocks from the attacking space to the battle space, at no cost. This is called 'advancing'. If the Ottoman player advances into a beach space, decrease Allied hand size by one. If the defender is not eliminated, the attacker does not advance and the surviving blocks involved in the battle remain where they are. If the attacker is eliminated, the combat ends, and the defender has won the combat. The defender does not advance.
13. Press or retreat
If there has only been one round of combat, the attacker may choose to press the attack and continue the battle for a second round. In this case, continue from step 3 of the combat sequence. If there have already been two rounds of combat, or the attacker chooses not to press the attack, the attacker must retreat. Any surviving attacking blocks remain in the attacking space.
10.2 Firing
1. Only leading blocks fire. Non-leading blocks may not fire.
2. For each block that is firing, nominate a target space. For attacking blocks, this must be the battle space. For defending blocks, this must be the attacking space.
3. When firing at the battle space, the target number is 4 for an open ground or beach space, 5 for a hill space, and 6 for a fort space. The target number is 4 when firing at an attacking space (attackers are considered to have left their defensive positions and be in open ground). The target number may be modified by cardplay, but may never be lower than 2 or greater than 6.
4. To fire, total the current strength of the firing blocks, and roll that number of dice. Disregard any dice showing a number lower than the target number -- these dice are misses. Each die showing the target number or greater counts as one hit. Example: Three strength two blocks are firing at an attacking space. 6 dice are rolled, and results are 5,2,6,1,2, and 4. The dice showing 4, 5 and 6 are hits; the others are misses. Three hits must now be resolved.
10.3 Applying Hits
1. Hits on the battle space are resolved by the defender. Hits on an attacking space are resolved by the attacker. Each hit reduces a block in the target space by one step (the block is turned counter-clockwise).
2. The player resolving hits must apply hits one at a time. Hits must be applied to the leading blocks first. The resolving player may choose which block to apply the hit to.
3. If the leading blocks have been eliminated before all hits have been applied, reveal the non-leading blocks in the target space and apply the remaining hits to them. Apply hits to the highest step first, as above.
4. If a hit is applied to a step one block or a dummy block, the block is eliminated. hits must be applied to real blocks before hits can be applied to dummy blocks.
11.0 Order of Battle and Historical Deployment
Each block has a location listed in [square brackets]. This is the location at which it was historically deployed. Players are not obliged to deploy their units historically.
11.1 Allies
29 Div British / 86 Bde (Steps 3-2-1-1) [Group B / British HQ space]
29 Div British / 87 Bde (Steps 3-2-1-1) [Group B / British HQ space]
29 Div British / 88 Bde (Steps 3-2-1-1) [Group B / British HQ space]
63 (Royal Naval) Div / 1 Bde (Steps 3-2-2-1) [Group A / ANZAC HQ space]
63 (Royal Naval) Div / 3 Bde (Steps 3-2-2-1) [Group A / ANZAC HQ space]
1 Div ANZAC / 1 Bde (Steps 3-2-2-1) [Group A / ANZAC HQ space]
1 Div ANZAC / 2 Bde (Steps 3-2-2-1) [Group A / ANZAC HQ space]
1 Div ANZAC / 3 Bde (Steps 3-2-2-1) [Group A / ANZAC HQ space]
NZ & Au. Div ANZAC / 4 Bde (Steps 3-2-2-1) [Group A / ANZAC HQ space]
NZ & Au. Div ANZAC / NZ Inf Bde (Steps 3-2-2-1) [Group A / ANZAC HQ space]
1 Div Corps Expeditionnaire D'Orient / 1 Bde / Rgt de Marche d'Afrique (Steps 3-3-2-1) [Group B / British HQ space]
1 Div Corps Expeditionnaire D'Orient / 1 Bde / 175 Rgt (Steps 3-3-2-1) [Group B / British HQ space]
1 Div Corps Expeditionnaire D'Orient / 2 Bde / 4 Rgt (Steps 2-2-2-1) [Group B / British HQ space]
1 Div Corps Expeditionnaire D'Orient / 2 Bde / 6 Rgt (Steps 2-2-2-1) [Group B / British HQ space]
11.1.1 Allied Reinforcements
5 Div Indian / 29 Bde (Steps 3-2-1-1) [Group K / British HQ space]
63 (Royal Naval) Div / 2 Bde (Steps 3-2-2-1) [Group K / British HQ space]
42 Div British / 125 Lancashire Fusilier Brigade (Steps 2-2-1-1) [Group E / British HQ space]
42 Div British / 126 East Lancashire Brigade (Steps 2-2-1-1) [Group E / British HQ space]
42 Div British / 127 Manchester Brigade (Steps 2-2-1-1) [Group E / British HQ space]
2 Div Corps Expeditionnaire D'Orient / 3 Bde / Rgt de Marche d'Afrique (Steps 3-3-2-1) [Group F / British HQ space]
2 Div Corps Expeditionnaire D'Orient / 3 Bde / 176 Rgt (Steps 3-3-2-1) [Group F / British HQ space]
2 Div Corps Expeditionnaire D'Orient / 4 Bde / 7 Rgt (Steps 2-2-2-1) [Group F / British HQ space]
2 Div Corps Expeditionnaire D'Orient / 4 Bde / 8 Rgt (Steps 2-2-2-1) [Group F / British HQ space]
52 Div British / 155 South Scottish Brigade (Steps 2-2-1-1) [Group L / British HQ space]
52 Div British / 156 Scottish Rifle Brigade (Steps 2-2-1-1) [Group L / British HQ space]
52 Div British / 157 Highland Light Brigade (Steps 2-2-1-1) [Group L / British HQ space]
10 Div British / 29 Bde (Steps 2-2-1-1) [Group S / ANZAC HQ space]
10 Div British / 30 Bde (Steps 2-2-1-1) [Group S / ANZAC HQ space]
10 Div British / 31 Bde (Steps 2-2-1-1) [Group S / ANZAC HQ space]
11 Div British / 32 Bde (Steps 2-2-1-1) [Group S / ANZAC HQ space]
11 Div British / 33 Bde (Steps 2-2-1-1) [Group S / ANZAC HQ space]
11 Div British / 34 Bde (Steps 2-2-1-1) [Group S / ANZAC HQ space]
13 Div British / 38 Bde (Steps 2-2-1-1) [Group S / ANZAC HQ space]
13 Div British / 39 Bde (Steps 2-2-1-1) [Group S / ANZAC HQ space]
13 Div British / 40 Bde (Steps 2-2-1-1) [Group S / ANZAC HQ space]
53 Div British / 158 Bde (Steps 2-2-1-1) [Group S / ANZAC HQ space]
53 Div British / 159 Bde (Steps 2-2-1-1) [Group S / ANZAC HQ space]
53 Div British / 160 Bde (Steps 2-2-1-1) [Group S / ANZAC HQ space]
54 Div British / 161 Bde (Steps 2-2-1-1) [Group S / ANZAC HQ space]
54 Div British / 162 Bde (Steps 2-2-1-1) [Group S / ANZAC HQ space]
54 Div British / 163 Bde (Steps 2-2-1-1) [Group S / ANZAC HQ space]
2 Div ANZAC / 5 Bde (Steps 3-2-2-1) [Group N / ANZAC HQ space]
2 Div ANZAC / 6 Bde (Steps 3-2-2-1) [Group N / ANZAC HQ space]
2 Div ANZAC / 7 Bde (Steps 3-2-2-1) [Group N / ANZAC HQ space]
11.2 Ottoman
Dummy block [Southern Deployment Region]
Dummy block [Southern Deployment Region]
Dummy block [Southern Deployment Region]
Dummy block [Southern Deployment Region]
Dummy block [Southern Deployment Region]
9th Div/ 25th Rgt (Steps 4-3-2-1) [Southern Region]
9th Div/ 26th Rgt (Steps 4-3-2-1) [Southern Region]
9th Div/ 27th Rgt (Steps 4-3-2-1) [Southern Region]
19th Div/ 57th Rgt (Steps 4-3-2-1) [Kilia Liman]
19th Div/ 72th Rgt (Steps 4-3-2-1) [Maidos]
19th Div/ 77th Rgt (Steps 4-3-2-1) [Maidos]
11.2.1 Ottoman Reinforcements
7th Div/ 19th Rgt (Steps 4-3-2-1) [Ottoman HQ space]
7th Div/ 20th Rgt (Steps 4-3-2-1) [Ottoman HQ space]
7th Div/ 21th Rgt (Steps 4-3-2-1) [Ottoman HQ space]
12th Div/ ? Rgt (Steps 4-3-2-1) [Ottoman HQ space]
12th Div/ ? Rgt (Steps 4-3-2-1) [Ottoman HQ space]
12th Div/ ? Rgt (Steps 4-3-2-1) [Ottoman HQ space]
5th Div/ 14th Rgt (Steps 4-3-2-1) [Ottoman HQ space]
5th Div/ ? Rgt (Steps 4-3-2-1) [Ottoman HQ space]
5th Div/ ? Rgt (Steps 4-3-2-1) [Ottoman HQ space]
14th Div/ ? Rgt (Steps 4-3-2-1) [Ottoman HQ space]
14th Div/ ? Rgt (Steps 4-3-2-1) [Ottoman HQ space]
14th Div/ ? Rgt (Steps 4-3-2-1) [Ottoman HQ space]
12.0 Credits
Game Design: Phil et Jesse
Graphic Design and Artwork: Murray Grellis
Playtesters: Mark Aberle, Neil Fathulla, Alex Filewood, Murray Grellis, Bastien Lefevre, Andrew Swan, Iain Triffit, Richard Vickery
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