Indo-Pakistani Wars (S&T #174). Review by Alan Sharif. No doubt you are all familiar vvith the expression `never judye a book by its cover'. Well I'd iike to add 'never judge a wargame by its subject'. Those of you who thought Indo-Pakistani War, yuk, should take particular note. The border between West Pakistan and India is comparable in size to the eastern front during WW2, at the start of Operation Barbarossa, 1941. In the North is the mountainous region of the Kashmir, a disputed region to this very day. Further South is the Punjab plain, flat open terrain ideal for mobile operations. Still further South is the Thar desert after which the border ends with the Rann of Kutch, a region of salt marshes also disputed over by these two nations. Meanwhile, East Pakistan, (now Bangladesh atter Pakistan's defeat in the 1971 war), is entirely flat open terrain and surrounded by either lndia or ocean. The area is highly suitable susceptible to mobile assault. If geography alone could make a wargame good I think we would already be on to a winner. Indo-Pakistani Wars, (abbreviated IPW in S&T), is a simple game that simulates the historical wars of l965 and 1971, plus has a hypothetical 1990's scenario for those who like that kind of thing. To give the game a wider appeal, the designer has added rules and units to allow both U.S. and Soviet intervention in any scenario. Whilst I see the business logic behind this, I personally have no interest in any other than the historical scenarios. A game turn starts with the phasing player receiving reinforcements, and moving his units. This is a simple game and the procedures used are pretty standard. Air units are also moved to target hexes within range during this phase. Enemy zones of control can be infiltrated at a cost in movement points. Movement allowances are quite small so this does not allow units to roam the map at will. Once movement is completed the non-phasing player has a limited reaction phase with his air units, and some ground units, being able to support or reinforce any hex due to be assaulted and within range. Air to air combat is resolved first, with surviving units being able to make ground attacks against enemy ground units or railway lines. As an alternative victory points can be earned by successfully bombing the oil fields or nuclear establishments marked on the map. All of this is resolved by simply adding the combat factors involved and rolling a die. The results are either no effect, disruption or elimination. Ground combat is resolved via the usual odds based CRT with retreats and/or disruptions being the result. A disrupted unit receiving a second disruption is eliminated instead. Disruption results in reduced movement and combat factors and a loss of zone of control. As an added twist units have what is called a survivability rating, a measure of how much damage they can sustain. A unit can retreat through enemy zones of control if it passes a die roll check against this rating. Once all movement and combat is resolved the phasing player mav get to repeat the entire procedure for a second, or even third time, depending upon the scenario being played. Add to this the fact that the non phasing player may not always get a reaction phase and you end up with a very fast moving and fluid game. A player turn concludes with disrupted units attempting to recover to good order, resolved via a die roll. Units that are out of supply cannot attempt to rally, and any units in good order now found to be out of supply become disordered themselves. Supply rules are simple with just a path of up to three hexes to a road or rail line leading to a supply source being required. Alternatively, a small number of supply units exist which can be used to increase the length of the path back to a road or rail line. Once this phase is completed the non phasing player repeats the sequence to complete a game turn. What makes this game reallv great is the number of strategic options open to both players. Players can earn victory points for destroying enemy units, capturing cities, towns or hexes in the disputed salt marsh region, and for successful airstrikcs. There are armour divisions, airmobile infantry, paratroops, mountain troops and many other unit types, plus a great variety of terrain types as well, requiring different tactics for each. The replay value of this game is high, even if East Pakistan is doomed, the Indian player still needs to settle the score there quickly so as to withdraw troops to the main front. Playable solo, suitable for beginners, dont judge this game by its subject, this is one of the best magazine issue games I've plaved and it deserves a wider audience.