Yom Kippur (The Gamers) Review by Alan Sharif In 1967 Israel had defeated the combined forces of Egypt, Syria and Jordan. Six years later, a better trained , armed and prepared Egypt and Syria, (the Jordanians presumably having learnt their lesson), were ready to seek revenge. On the Sinai front the Egyptians had a well devised plan to destroy sections of Israels first line of defence, the Bar Lev line, and seize the East bank of the Suez canal. Their infantry were armed with anti-tank missiles and expected to wreak havoc on Israeli armour when the inevitable counter attack came. Yom Kippur simulates this campaign as well has having several shorter scenarios, some of which are hypothetical in nature. This is the fourth in The Gamers standard combat series, a series intended to be low in complexity but highly playable. The sequence of play is very traditional, movement, combat and mechanised movement. The first in the series, the excellent Stalingrad pocket, was reviewed in IPW #7. The second , Africa was a serious mistake in that the scale chosen was completely wrong for this series. The result was a game with a very narrow front line that is totally dominated by artillery, not the North African campaign we read about in the history books. I passed on the third game, Ardennes, as I reached saturation point in battle of the bulge games a long time ago. Dispite having dissenters, both Africa and Ardennes were well received. I was looking for Yom Kippur to live up to the promise that the first game in the series seemed to promise. Added to the basic sequence of play, Yom Kippur has chrome added to give it a unique feel. Each player has hard hitting artillery units able to barrage enemy units within range. Artillery is very effective, possibly too much so, and can inflict steps losses quite easily. Israeli artillery is mechanised and fast moving whilst Egyptian artillery isjust the opposite. This enables Israeli artillery to move within range of Egyptian units, barrage them, and then move out of range of retaliation. On the otherhand, the slow moving Arab artillery risks being eliminated if too close to the front when an Israeli breakthrough occurs. Engineers can bridge the Suez, (important to both players), and earn favourable shifts in combat. H.Q's are used to supply all friendly units in range whilst S.A.M (surface to air missile) units prevent enemy air units within their range from supporting friendly combats or making ground attacks. However, Egyptian H.Q and S.A.M's are prohibited from crossing in Suez into Israel during the historical scenario. This encourages the Egyptian player to adopt the Arabs historical strategy of crossing the Suez, establishing a bridgehead, and then awaiting the Israeli counterattack. The alternative is the continue to advance into the Israeli homeland, out of supply, and at the mercy of the Israeli airforce, not recommended. In the early turns of the game Israeli armour units suffer additional step losses in combat with infantry , simulating the Arab anti-tank missiles. Although these were technically a defensive weapon, Israeli policy was to counter attack if assaulted. This tactic had always served them well and historically it was a few days before this doctrine was changed. In the historical game, once the Egyptians halt their advance and dig in, the Israeli generally spends a couple of turns building up his forces before moving the push the Arabs back over the Suez and beyond. However, when the Israelis cross the Suez into Egypt they release substantial Egyptian reserves . With careful planning, and time, I think the superior Israeli forces will always defeat the Arabs. However, this is exactly what the Israelis DONT have. From turn three onwards a die is rolled, the result of which may impose a United Nations cease-fire ending the game. Brilliant. The Israeli is forced to act before he is really ready, and take risks. Even if the game goes its full length there are only twelve turns! I have one or two gripes about the game. The colours used on the counters in particular, are quite garish. The rule about Israeli armour suffering extra step losses in combat with Arab infantry, whilst historically accurate, can lead to unhistorical results. The Israeli can simply withdraw his armour until these effects end. I am working on a rule that forces the Israeli to make a pre determined number of assaults with his armour per turn in the early stages. Yom Kippur is otherwise playable solo, suitable for beginners, and gives both players the opportunity to be on the offensive and defensive. Very highly recommended.