Showdown: the coming indo-pakistani war



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showdown:

the coming indo-pakistani war
EXCLUSIVE RULES

10.0 INTRODUCTION

10.1 First Player


11.0 REINFORCEMENTS

12.0 SURFACE TO AIR MISSILES
(SAMs)

12.1 Firing a SAM unit


13.0 NUCLEAR ARSENAL

13.1 Triggering Nuclear War

13.2 Using Nuclear Weapons

13.3 Nuclear Weapon Effects



14.0 CEASE FIRE HEXES



15.0 BRIDGE DEMOLITION

15.1 Demolished Bridges

15.2 Bridge Repair
16.0 RIVER CROSSING
17.0 MOUNTAIN UNITS
18.0 VICTORY CONDITIONS
19.0 SCENARIOS

19.1 International Pressure
20.0 GAME NOTES

10.0 INTRODUCTION

Showdown simulates a hypothetical invasion of Pakistan by India sometime in the near future, with the possibility of a nuclear exchange.

10.1 FIRST PLAYER

The Indian player is considered the first player throughout the game (see 3.0).



11.0 REINFORCEMENTS

Insofar as Showdown represents only the first few weeks of an Indian invasion, no reinforcements arrive during the game. The units that are to participate in the invasion are assumed to have already been mobilized before the game has begun.



12.0 SURFACE TO AIR MISSILES (SAMs)

SAM units function like normal units in all respects, except they may be used to potentially nullify and eliminate support fire and nuclear weapons.



NOTE: SAM units do not ever exert ZOC.

SAM units possess a defense rating, but no attack rating, and thus no SAM unit may ever be used to attack any other unit. Further, SAM units are one-sided; they may be bombarded and/or attacked like normal units, but will be eliminated if depleted. If a SAM unit without a printed movement rating is required to retreat, it is must be eliminated instead.

In addition to the attack, defense and movement ratings printed on each SAM unit, each SAM unit is also printed with a range rating, which indicates the number of hexes from which that SAM unit (from its hex) may potentially nullify and eliminate one support fire marker or nuclear weapon chit applied by the enemy player during a combat phase. A SAM unit cannot nullify any support fire marker or nuclear weapon chit applied beyond its printed range.

Each SAM unit may only potentially nullify one support fire marker or nuclear weapon chit per combat phase. (That is, any particular SAM unit cannot nullify more than one support fire marker and/or nuclear weapon chit applied during the combat phase; it is assumed the launcher must be rearmed once it has fired.) Thus, because there are four combat phases during a turn (the Indian Combat Phase, the Indian Mobile Combat Phase, the Pakistani Combat Phase and the Pakistani Mobile Combat Phase), any particular SAM unit could attempt to nullify/eliminate a maximum of four markers/chits during any single game turn (assuming those markers/chits are applied within that SAM unit’s printed range).

Multiple SAM units may attempt to nullify/eliminate the same support fire marker or nuclear weapon chit, if within each SAM unit’s range.




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