"Now you can re-fight the battles that determined the fate of nations. Victories that strike like lightning, if you can win them--like the victories of Israeli arms in 1956 and 1967. Battles that were mammoth struggles for crossroads and passes and battles that were pinprick raids. The military forces of Egypt, Israel, Jordan, and Syria are yours to command--can you lead them to victory in the battles that shaped the Middle East today?"
Twenty-four different game situations, tactical-level tank warfare, and a customizable map make up the flavor of the game. The map is in four pieces, double-sided, allowing you to create over 100 potential map areas (the Suez Canal and the West Bank are represented, along with other landmarks). Rules include (but are not limited to) roadblocks, minefields, electronic warfare, bore-sighting, and firing while moving.
AIW was the culmination of the PB system in AH’s first contemporary period game design. It cleaned up many things from the first two games, and incorporated such things as morale and quality ratings of troops for the first time, along with more advanced weapon systems. Although it did make great advances with the PB game system, it again [like Panzer Leader] changed the basis of the system. The three “sister” games did not flow smoothly from one to another.