A few notes on the scenarios for NWIP:
Overall - The sides are relatively closely matched and the terrain is very difficult for the attacker, so offensives will need to be focused and fully supported by air and artillery. The Kashmir terrain is very tough with the mountains, high mountains, and limited road network. Down in the flat of Punjab it looks open, but the major/minor rivers and marsh terrain can really slow down an attack. Supply lines, in both Kashmir and Punjab, are difficult to maintain off the main roads. Be very thoughtful with placement of those supply depots. In the air, unless the PRC intervenes the Indians have a big advantage. The Indians can also rebuild/repair air units and Pakistan can't. So, the Pakistan player needs to be especially careful in using his air units.
1) "Kashmir" is intended to be the learning scenario. Small OBs, 4 turns, fixed weather and air points, etc. Still, in testing it proved to be very balanced so it's a fun one to play first even if you're already familiar with the system. Indians get initiative the last turn by SSR, so they will have a chance to counter-attack late. If you use the supply rules it is probably slightly pro-Indian, but still pretty tight.
2) "Lahore" is intended as the second learning scenario, this time with the action on the flat terrain around Lahore. We did our best to balance it, and I think it is pretty tight, but early luck by the Indians that attrits the Paks heavily will be tough to overcome late. It plays much more balanced if players use the optional Standard Game supply rules.
3) "Enough!" is the full-map standard rules scenario. Assumes Russian intervention to help give the Indians some more offensive capability. The Indian player has to be careful not to push too hard everywhere early. They just don't have the offensive capability right off the bat everywhere. Too many attacks with losses to the Indians could open up counter-attack possibilities for the Paks. Choose your focus area and push hard there, with follow on forces possibly opening new fronts. Paks get help from PRC airborne, which will usually prove very helpful either plugging holes in the line or opening a counter-attack up in Kashmir. We found this one tended to go pretty long given the sides are pretty evenly balanced. Using the supply rules makes it a bit pro-Pakistan since it complicates the Indian offensives.
4) "Border War" is the Pakistan offensive scenario. Without PRC help, the Paks probably have to choose an offensive in Kashmir or in the Punjab, but not both. The Paks do have the advantage in turns 1-4, so that is the time to push very hard and rack up VP. If the PRC intervene it opens up things quite a bit since the air situation will shift into the Paks favor and the PRC airborne allow for airborne/airmobile operations on the Indian flanks and rear. On the Indian side, the Russians provide strong air support, cruise missiles, and a modest ground force that can be useful late in the game to counter-attack. The US air intervention is powerful by itself, but arrives late. The US ground intervention is even more powerful, but is also a late-game impact that really won't crank up until turn 6 or so. The Indians can't use Nukes first, so don't count on them to bail you out if the Paks get lucky and make rapid progress early. And, if you start pushing the Paks and PRC back you may get nuked yourself! Note that there are no auto-victory rolls allowed until GT4, so a super-early blowout win is almost impossible. Play as if it will got at least 6 turns. I'd recommend playing this one with full US and PRC intervention if you want to use all the cool toys.
5) "Unification" is the Indian offensive scenario, with possible US or Russian help. All the notes for "Enough" hold here, but with one big difference: tactical nukes. If the Indians make progress early the Paks can probably start hitting them with the nukes at key locations or troop concentrations. They pay a price in VP however, so doing so might actually help the Indians secure a UN-based victory if they are used too early. Russian or US help will give the Indians more late-game options for going deep into Pakistan. However, the US and Russians might bail if things go nuclear, so they are not a sure bet. Like "Border War", there are no auto-victory rolls until GT4.
6) "Loose Nukes" is my favorite scenario. You get all the toys (and I do mean "all") right off the bat. The combined fully mobilized Indian/US/Russians can be overwhelming, especially in the air. So, this one is a little hard on the Paks, but we added a lot of balance mechanisms to give them a fighting chance. They also get full PRC intervention, including stealth aircraft. It is a wild one with the location of the nuke material unknown at start. The Paks do get an edge in finding and securing the nuke stashes though, so the pressure is really on the Allies to push very hard and very fast to try to take as many nuke markers as possible. Be sure to fully exploit the Allies massive airborne and airmobile capability to go deep. Note that all normal VP are out the window, so losses don't matter at all. All that matters is getting the nuke markers. The game end is variable but the max is 6 turns, so there can't be any dithering about by either side.