Red Storm AAR Playtest, Part 2

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The following is part 2 of an after action review of my most recent test game of Red Storm with my good friend and playtest team member Chris Baer.  This scenario is titled “Offensive Counter Air” and features two big NATO deep strike raids going over the front and into southwestern East Germany.  In Part 1 Chris and I both provided our thoughts as we went through the pre-game planning phases.  Here in Part 2 we’ll discuss some of the action in the scenario itself.

Red Storm Playtest AAR, Part 1

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The following is an After Action Review of my most recent test game of Red Storm  on a long Friday morning and afternoon with my good friend and playtest team member Chris Baer.  This was a test of one of the bigger scenarios in Red Storm, “Offensive Counter Air”, which features two big NATO deep strike raids going over the front and into southwestern East Germany to hit Warsaw Pact airfields.  I wanted to test one of the bigger scenarios to see how certain rules “scale up” to a very large scenario.  In particular, I wanted to fully work out the SAM and Electronic Warfare rules, areas where the rules for Red Storm make some significant changes from earlier games in the series.  Here in Part 1 of the AAR I’ll go through my pre-game planning from the NATO side of things, with Chris providing some insights into Warsaw Pact planning.  In Part 2 I’ll show some images of the game with a bit of commentary on how things went.

Break Right!—SAMs and AAA in Red Storm

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Surface to Air Missiles (SAMs) and Antiaircraft Artillery (AAA) are well known threats to players of Downtown and Elusive Victory.  They appear again in Red Storm: The Air War Over Central Germany, 1987 and with a vengeance.  This article will discuss the SAM and AAA forces of NATO and the Warsaw Pact in Red Storm and how they may affect both defensive and offensive planning in the game.

Fox One! Beyond Visual Range Combat in Red Storm

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In the late 1980s battlefield imagined in the upcoming game Red Storm: The Air War Over Central Germany, 1987, beyond visual range (BVR) combat changes significantly from earlier games in the series. BVR missiles  by the late 1980s were both more numerous and more deadly than ever before, and both sides were expected  to use them in large quantities. This article will discuss some of the potential changes in BVR combat in Red  Storm and the thinking behind them.