Red Storm

Red Storm: Baltic Approaches — Playtest Report

Playtesting continues for Red Storm: Baltic Approaches. As with Red Storm, I am working hard to make sure each scenario provides players with interesting challenges. One of my favorite scenarios explores the tactics used by Warsaw Pact deep bombing raids against a layered NATO defense of SAMs and fighters, with the possibility that the bombers […]

Red Storm: Baltic Approaches — Playtest Report Read Post »

Designer Blogs

Red Storm: Baltic Approaches Design Update

The design and testing team for the first Red Storm expansion, Baltic Approaches, has been working hard over the past months to get it ready for final art with GMT. Since this is an expansion, the early work has focused on the foundations of the expansion: the map area, the orders of battle, the timeline

Red Storm: Baltic Approaches Design Update Read Post »

Designer Blogs

Fox 1! – A Red Storm Example of Play

The following is an excerpt from the Red Storm examples of play. This one covers air-to-air combat and is intended to help players learn the system by walking through a beyond visual range (BVR) and dogfight combat between a US F-4E Phantom II and a Soviet MiG-29A Fulcrum.

Fox 1! – A Red Storm Example of Play Read Post »

Examples of Play

Old Crows – Electronic Warfare in Red Storm

While only fifteen years separate the air wars depicted in Downtown and Elusive Victory from the hypothetical conflict in Red Storm, major advances in computer technology significantly changed all aspects of electronic warfare between the early 1970s and late 1980s. Radars, jammers, missiles, countermeasures, and counter-countermeasures all evolved at a rapid pace. From the Israeli

Old Crows – Electronic Warfare in Red Storm Read Post »

Designer Blogs

Red Storm – Solitaire Development

One of the aspects making the Downtown series great is its intense fog-of-war.  The combination of dummy flights, hidden AAA/SAMs, generic flights, and unconfirmed bombing results add up to a lot of uncertainty for both players in most scenarios, a situation that is both realistic and fun, since neither player knows the full picture. As

Red Storm – Solitaire Development Read Post »

Development Updates, Solitaire Systems

Red Storm – Scenario Mix

In designing scenarios for Red Storm: The Air War Over Central Germany, 1987, I’m trying to provide a wide range of scenarios in terms of size, complexity, and “standard” versus “unusual” situations.  Regarding size, the variance is based on three main factors: the amount of the map in play, the number of flights on each

Red Storm – Scenario Mix Read Post »

Development Updates

Red Storm – Scenario Design and Testing

In designing Red Storm: The Air War Over Central Germany, 1987, I wanted to provide a diverse mix of scenarios in terms of content, balance, and size.  To give a sense of my design process, this article will share some insights into the scenario design and testing of “Breakthrough,” one of the larger scenarios in

Red Storm – Scenario Design and Testing Read Post »

Designer Blogs

Red Storm Playtest AAR, Part 2

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

Red Storm Playtest AAR, Part 2 Read Post »

Playtest Reports

Red Storm Playtest AAR, Part 1

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

Red Storm Playtest AAR, Part 1 Read Post »

Playtest Reports
Scroll to Top