Game Preview: Red Storm: The Air War Over Central Germany, 1987 (GMT Games)

Near the end of the Cold War, both NATO and the Warsaw Pact fielded impressively large and varied air forces that, thankfully, never contested the skies over Europe. Where the Warsaw Pact relied on larger numbers of robust but technologically-limited fighters and bombers, NATO offered up qualitatively superior but numerically inferior forces, making any conflict between the two sides one of doctrine as well as ideology.

Forthcoming from GMT Games and designer Doug Bush, Red Storm: The Air War Over Central Germany, 1987, seeks to model this potential conflict by enhancing the time-tested operational system originally designed by Lee Brimmicombe-Wood for his seminal work on the air war in Vietnam, Downtown. I’ve been lucky enough to work with Red Storm from the early playtest phase, and as a long-time admirer of both Downtown and its follow-on game, Elusive Victory, I find that Red Storm neatly brings the system’s strengths to the quite unique situation over Central Germany while addressing the complexities of the modern air battlespace.

Banner for Red Storm via GMT Games

As the playtest counter art shows, players will have at their disposal aircraft from several nations: the United States, the United Kingdom, the Soviet Union, the German Democratic Republic, the Federal Republic of Germany, Belgium, and Canada. And what a varied assortment of aircraft it is. From the top-of-the-line F-15s and MiG-29s through to the lowly Su-17s and puttering Alpha Jets, nearly every fighter and bomber that could have seen service in the Central German front makes an appearance. Doug has meticulously differentiated the airplanes, so that each flies, and fights, quite differently. Gamers who take the time to dig through the aircraft notes and make use of differences in radar, altitude performance, and weapon loadouts will be rewarded for their efforts.

Of particular note to me, the Su-25 Frogfoot close attack plane earns a few counter slots—it’s my personal mission as a wargamer to play every game that features this delightfully ungainly craft.

Playtest Art for Red Storm via GMT Games

Complicating both players’ plans, the electronic warfare support and anti-air missiles on each side make the mere act of flying hazardous. Going in on the deck might keep one safe from the SAMs, but then there are the copious low-level infra-red missiles and flak batteries to deal with. Successful ingress and egress require quite a few difficult choices. Making the initial flight plans could be a game in itself, and while players are never “on rails,” that initial planning does guide proceedings to a large extent, a hallmark of the system as a whole.

Planned scenarios range from contested bombing missions on both sides through to SAM-busting missions, rear echelon interdiction strikes, and escorting special forces on behind-the-lines infiltrations. One and two map scenarios will be included.

Red Storm promises to be both a worthy addition to the Downtown system and a signal accomplishment in air combat gaming in itself. Discussion of the game as it moves through development is taking place on ConsimWorld, and any gamer with interest in this hypothetical air conflict is welcome to head over there to follow along and participate.

(Playtest images and banner via GMT Games.)

Doctor Who Project: The Ambassadors of Death

Doctor Who Project: The Ambassadors of Death

What about reducing the g’s by mixing K and M3?

What if they held an invasion and nobody came? With “The Ambassadors of Death” (Series Production Code CCC), series regular writer David Whitaker provides an engaging answer to the recent profusion of alien invasion plots in Doctor Who by neatly subverting all expectations of how an alien invasion story should play out.

The Mystery of Mars Probe Seven

Comparisons between “The Ambassadors of Death” and its immediate predecessor, “Doctor Who and the Silurians,” cannot be avoided. We have aliens, to be sure, and the threat of invasion from beyond (or below) gets bandied about, but this time, the aliens actually do come in peace. While Malcolm Hulke toyed around with the idea in his story, Whitaker comes right out and finally says what the series has been suggesting for some time now: the real monsters are human beings and their foibles.

To Whitaker’s immense credit, and in keeping with the series’ long-standing tradition of concealing the monster as long as possible, the viewer doesn’t quite know what humans and which foibles are at fault until nearly the finish of the seven episode story. A tangled set of interwoven conspiracies develops around the mystery of the missing astronauts from Mars Probe Seven, and the cast of players seems immense at first. Will it be the bureaucratic pride of the civil servant, the simple greed of a cunning con man, the unbridled Promethean lust for knowledge of the foreign scientist? We’ve seen them all before. Instead, we find at the core of this story a sad tale of misplaced morality coupled to the human destructive impulse. All summed up with a swagger stick.

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