You are the commander of either NATO or Soviet forces locked in battle on the ground in 1980’s Central Europe. As commander, it is your task to provide the battle plan orders to your units. You need to know your mission objectives, strength and weakness of both your forces and you enemy, lay of the land, weather, and time of day in order...
User reviews:
Very Positive (63 reviews) - 88% of the 63 user reviews for this game are positive.
Release Date: Oct 9, 2013

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Recent updates View all (12)

April 28

v2.0.11.4 Open Beta Available

Hello All,

v2.0.11.4 Open Beta is now available. Below is a comprehensive change log for this Beta.
Please check it out and give us your feedback.

Change History:

v2.0.11.4 Beta – 27 April, 2016


  • Added a color overlay to “Show Elevations” function (Ctrl+E) if the Advanced Elevation Colors option is on. The colors are shades of yellow to orange to brown as the elevations get higher. This color scheme does work (mostly) with LOS and other tools. The option check box can be found in on the General Tab of the Set Game, Player, and Unit Defaults dialog via the User Preferences button on the main menu or hitting the F5 key.
  • The option check box to use the advanced colors for Line of Sight has moved from the Turn Resolution Tab to the General Tab of the Set Game, Player, and Unit Defaults dialog via the User Preferences button on the main menu or hitting the F5 key. This places it with other similar functions.
  • For those of you who dislike all of the informative radio message dialogs that pop up during game turn resolution, there is now an option on the General tab of the Set Game Player and Unit defaults that will turn them off. Use at your own risk since you will miss important game related information. You can always turn them back on by going into the options during the Orders phase of the game.
  • As an added bonus for 2.0.11, we are including a revised set of Red Storm maps hot of the press from William that move the Red Storm maps up to a Southern Storm standard seen on the maps used in Germany Reforged. These maps are now JPG instead of PNG and have a smaller memory footprint, but still look awesome. The JPG Revision April 2016 | What’s New, Enhanced, or Fixed 7 version of a map will load in place of the PNG in the maps folder. If you want the older maps, just move all of the JPGs to a new subfolder and the PNG version will load in game. Enjoy!
  • If you now load a scenario, save game or PBEM game made from a game version greater than the version you own, the game will display a warning message and then go back to the Main Menu instead of locking the game up. If you wish to play the scenario, you will need to update your game engine to the latest version. NOTE: If you are planning to play a PBEM game, make sure you and your opponent are on the same game version.
  • We also made some adjustments and improvements to the AI pathing for ground assault and helo movements. In both cases, the AI will look to use better approaches and avoid diving over exposed hills. Helicopters in deliberate movement (attack profile) will seek out low terrain to mask their approach to targets. Hasty moving helos (Returning to base or looking to cover ground) with look to stay low, but will crest hills if it is faster to the objective. We also caught and fixed a bug were the pathfinder would crash if the path went over a lake/large river hex.
  • We were able to make a few tweaks to the AI to improve its ability to send better-formed combine arms groups to objectives. This should make things a bit more entertaining as the Red Storm rolls in.
  • We made numerous cosmetic improvements to campaign game screens to make them easier to read and work with.
  • The game can now be closed by clicking on the top right Windows close icon (X) during turn resolution or during and AI vs AI game. Before it would stop the turn but not exit properly. Clicking on the close button again risked an access violation. It should be well behaved now.
  • Fixed a bug that was preventing units “unknown” units (shown with a “?” on the counter) from showing in player versus AI games. There does seem to be some spotting oddness with this that we are investigating in order to correct it for the official release.
  • We added a standoff range to helo deliberate movement. Three hexes for Soviets and four hexes for NATO Attack helicopter units. This should help them from sitting on top of enemies. Scouts have a much larger standoff and will tend to back off if they fly into the standoff range.
  • The Scenario Editor and game will now load JPG maps just like PNG. JPG maps have a much smaller memory footprint. You can have both in the maps folder and the game will take the JPG version first. File names must be the same to load properly in a scenario.
  • All popup forms were given a proper Owner control to preserve Z order of forms (what dialog shows above another). This should reduce the chance of a dialog box or other form 'popping under' the main screen or other form and force the game to have to be closed from Task Manager. On the off chance this does happen, you may be able to recover by hitting the escape key and closing the offending form/dialog. Once closed, you can attempt to reopen the form you were looking for.
  • The rate of these notification messages has been reduced to a reasonable level. You should not see the same HQ getting “detected” every couple minutes.
  • Do not show the FPGR ‘thank you’ message more than once per session.
  • The following changes have been made the UDP panel for game play.
    • The UDP would change to show the unit currently moving but it did not show the currently firing unit (or friendly unit receiving fire if appropriate). This has been added.
    • At the bottom of the bullet list is a new entry for “Kills Claimed”. This adds some color and gives the player attachment to units that have been doing well so far.
    • Fixed up apparent corruption for Air Unit UDP reports but did not find any memory corruption issues.
  • The force name at the very top of the information panel could be cropped on both ends if the name was too long. The game will now display part of the name and truncate with ellipses if it is too long. We will look for a better solution in Southern Storm.
  • We made a few minor adjustments to the weighted values used to change the weather to reduce the amount of time and the chance of Heavy Rain. It will still happen, but at a reduced chance from Light Rain. If the weather is at Heavy Rain, there is now a greater chance to fall off to light rain. Best we can do for now until Southern Storms new weather model.
Bug Fixes
  • Fixed a bug that broke AI helo aggressive movement (helos were defending or not plotting forward movement at all). AI Attack and Recon helicopters will now move forward after objectives again.
  • In some cases, a unit would get caught shuttling back and forth between two hexes when the AI evaluated the route and there was a change is best path. Plotted units should now follow the initial path better and not dance about.
  • Air Units in some cases were not fully resupplied by a resupply order. This is now corrected.
  • We fixed the artillery reporting times in the diary that were reversed.
  • We fixed a bug in Line of Sight/Line of Fire (LOS/LOF) that was causing some odd attacks that should not have been occurring and some rare cases of missing a good LOS/LOF. Combat should be a lot better now.
  • We have fixed a bug where the setup zone warning hint would go off even when the unit was in a setup zone.
  • We fixed the Force Roster hyperlinks that we broke in Beta. They should work fine now.
  • Found and fixed what may have been the killer memory corruption bug in campaign games, fingers crossed.
  • We fixed a bug corrupting the effect of certain HEAT attacks with tandem warheads to calculate out incorrectly versus composite armors (ACA specials). The armor will now reduce HEAT penetration as intended.
  • We corrected a rare bug that would offset the last counter moving onto a stack in the wrong direction.
  • Upon exiting a PEBM game, a PBEM++ exit routine was invoked that could cause a game crash in certain situations.
  • We found and fixed two deep bugs in parts of the direct fire combat code. This error was causing medium to long ranged shots in many cases to be greatly reduced in accuracy. Tank combat will be more effective and brutal now with kills being made more often at ranges over 1500m.
  • We shut off AI “Move Delayed” hints seen in Beta 11.1.
  • We fixed a major memory leak with the Scenario Editor and main game when switching from one to the other.
  • We fixed the calendar control to show properly in the Scenario Editor. A recent tool update changed some settings on us.
  • We fixed a problem in Setup whereby a user loads a saved game and half the display blanks out for a few seconds.
  • We fixed bugs that broke the AI stacking limits for ground and Helo units. The AI will now try to limit two ground units and one helo unit in a hex at a time. Recon units will be limited to one per hex. AI units will plot paths around congested hexes to reach objectives. This should fix the “skyscraper” unit stacks made by the AI and allow helicopters to move over ground unit stacks without being stopped.

1 comments Read more


“It's years since I was so impressed by the rules and mechanisms underpinning hexagonal aggro.”
Rock Paper Shotgun

“Flashpoint Campaign: Red Storm is one of those games that manage to get almost everything right from the very moment they leave the gate.”
The Wargamer

“Flashpoint Campaigns : Red Storm brings a breath of fresh air in the field of wargame, either by topic covered or by the introduction of novel mechanisms.”
Historia Games (French)

New DLC Available

This scenario pack takes the classic scenarios from Flashpoint Germany (2005) and brings them up to the vastly updated standard of the Flashpoint Campaigns game engine of 2015.

Included are 17 scenarios with 43 variations along with the original four maps completely redone to new graphical standards.

About This Game

You are the commander of either NATO or Soviet forces locked in battle on the ground in 1980’s Central Europe. As commander, it is your task to provide the battle plan orders to your units. You need to know your mission objectives, strength and weakness of both your forces and you enemy, lay of the land, weather, and time of day in order to come out on the winning end. Your crews will do their best to follow your orders and execute the plan, but in war, no plan survives first contact. You will need to think on the fly and adjust to the ever changing flow of battle.

This update to the game is being rebranded as the “Player’s Edition” as a big thank you to all players that made this game what it is now through feature suggestions, bug reports, and feedback from hours and hours of play. Our team is overwhelmed by the reception of the game and by the dedicated players we see on the forums. This update includes visual improvements, expanded multiplayer options as well as a better interface and combat logic, all based on your feedback!

We plan to continue updating the game engine and adding additional content with the next iteration of the system with Southern Storm. We will be working with even more of your feedback and suggestions as we move forward with that project and others.

Flashpoint Campaigns: Red Storm features an innovative asynchronous turn structure that models the OODA loop, huge maps, hundreds of meticulously researched platforms and weapons, detailed orders of battle, realistic modeling of modern combat including armor, infantry, helicopters, airpower and chemical and nuclear weapons, 2 campaigns and over 20 single scenarios, realistic weather conditions, modding options and much more!

After the end of World War II, Europe spent years recovering from the losses and the terrible consequences of the conflict. A whole continent found itself divided into two blocs: one lead by the United States with NATO among its allies in the Western bloc, and in the Eastern bloc lead by the Soviet Union along with the Warsaw Pact. Separating the two, an “Iron Curtain” formed of high walls and minefields as well as hundreds of thousands of well armed troops. This was the Cold War, a forty year state of political and military tension between two superpowers that several times came close to starting World War III. While the world survived the Cold War, the effects of the “long twilight struggle” still echo in the geopolitics and military technology and tactics of the present day.

In Flashpoint Campaigns: Red Storm, World War Three has started, the Cold War has turned hot. Do you have what it takes to achieve victory on the battlefield or will the world end with all out nuclear war?


  • Includes 20+ Scenarios featuring the three NATO forces versus the Soviets.
  • Four Campaign games where you manage your core force through a number of battles.
  • A crafty AI opponent looking to achieve its mission goals or deny you yours.
  • You get 20+ game maps based on real world terrain of Central Europe.
  • Variable length turns based on current Command, Control and Communication state (C3) of forces. Unit losses and the level of electronic warfare impact you and your enemys C3 state.
  • A new and refined combat engine taking into account many factors with weather, sensors, terrain, and troop capability factored in.
  • Detailed information before, during and after a scenario to keep you informed and aware of the state of your forces.
  • Platforms and weapons from the decade of the 80s for US, UK, West German and Soviet forces including aircraft (various types and loadouts), helicopters (various types and loadouts), tanks, APCs, Self-Propelled Systems (Gun, Anti-tank, Flak, and SAMs), towed guns, trucks ,jeeps, and of course the grunts with their vast array of weapons.
  • Built-in editors for Map Parameters, Scenario Creation/Editing, and Campaign Creation/Editing. The game was built around having a very large 3rd party following to supplement our planned expansions to the game.
  • Mod friendly design allows for the ability of players to tweak/create/replace many of the default graphics (unit images, badges, map markers and maps), sounds (verbal, movement and combat) and data elements (Units/Weapons/OOB Formations/National Ratings) using common 3rd party software.

Additional Features
  • Recon units are given a more important role with the new game engine. They can see further than normal units and are harder to spot by other units. This makes having eyes on the enemy important and blinding the enemy a top priority.
  • Dynamic Weather affects weapons and sensors during the battle. Rain and wind degrade thermal systems. Some aircraft and helicopters can’t fly in bad weather or the dark.
  • Active FOW system. The fog of war (FOW) will require units to see and identify the enemy. Sometimes they report back incorrect or incomplete intel.
  • Artillery Systems can fire a plethora of ammo types including HE, Smoke, Mines, and ICM (to name a few).
  • NBC warfare is also on the table with strategic platforms like surface to surface missiles with nuclear or chemical warheads. They pack a punch, but using them comes with a cost.
  • Simple Windows style interface. Menus, right click menus, hot keys, hints and dialogs keep you informed and in control of your forces.
  • Many setting to adjust the realism to suit beginners and grognards alike.
  • Game engine has a number of anti-cheat mechanisms in place to make sure multiplayer games are using the same scenario and associated data.
  • The game features an improved infantry model, engineering functions (abstracted, but includes blowing bridges, bridging rivers, clearing mines and obstacles) and the ability to resubordinate units to fit your battle plan.
  • Dedicated development team that continues to add new content to the game.

New for the Player's Edition
  • New OTS Standard Maps by William!
  • Sudden Death Multiplayer Setting
  • Added ATGM Launch Hint
  • Clarified Fallen Out versus Destroyed Subunit
  • Expanded Scenario Editor Date Selection Range
  • Corrected Artillery Fire Kill Percentages
  • Many Label Changes for Better Information
  • Improved Helo Combat Logic
  • Improved Scooting/Standoff Range/Resupply AI Logic
  • Fixed Counter Battery (CB) Fire and Direct Support (DS) not Working Properly
  • Added new scenario playable from either side or head to head

System Requirements

    • OS: Windows® XP / Vista / 7 / 8
    • Processor: Intel Pentium 4 or equivalent
    • Memory: 1 GB RAM
    • Graphics: 1024 MB DirectX card
    • DirectX: Version 7.0
    • Storage: 500 MB available space
    • Sound Card: DirectX compatible sound card
    • Additional Notes: CD ROM Drive: not required for the digital version
Customer reviews
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Very Positive (63 reviews)
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49 reviews match the filters above ( Positive)
Most Helpful Reviews  Overall
61 of 75 people (81%) found this review helpful
2 people found this review funny
67.8 hrs on record
Posted: November 21, 2014
Modern and lethal. This is a wonderful wego system put together by the guys at On Target Simulations. If you enjoy 80's nato or soviet equipment and tense game play moments you can't go wrong with this game. I love the variable command cycles, get your hQ's taken out, let your troops get out of command range and you'll find your command cycle getting longer and longer. It will be that longer until you can issue orders or react to changes on the battlefield, same goes for your enemy, watch how helpful it can be to give 2 sets of orders to the enemies 1. With wonderful game play and active and responsive developers you can't go wrong with this wargame.
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40 of 53 people (75%) found this review helpful
5 people found this review funny
107.5 hrs on record
Posted: June 28, 2015
Flashpoint Campaigns: Red Storm is one of those unique games which I keep in my favorites and would play it anytime along with Combat Mission series, The Operational Art of War III, Command: Modern Air/Naval Operations and AGEod games.

FC:RS is a mix of TOAW III and Combat Mission series set in 80'th Cold War era where it became(in-game) not so cold.
Game features lot of interesting staff: Along with military units and formations, game features hybrid asynchronous WEGO system(OODA Loop), which is based on your side capability to give orders - it results in situation where player one for example can give orders each 10 minutes, but second one can do this every 30 minutes and using this timing player one can get inside opponents loop and react almost in time on any change on battlefield. This is not random and its based on lot of factors - Electronic Warfare in the area, available HQ units, C3 lines between subordinate units and their commanders and etc.

Scenarios scale varies from company to brigade scale operations on map sized 20x20 kilometrs divided by ~500 meters hexes.
FC:RS modeled lot of cold war advanced weapon systems including US M1 Abrams, Bradley IFVs, UK Chieftan, Warrior IFV along with Soviet T-80s and Hinds.
Game also features artillery weapons like mortars and SP Guns with diffirent munition like HE, Smoke, minlets and ICBM, chemical and even nuclear arms.

Really worth to say that developers are working hard on game, for example Players Edition which is currently available on Steam is a result of great work between Developer team and community. Even today game continue to become better and better.

Hope this short list will help you to decide if this game worth your moneys.

Flashpoint Campaigns: Red Storm это одна из тех уникальных игр, в которые я играю почти всегда, рядом с играми серии Combat Mission, The Operational Art of War III, Command: Modern Air/Naval Operations и играми AGEod.

FC:RS это микс между TOAW III и Combat Mission в сеттинге холодной войны, как раз в тот момент, когда она переста(в игре) быть такой уж холодной.

Игра имеет много интересных реализаций, например наряду с огромным кол-вом военной техники игра предлагает интерсный гибридный режим WEGO(OODA Loop) тайминг ходов в котором основан на возможности стороны отдавать приказы - в результате этого бывают ситуации, когда одна сторона может отдавать приказы каждые 10 минут, а вторая каждые 20, тем самым время реакции первой стороны на ситуацию заметно меньше второй, что в свою очередь ведет, при правильном применении, к своевременной реакции на изменения на поле боя и к победе. Циклы командования не рандомны, а основаны на многих факторах, включая РЭБ, доступность штабов, существование линии командования между подчиненными и штабами и т.д.

Размеры сценариев варьируются от ротного уровня до уровня бригады на картах размером 20 на 20 км, разделенных 500 метровыми гексами.
Игра моделирует много современных боевых систем, включая М1 Абрамс, БМП Бредли, Чифтаны, Варриоры на стороне НАТО и Т-80, Ми-24 на стороне Советов.
Так же в игре представлены различные артиллерийские системы начиная от минометов и заканчивая самоходными гаубицами имеющие немалый арсенал боеприпасов - ОФ, дымовые, мины, кластерные, химические и даже ядерные заряды.

Стоит упомянуть и то, что разработчики совсем не забыли про игру, например Player's Edition, который уже сразу доступен в стиме это результат огромной работы разработчиком вместе с комьюнити.
Игра продолжает развиваться и совершенствоваться.

Надеюсь это маленькое ревью поможет вам с выбором - стоит ли эта игра ваших денег.
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27 of 37 people (73%) found this review helpful
1 person found this review funny
19.7 hrs on record
Posted: November 22, 2014
Takes me back to SSI wargaming days. The slick system in place makes Red storm an excellent cold war hex based turn wargame.
For an idea of how it works and gameplay check out xIGuNDoCIx channel on youtube as he plays a scenario on red storm, 5 mins in i knew i needed this game.

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36 of 55 people (65%) found this review helpful
1 person found this review funny
4.1 hrs on record
Posted: November 21, 2014
Probably one of the only digital wargames that actually represents full NBC combat. 10/10.
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21 of 28 people (75%) found this review helpful
122.2 hrs on record
Posted: November 25, 2014
This game neatly fills a gap in the war gaming genre with combat set in the cold war era 1979-1989, featuring 3 main NATO countries vs Western Group Soviet forces (other forces due for release in the next expansion). The game itself is a grand tactical/operational level war game where you take control of up to NATO brigade or Soviet Division featuring fixed wing air-support, helicopters, artillery with several forms of fire missions including counter battery fire missions, electronic warfare, tactical nukes and chemical weapons, in either H2H play (via PBEM or via the matrix H2H server) or solo play.

In solo play mode you will find the AI to be highly aggressive seeking out your weak spots and punishing any errors by exploiting gaps in your planning, if the AI detects a highly defended position it will attempt to find another route to attack down resulting in a near endless replay ability.

Game play is set around a unique WEGO type of system where each side issues orders during a command phase, at which point the system will play out the action until the next command phase of either player. The command phase timings are different for each side based on several factors such as EW or suppression/destruction of C3i elements, allowing your opponent to get inside your command cycles can be deadly, likewise getting inside your enemies command cycle allows you to take the initiative often resulting in a deadly encounter.

The game engine/equipment tables take into account numerous factors with armor/penetration data for each nation, explosive reactive armor (ERA), fire control systems native to each tank, cluster munitions for both aircraft and artillery, all allowing for a viable demonstration of each sides tactics resulting in an interesting exploration of ‘the war that never happened’.

The game devs have taken an open approach to player’s modding, allowing OOB/TOE to be modded for each nation and the floor is open to modding nations not yet represented ingame. Maps are fairly easy to produce as are images for different types of equipment fielded during the games time period. The game devs have also produced 3 guides (with a 4th due soon) explaining in clear how to mod the various aspects of the game.

Dev Support:
I’ve been playing this game for nearly a year and throughout that time the game dev’s have shown unending patience and willingness to listen to the player base for not just bug reporting (thankfully game breaking bugs are few and far between) but suggestions for new features as well as tweaking existing features. They have showed no sign of slowing down their level of outstanding support.
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23 of 32 people (72%) found this review helpful
3.7 hrs on record
Posted: November 22, 2014
A hex-based operational wargame with interesting turn gimmick. Models loads of little things you don't see in other games. Comes with an editor and contains more units than you can shake a stick at. Not for the faint of heart.

Well worth the price since the devs know what they are doing.
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40 of 65 people (62%) found this review helpful
4 people found this review funny
Not Recommended
42.5 hrs on record
Posted: June 4, 2015
War games are my favorite genre. War games about NATO v Warsaw Pact are my favorite kind of war games. This was a disappointment simply because the UI performs too poorly. I have no patience to struggle through a terrible UI to find what might be a good game...though it really didn't seem all that good. About 90 minutes into this I was so frustrated I quit. The prices for this game is way too high. I feel robbed.
I now have over 35 hours logged in this game. I've read the manual, I've completed the tutorial, and completed several small scenarios. I am willing to curtail some of my negative comments, in that once you learn the nuances of the strange user interface there is a game with a great deal of depth underneath. The UI performs well in small scenarios, but on large scenarios I find it sluggish and difficult to use trying to scroll around on the map, which I still find terribly frustrating.

I no longer feel robbed, but I can't say that this game will become one of my favorites. The program itself is a challenge not so much the game.
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21 of 31 people (68%) found this review helpful
0.2 hrs on record
Posted: November 22, 2014
Wow! who could have known this wonderful game would come to Steam, I bought this game some time ago from the Matrix website to a price much more than this, and I didn't regret my self, I just redeemed a Steam key now, I have played hunreds of hours wich doesn't show here on Steam, this game is an advanced war simulator during the cold war, and is absolutely awesome, some nice history and strategy to be found here, it is my absolute favorite tactical type grand strategy game. it is very well done, it is a bit complex to learn because it is a huge game, but it is not overly difficult by any means, there is a great value and replayabillity here, and there is also more community created scenarios you can download and play, there is a good manual and also tutorials on You tube, simply a must have, if you buy it now you make a real bargain. recommended 10/10 this is a real masterpiece. totally worth the full price.
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18 of 27 people (67%) found this review helpful
122.7 hrs on record
Posted: November 23, 2014
Awesome. Runs smoothly on my modest rig. Tons of info, scenarios & campaigns. Challenging AI will punish mistakes. Scenario & campaign editor. Moddable. Units gain awards/citations for good performance. Playble as US, UK, FDR & USSR. Emphasis on command decisions. Morale, supply, training all factored-in. Seriously good 2D map-based wargame.
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12 of 17 people (71%) found this review helpful
100.4 hrs on record
Posted: January 9, 2015
I sat on the fence for a long time with this game. 100% because of pricing. i waited for a sale, and picked it up right away. i must say, this is a GREAT hex based wargame. its got a great amount of depth, everything under the hood is working smoothly, and i have yet to encounter any bugs. however, it takes A LONG TIME, to get get at this game. ive got like 75 hours as of this writing, and i still suck. it does a great job of realisitcally recreating units, tactics, docterine, and other aspects of the warsaw pact/nato forces. this means, that the nato side will almost always be outnumbered and have to rely on tactics, traning, and terrain for their advantages. at times it might feel unfair, but its not the game that is unfair, its the fact that in real life, if ww3 went down in germany, as this game has set up for us, nato would, in fact, be outnumbered on the ground...big time. the developers didnt beef up nato unnecessarily or unrealistically just because they are outnumbered. they do, however, tend to have better equipment, and thus, use it to their advantage. docterine is also simulated. the soviets tend to use stick together in large groups, forgetting any idea of individuality found in nato forces, and listen to their commanding officers, without question. take out their HQ and they may end up being far less effective than if a similar event happened to a similar nato unit. the game trys hard to simulate the muddiness and fog of war, including that on your own side. commanders are often limited to giving only a certain number of orders, to simulate the fact that during battle, its not always possible to get in contact with all your units to give them any order at any time. electronic warfare can also have a negitive effect on communications. each turn is played out in a we-go style, where both teams make their moves, and simultaniously play them out. during that time, orders can not be given, and you are often forced to watch your units destroyed or decimated because of a bad decision you made. the time in between orders is effected by things like electronic warfare, communications jamming, unit organization, staffing, etc, etc, etc, and can be anywhere between 10-45 minutes or so. after it plays out, you can give new orders, but again, you may be limited to giving only a few orders at a time, especially if your forced to use runners due to radios being made useless. still i probably wouldnt pay full price, just because, for a digital download, is a bit much, but if you can get it on sale, pick it up right away.
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Recently Posted
54.3 hrs
Posted: October 9
very good!....please release "southern storm"
Helpful? Yes No Funny
Dr. Strangelove
18.0 hrs
Posted: September 10
Verdict - Very detailed, not that hard to learn but truly hard to master. It is probably the best 1980s combat sim there is.

1. Very detailed and meticulously researched.
2. A lot of different weapon systems available.
3. Many different scenarios and campaigns.
4. A decent game engine.
5. Decent graphics for a hardcore strategy sim.
6. Everything seems plausable and realistic.

1. None really.
Helpful? Yes No Funny
8.9 hrs
Posted: August 23
Make a it instantly fall apart because the weather changes unexpectedly.

Warning: This game is a lot to learn at first, you'll have a bunch of things to figure out, and you'll want to play the tutorial scenario a few times to perfect it before diving into the deep end of the more complex scenarios, but it is a lot of fun once you get the hang of it.

It can be brutal, you'll have to learn to get your artillery to fire and move, when to fire off artillery and when to keep it on call, you'll have to know when to hold and when to give, you'll want to master smoke screens, how command and control works, and get used to how to deploy infantry correctly.
Helpful? Yes No Funny
205.3 hrs
Posted: July 9
Beautiful,Challenging tactical simulation of a Soviet-NATO conflict in late 1980's Germany. The developers of this game made a really realistic combat system, glad I purchased the game.
Helpful? Yes No Funny
50.6 hrs
Posted: June 22
I consider this game the best balance between RTS and turn based.

Still didn´t win any scenario, but some are Kobayashi Maru level.

Some day I shall be able to look to the red hordes and say: "You Shall Not Pass!!"

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40.3 hrs
Posted: June 16
Surprised by how much I like this game.
Its a combination of "Wargame: Red Dragon" and "Combat Mission". If you like either game you will be very comfortable playing Red Storm.
Even though its set up as an old style "counter and dice" war game it plays a lot like an RTS. Very intense for a turn based game. So far I have enjoyed playing against the AI it seems to make a good oponent.
I like to play each scenario a couple times, switching sides, to see if I can do a better job. So, for me at least, the game has good replay value. You can also download user made scenarios and there is a scenario DLC. It has multiplayer PBEM but I have not tried that yet.
Good game. Highly recommended.
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137.6 hrs
Posted: April 23
Brilliant strategy, unique mix of turn based wargame with rts-like dynamic action.
It's easy to learn yet hard to master. Scenarios are diverse and interesting, 4 distinctive armies with different "feels" and multitude of units.
Last but not least, it makes you work really hard for your victories ;)
Totally reccomend.
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140.8 hrs
Posted: February 12
I honestly wasn't sure I'd like it, since I hadn't played a hex-based game in ages. The thing to remember about this game is that just like in real life, the commander doesn't have a Gods-eye view of everything. You get contact reports as they come in, and acting on them on any larger level takes time. A platoon of Abrams will react to Soviet armor on its own, yes, but if you want to counterattack, depending on the situation, expect it to take a bit of time to get the basic plan worked out and orders passed down to the units involved. The game invisibly abstracts all of the fog and confusion that comes with modern warfare, frankly, I think they did a pretty darn good job. This game seems to fill a void between a division-level game like Hearts of Iron 3, and a company-level game like the Combat Mission series (not on steam, but highly reccomended.).

Basically, if you want a challenging game that gives you map-on-a-table awareness on a realistic delay that can brutally punish mistakes and reward skillful planning and execution, I'd definately look into it. If you're not sure about the hex based system, get it on sale. It's one of the few that covers this time period that even tries to be realistic.
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7.9 hrs
Posted: January 3
Unpolished game, bad UI, fatal errors all along the first Soviet campaign mission (script).
I can't recomend even if the dev team start to look seriously into the bugs.
It's not ready, just it.
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70.4 hrs
Posted: December 29, 2015
Good wargame game, feels like it models the chaos and CnC limitation of a modern grand tactical game very well.
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