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Subject: Red Menace: 2nd Edition Comparison with 1st Edition rss

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R. Brent Ward
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Apologies for the long-post but a lot has been changed in 2nd Edition.

This topic will list the differences between 2nd Edition and 1st Edition (by White Dog Games) along with any new units and rules. As information is added or typos corrected, I will include an Edit History at the bottom of this post.

Feel free to ask any questions. The 2nd edition is available here: https://www.thegamecrafter.com/games/red-menace-2nd-edition-

Details (for both editions):
Number of Players: One
Playing Time: 60-90 minutes
Age: 12+
Solitaire Suitability: High
Unit Scale: Groups, with some Squadrons; Soviet Air Divisions.
Time Scale: 1 to 1.5 hours per game turn.
Map Scale: 500 miles per hex.

2nd Edition Components from The Game Crafter:
• One 18-page Rulebook (8” x 10”)
• One 7-page Scenario Book (8” x 10”)
• One 11" x 17" Quad-fold Double-Sided Map
• 150 3/4" Laser-cut Counters (10 sheets of 15 counters)
• Two 11" x 17" UV-Coated Quad-fold Reference Sheets
• 21 Random Event Cards (2.5” x 2.5”)
• 12 Soviet City Cards (2.5” x 3.5”)
• One Box with Cover Art
• Two Red Cubes
• Two Blue Cubes
• Three six-sided Dice with Pips
• Five six-sided Dice with Numerals
• One Dry-Erase Marker with Eraser Cap

What you will need:
• 2 Opaque Containers (cup or dice bag) for Nukes and Soviet Bomber draw piles. The 1st edition required four containers. In 2nd edition, Random Events and Soviet Cities have been converted to cards.
• Dry-Erase Cleaner for use on UV-coated Reference Sheets.
OR
• A single Acrylic plastic sheet measuring 33" x 17" to place over map and both reference sheets. The use of plastic sheets will normally not require cleaner for dry erase markings.

Component Differences:

Component: 1st Edition: 2nd Edition:
Counters
-Laser-Cut: Yes Yes
-UV-Coated: No Yes
-Quantity: 154 150 *
-Size: 3/4" 3/4"
-Thickness: 1/8" 1/16"
-Material: MDF/Wood 60pt chipboard covered with heavy matte finish paper
-Laser-Cut Soot: No Yes (Removal Instructions)


* Quantity is lower because 28 counters were removed after converting Soviet City, Random Events and the three Soviet Sub Attacks to cards. The Soviet Tu-16E counter was removed (Soviet Aerial Refueling). Several new units added and some existing quantities have been adjusted (e.g. Lightning, Tu-95k/Kh-20 and SA-2 units).

Here is an image showing the same counter from each edition side-by-side:



This image highlights six differences:

1. The "Soviet Air Defense" units are now "SA-2" units.
2. Thickness
3. Rounded-corners in 2nd edition
4. The improved clarity in 2nd edition.
5. Better layout (less clutter) in 2nd edition.
6. The unit side is now represented by a roundel or flag instead of abbreviated text.


Component: 1st Edition: 2nd Edition:
Rulebook
-Size: 8.5" x 11" 8" x 10"
-Page Count: 12 (10 of rules + scenarios) 18 (14 of rules + separate 8" x 10" 7-page scenario book)
-Complexity: 4 (out of 10) 5 (out of 10)
-Material: Unknown (Heavy Weight Paper) 148gsm paper

Reference Sheets:
-Quantity: 3 2
-Size: 8.5" x 11" each 11" x 17" each
-Double-sided: No Yes (duplicate image)
-Fold: No Quad
-Dry-Erase? Yes, but required lamination Yes, UV-Coated
-Material: Unknown (Heavy Weight Paper) 305gsm black-core matte card stock

Map:
-Size: 11" x 17" 11" x 17"
-Double-sided: No Yes (Black and White with color icons on reverse side)
-Fold: Single Quad
-Material: Unknown (Cardstock) 305gsm black-core matte card stock

Dice:
-Quantity: 3 8 (5 with numerals to track 1d6 Nuke results)

Box:
-Size: 11.75" x 9.25" 10.7" x 10.7"
-Cover Art: Yes Yes
-Side Art: Yes (all 4) Yes (only 2 of 4 sides)
-Back Art: Yes No (solid black wrap)


10 New Units:
Soviet:
• 4x Tu-95 (Bomber M:1 A:3 R:0 D:0)
• 2x Tu-28 (Interceptor-Moscow A:3 R:0/1)
• 2x SA-2 Air Defense (SAM-Moscow A:5 R:0)

United Kingdom:
• 2x Hunter (Interceptor A:4 R:0)
• 1x Valiant (Bomber M:1 A:4 R:0 D:0)
• 1x Victor (Bomber M:1 A:4 R:0 D:-1)
• 1x Bloodhound Air Defense (SAM-London A:5 R:0)

United States:
• 1x F-106 (Interceptor A:3 R:0/1)
• 2x F-89H (Interceptor A:4 R:0/1)
• 1x Nike Air Defense (SAM-Washington D.C. A:5 R:0)

7 New Nuke Counters:
• 1x Moscow Nuke (10+1d6 points)
• 1x Washington D.C. Nuke (10+1d6 points)
• 2x 3-Point Nuke
• 2x 4-Point Nuke
• 2x 6-Point Nuke
• 2x 7-Point Nuke
• 2x 8-Point Nuke

Updated Units:
• Removed Soviet Tu-16E Aerial Refueling. This event has been removed for the Soviet side in 2nd edition.
• Increased quantity of Soviet Tu-95k/Kh-20 from 3 to 4.
• Replaced 2 of the 3 UK Vulcans with 1x Victor and 1x Valiant.
• Changed Vulcan Attack value from 3 to 4 and added a Defense modifier of -1.
• Renamed the generic "Soviet Air Defense" units to "SA-2" and increased quantity from 2 to 9.
• Increased quantity of US B-47 from 10 to 12.
• Decreased quantity of US B-52 from 10 to 9.
• Reduced quantity of US F-102 in standard game from 6 to 5 (6th unit still included as optional rule).
• Increased quantity of Soviet Mig-19s in standard game from 5 to 6.
• With addition of 2 UK Hunter interceptors, reduced quantity of UK Lightning interceptors from 2 to 1.
• The following units have long-range interception capability of "R:0/1": Tu-28, Lightning, F-102, F-106, Arrow, F-89H and Su-9.
(Su-9 and F-89H require long-range check before allocation is successful).
• Nuke Counters:
- Quantity of 1d6-point Nuke Counters is unchanged at 3.
- Reduced quantity of 10-point Nuke Counters from 6 to 2.
- Reduced quantity of 5-point Nuke Counters from 16 to 10.
- Added 10 new Nuke Counters (2 each of 3, 4, 6, 7 and 8-points).
- Added 1 Washington D.C. 10+1d6-point Nuke Counter (for use with Capital Cities rules).
- Added 1 Moscow 10+1d6-point Nuke Counter (for use with Capital Cities rules).

Rule Changes:

Most of the "Strategic Deployment and Scramble Rules" are now standard, but have been further refined since their release in 2013. An overview of these rules are:

• Requiring the player to deploy bombers to cities on the ground. The aircraft are also at risk of being destroyed by Soviet attacks before launched.
• Long-range interceptions: player may allocate some interceptors at long-range, but they will reset a turn longer.
• Air Defense Hexes: Soviet "SA-2" Air Defenses are no longer deployed during Game Setup, but possibly as bombers move into these hexes.
• The Tu-95k/Kh-20 will attack from Range 1, just like 1st edition, but if it successfully destroys a city, the remaining bombers in the flight are assigned a new target instead of being removed from the game.

Submarine:
• One action per turn: move, attack or hold position.
• Starts under ice cap near Greenland and must move at least once before firing Polaris missile. In 1st edition, submarine required at least six turns before launching the first missile. This movement rate wasn't in-scale with the rest of the game.
• May only move twice for the entire game. The 1st edition submarine has unlimited movement but started farther away.
• Quantity of starting Polaris missiles reduced from 3 to 2.
• May only launch missile from hex with Polaris Missile icon on map.
• Random Event to add another Polaris missile is unchanged, but the maximum per game is now 3 instead of 4.
• Increased Attack value to 4 instead of 2.
• Reduced Range value to 3 instead of 4.
• Soviet ASW Action Random Event may still destroy US submarine on 5+, but if sub is in a hex with Soviet ASW Ship icon, it's destroyed on 4+.

Soviet Air Defenses:
The number of "AD" hexes on the map has increased from 6 to 12 to cover any gaps in the map. A total of 9 (instead of 2) "SA-2" units are now available for deployment during the game. Bomber defense modifier values on B-52, B-58, Vulcan, Victor and M-50 are now applied to Air Defense attacks (Nike, SA-2 and Bloodhound).

Interceptors:
• Interceptions against a single Soviet/Cuba flights may be allocated once per turn.
• US may only allocate half of interceptors in READY box for long-range interception (rounded-up).
• Only two F-102 and/or F-89H units may be allocated for normal-range interception per flight in Greenland (B and C).
• Only one F-102 or F-89H unit may be allocated for long-range interception per city in Greenland (B and C).
• Only one F-102 or F-89H may be allocated for interception in Canada.
• F-106 is assigned to a specific US city on the map and may intercept in normal or long-range of one hex. After F-106 is allocated, will reset as normal and assigned to a US city of the player's choice.
• F-106 may not intercept Soviet flights in Canada, unless using the Nuclear Air-to-Air Missile card.
• Su-9 and F-89H have long-range value in red. This requires an additional 1d6 result check before long-range allocation.
• Canada Arrow may not intercept long-range into US city hexes.

Capital Cities:
This edition now includes a 10 + 1d6 bonus points for destroying Capital Cities on each side with bombers. Each capital city has dedicated air defenses that will attack each bomber instead of a single attack against all bombers. In Moscow, the Tu-28 is dedicated to defending this city, but will attack long-range if possible in neighboring hexes.

Soviet Flights: may now be assigned a tertiary target before being removed form the game. In 1st edition, a flight would be removed after the secondary was destroyed by a different flight/submarine. Having a tertiary target will keep Soviet flights in the game longer.

Random Event Changes:
• Replaced 14 Random Event chits with 21 Cards.
• Removed Soviet Aerial Refueling.
• US Aerial Refueling is now a separate event #17.
• Split Soviet and US Airborne Early Warning into two separate Random Event cards.
• #8 Nuclear Air-to-Air Missile: may now be used by F-102, F-89H and F-106 up to twice per game. After first use, reshuffle back into deck. Point penalty for using this card is 1d3 (open hex) or 1d6 (over a city).
• #6 Soviet Airborne Early Warning: the -1 to US/UK Bomber is now for FIRST attack per turn, not all attacks.
• #7 Soviet Anti-Submarine Warfare (ASW) Action: 5+ to destroy US submarine is unchanged but now destroyed on a 4+ if US Submarine is in a hex with Soviet ASW ship symbol.
• #13 Nuclear Nike Missile: point penalty for using this card is 1d3.
• #15 Soviet Sub Attack (x3): now successful on die result of 5+ instead of 3+.
• #18 US Airborne Early Warning: US interceptors now receive an extra 1d6 against ONE flight (not per flight) each turn.

New Random Events:
• #5 Cuban Bomber Haven: any successful Tu-95 (including Tu-95k with Kh-20) may now land in Cuba for 1 bonus victory point each at the end of the game.
• #16 Mobile SA-2 Regiment: SA-2 units may now be deployed to Nuked Soviet City hexes, like an Air Defense/AD hex, when a US bomber has entered the destroyed city hex and on a 1d6 result of 5+ (instead of 3+ for AD hexes).
• #19 Degraded Communications: if at least 3 US/Canada cities destroyed, reduces the number of US Interceptors available for allocation for the current turn and is reshuffled back into deck.

Soviet City Changes:
• Replaced 11 Soviet City chits with 12 Cards (includes 1 card for Cuba).
• Each card represents a single Soviet City/Airbase and shows the 1d6 result for possible targets.
• The Soviet City table is still visible on the Soviet Reference sheet for Secondary and Tertiary target assignment.
• Map changes required some target assignment updates (see Art\Map section below).

New Alternate Victory Conditions:
Because of the rule changes, how a scenario can end, besides earning points had to be changed a well. In summary, even Soviet flights have completed their attacks, the player may continue to finish attacks with any airborne bombers playing additional turns and skipping phases that apply to the Soviet side (but no additional bombers may take off, unless Cuba enters the game by Random Event). Random Events that aid the Soviets, such as Submarine Attacks or Cuba aiding the Soviets are still played when drawn.

New Optional Rules:
• Soviet Bombers on the Ground: as Soviet cities are destroyed, bombers may get caught on the ground and destroyed. The number of bombers to remove will be either 1 or 2 and depend on the Nuke counter value drawn and a 1d6 die result.
• Sudden Death: once scenario points have been reached, the game may continue 1 more turn. A 1d6 check is performed at the end of each turn.
• Moscow - additional Tu-28 and/or SA-2: if one isn't enough, try increasing either unit to two protecting Moscow using Capital Cities rules.

Art:
All components have been updated with new art.

Map:
• Removed Berlin.
• Added Leningrad as city #2.
• Renumbered Murmansk to city #3.
• Added Vancouver to Canada as letter U above Seattle hex.
• Double-sided with full-color on front side and "period-vintage" black and white with color map icons on the backside.

Reference Sheets:
• Now on two quad-fold 11"x 17" sheets.
• UV-coated to allow use of dry erase marker.
• Double-sided with same image on both sides (as backup).

New on US Reference Sheet:
• Strategic Bomber Deployment
• New Point Track
• US Nuclear Air-to-Air Missile Track
• US Submarine Movement Track

New on Soviet Reference Sheet:
• Soviet Flights Table now has Tertiary Target tracking.

Cards:
All cards are new for this edition.
• Poker size (2.5" x 3.5") for Soviet City. Cards designed to appear as a "Soviet Target Planning" map.
• Square size (2.5" x 2.5") for Random Events to look like Strategic Air Command (SAC) black and white monitors from the 1950s.

Counters:
• The "SIDE" of a unit counter is now represented by a roundel or flag.
• Cuban Mig-19 has proper camouflage paint scheme.
• Changed Range on Interceptors to have two values if long-range is allowed (e.g. normal/long-range "R:0/1").
• Aircraft textures that existed in 1st edition have been adjusted for brightness, contrast, color changes and additional features.
• Submarine "Missile" counter has now been upgraded to a Polaris Missile graphic.
• Soviet Flight Counters: now red instead of a light red/pink color.
• Cuba Flight Counter: now in proper flag colors instead of green.
• Soviet Air Defense counter changed from generic missile/radar to SA-2 graphic.
• Nike Defense counter changed from generic missile/radar to Nike graphic.
• Aerial Refueling and Airborne Early Warning units are now overhead views instead of side views.
• Three of Six F-102 have now have a standard gray scheme, the other three have the Arctic Red (same as 1st Edition).

Scenarios:
• 3 scenarios but 2nd edition scenarios are now in a separate 7-page booklet.
• Each scenario has been expanded with a new layout and additional details for Pre-Game Actions and Initial Surges.
• Additional Scenario and Scenario Generator will be released in early 2019 as a free download.

EDIT HISTORY:
Nov. 15, 2018 - Created
Nov. 15, 2018 - Added mention of Scenario Generator in 2019 will be free download.
Nov. 16, 2018 - Added "(rounded-up)" to half of Interceptors available in READY box for long-range interceptions.
Nov. 16, 2018 - Clarified Random Event #16 is similar to an Air Defense hex but SA-2 is deployed on 5+ instead of 3+.
Nov. 16, 2018 - Added, "Increased quantity of Soviet Mig-19s in standard game from 5 to 6." to Updated Units section.
Nov. 16, 2018 - Inserted image showing counter comparison between editions.
Nov. 21, 2018 - Added a sixth item, unit side, to counter differences.
Nov. 29, 2018 - Added UV-Coated category to Counters and link to soot removal instructions of laser-cut counters.




Additional pictures of 2nd edition have been uploaded to the Gallery. These pictures are also visible on The Game Crafter store page (https://www.thegamecrafter.com/games/red-menace-2nd-edition-) and the Battlespace Games page at https://www.battlespacegames.com/red-menace-2nd

Special Thanks to Barry Kendall (Developer) and Massimo Intropido for their help with this new edition.

Barry Kendall
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Regards,
R. Brent Ward
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David A
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One thing I didn't see has to do with Soviet bomber re-generation. In 1st edition, once a US or UK bomber completes a successful attack they can be used again to regenerate more sorties. In contrast, once a Soviet bomber completes a successful attack, they're simply removed from the game.

For me, this always caused an imbalance where the US/UK side could just keep generating (so long as planes weren't shot down) until they got enough points, but the Soviets had one chance to get enough points.

Did this get addressed at all in 2nd edition?
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R. Brent Ward
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Thud105 wrote:
One thing I didn't see has to do with Soviet bomber re-generation. In 1st edition, once a US or UK bomber completes a successful attack they can be used again to regenerate more sorties. In contrast, once a Soviet bomber completes a successful attack, they're simply removed from the game.

For me, this always caused an imbalance where the US/UK side could just keep generating (so long as planes weren't shot down) until they got enough points, but the Soviets had one chance to get enough points.

Did this get addressed at all in 2nd edition?

Hello David,

There are still 10 Soviet Flights + 2 possible Random Events that will launch Soviet aircraft (1 Cuba + 1 M-50). The Soviet flights are also a timer for the game. Once the flights have completed their attack, the player can no longer launch new bombers and only finish the game with airborne aircraft (unless Cuba event is drawn, then US may launch another 3 bombers).

We added a tertiary target assignment. This will keep the Soviets Flights in the game a little longer.

Also, when a Tu-95k/Kh-20 is successful at destroying a city from range 1, the remaining bombers in the flight are now assigned a secondary/tertiary target. This means the flight could potentially destroy two cities instead of one. We also added 1 additional Tu-95K/Kh-20 to the game (from 3 to 4).

The new Scenario 1 requires that two Tu-95k/Kh-20 be setup in two separate flights during Game Setup.

We have a couple of small expansions planned for Red Menace in 2019. The designer of those expansions, a fan of 1st Edition, has expressed interest in adding content that may extend the life of successful Soviet bombers. It's too early to confirm exactly how that will work, but wanted you to know this option may appear later.

EDIT: I should also add that it's more difficult to have as many surviving US/UK bombers in this edition. We increased the number of Mig-19s in the standard game from 5 to 6 (just added this to the above list). With the 12 AD hexes and Random Event #16 (Mobile SA-2 Regiment), we feel the game is more challenging now.

Regards,
Brent
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Mike Hoyt

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rbwphx wrote:
Apologies for the long-post but a lot has been changed in 2nd Edition......

Regards,
R. Brent Ward

My goodness. I have to order now if for no other reason than such a comprehensive answer to my question. (I know it wasn't just for me, but thank you!)


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David A
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Thanks for the response Brent!
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David Griffin
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I have a question and an observation. The question is what kind of decisions do you make as a player? Do you decide what units to field or where to fly them, etc.? One reviewer compared it to B17 which I don't like because the very SMALL number of decisions you can actually make so I'm hoping to get a better idea.

And now the observation. I'm a Fallout 3/4/NV fan, and that Nuclear war also happened at an early time with technology much like this. Few missiles and a lot of strategic bombers. It would be cool to have a game to fight out the Fallout "great war" between the US and China. Probably couldn't get the IP, but it's fun to think about.

Thanks for the great summary of how the 2nd edition works. It LOOKS great. Note I worked at NORAD as a young Air Force officer from 79-83 so this game caught my attention at Game Crafters.
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R. Brent Ward
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It's difficult to list every single decision. I can say this edition has more decisions and risk than the 1st edition. The player starts with the same bombers but decides where to deploy them based on the stacking rules of the scenario (airborne and on the ground).

Some scenarios may have restrictions on the use of UK bombers and the number of flights that launch in the initial turns. Only the Soviet flights are assigned a random target. The player decides their own targets, coordinates bomber movement and attacks plus where to re-base successful bombers. Every time you deploy or re-base a bomber, there is a chance it may be destroyed on the ground either by Soviet flights or a Soviet submarine. There is also decision on where to move and attack with the US submarine. Other major decisions include allocation of interceptors using normal or long-range.

Some Random Events when drawn will impact decisions as well, such as Cuba joining the Soviets, the introduction of new interceptors for the player and the Soviet side, AEW capabilities, mobile SA-2 units and many more.

I guess Random Events can mess up your plans and that may be similar to B-17, but I never played it.

Brent
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Mike Hoyt

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carbon_dragon wrote:
One reviewer compared it to B17 which I don't like because the very SMALL number of decisions you can actually make so I'm hoping to get a better idea..

rbwphx wrote:


I guess Random Events can mess up your plans and that may be similar to B-17, but I never played it.

Brent

Brent, a lot of people like B-17, but I'm with David, B-17 has almost NO actual player decisions, it's pretty much just roll and see what happens. It's definitely not a case of random events messing up your plans, its more like no meaningful plans to begin with. The further you distance Red Menace the better
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David Griffin
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And B17 created a whole series of games which includes B29 and Picket Duty among others. You're not the player so much in those games, but the computer hardware running the game by rolling dice. What happens isn't up to you. You could pretty easily create a computer program to play the game without you. I've often thought that it would be interesting to do -- to set it up to run say 10,000 times and see what the statistics would be. We already know from the B17 designer, that it would NOT match historical records for B17 missions.

Interesting note -- my dad was a navigator on B52s and worked in SAC his whole career. I worked at NORAD as a young Air Force officer for 4 years (1979-1983). It's why this game caught my attention. And my dad was in SAC I think in the 50s.

Glad there is more to do in your game!
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