| War in
the Middle of Nowhere
A Red Desert Preview
By Mike Bennighof, Ph.D.
July 2007
In the early summer of 1939, Mongolian troops (clients of
the Soviet Union) crossed into a disputed border region around
the village of Nomonhan, clashing with Manchurian soldiers
there (clients of the Japanese). Over the following weeks
both sides poured in troops, tanks and aircraft, until by
September a major conflict raged over a small stretch of symbolic
but otherwise useless desert.
This is the basis of our latest proposed Classic Wargame,
Red Desert. The notion to do a game on this subject
has floated around for years, and greatly pre-dates Avalanche
Press. It is an unusual battle, as both sides are fighting
mostly to make an impression on their other to influence a
diplomatic outcome — there are utterly no economic or
strategic objectives on the battlefield. Each side needs to
eject the enemy from the stretch of useless desert east of
the Khalkin-Gol River.

The disputed zone. U.S. Army map.
There are two phases to the conflict. In the first, taking
place in July 1939, the Japanese 23rd Infantry Division, reinforced
by part of 7th Infantry Division and backed by two tank regiments,
attacks the Soviets and drives them back over the river. In
the second, Soviet Lt. Gen. Georgi Zhukov pre-empts a Japanese
offensive with one of his own in late August, nearly encircling
the Japanese Sixth Army.
The game system is that used in Alamein
and Red
Fortress. Units are infantry battalions and tank
companies; the battlefield is shown at a scale of two kilometers
per hex. Units are rated for attack, defense and movement,
plus morale and armor quality. Artillery units can provide
offensive or defensive support, but require ammunition. Air
units represent squadrons, and can attack enemy supply lines,
interdict enemy movement, attack enemy units directly or support
attacks by ground units.
Supply is a vital concern, and as in Red Fortress,
this game will apply the two-tier supply system from Alamein.
The Japanese are 200 kilometers from their railhead, and have
a very difficult time bringing up supplies (including artillery
ammunition) with very few motor vehicles available. The Soviets
are more lavishly supplied with trucks, even though they are
much farther from their own supply bases, and will be able
to accomplish more tasks each turn.
On the Japanese side, there is what the Kwangtung Army considered a major
commitment of tanks, two small regiments' worth. When the
Soviets launch their own offensive in August they bring two
full brigades of tanks, plus several battalions attached to
other divisions. The Japanese tanks are slow and lightly-armored,
over-aged and not particularly well-armed — they do
not carry an effective anti-tank weapon. The crews also have
little training in cooperation with the infantry. The Soviets
are not yet the powerful armored force that will smash Nazi
dreams in a few years, but they are still far more capable
than the Japanese. Even the BT tanks are greatly superior
to the Japanese machines, with much greater speed and armament.
The Japanese have nothing to match the T-28 medium tank or
even the T-26 light tank, and are forced to rely on infantry
tank-hunting teams.
Japanese striking power lies in their infantry. The two divisions are regular
army units and well-trained, but rely on infantry attacks
as the solution to all tactical problems. They are generally
better than the Red Army's foot soldiers, with higher morale
and (unlike almost all infantry units in this game system),
greater attack than defense factors. In terms of sheer bravery,
the Japanese almost meet their own lofty expectations. They
are more effective during night turns, reflecting their peacetime
training, but they are hamstrung by an irrational offensive
doctrine and an officer corps that in many cases sees death
on the battlefield as a career goal.
The Japanese also use a number of other units in front-line
infantry combat: a brigade of border guards, divisional engineer
and reconnaissance battalions, and a Manchukouan cavalry regiment.
The Soviets have two rifle divisions and a motorized rifle
division, plus a number of smaller units including a parachute
brigade (deployed as elite infantry in this campaign). A Mongolian
cavalry division guards each Soviet flank.

Japanese machine-gun team and two Soviet armored cars, July
1939.
After the June clashes, the Japanese committed what they
believed to be a massive amount of artillery. Most Japanese
artillery is of fairly light weight, with the 70mm mountain
howitzer the most common piece. The 1st Motorized Heavy Artillery
Regiment, described at the time as the "most precious"
unit in the Japanese Army, brings modern 150mm howitzers to
the battlefield in mid-July, and the Japanese receive another
regiment of 150mm howitzers and two regiments with 100mm guns.
Yet the Imperial Japanese Army's maximum effort represents
less firepower than the organic artillery of the two Soviet
rifle divisions on the field, let alone the many corps-level
assets available to the Soviet player. Even before the new
artillery arrived, the Japanese high command cautioned local
commanders that shell supplies were limited. The Soviets have
much greater ammunition reserves. Artillery is the god of
war, Comrade Stalin noted, and the Red Army is a loyal disciple.
Only in the air do the Japanese hold an edge. The Japanese
Ki.27 fighter is much better than the biplanes flown by the
Red Air Force, but numbers often lean to the Soviets. Fortunately
for the Japanese, their air bases are well back from the front
and easily supplied — unlike Alamein, players are not
forced to choose between supplying their ground and air units.
The game map sports oversized hexes to ease play, and of
course we have the usual assortment of colorful units. I worked
this game out long before I came to Avalanche Press, and I'm
not really sure why we never carried it to completion. The
Soviet player has to be favored, but the Japanese player gets
to launch furious attacks that can overturn Soviet material
superiority. As the smallest of the three entries, it will
also be the fastest to go from approval to release.
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