| Red
Desert: A Non-Grail Project
By Mike Bennighof, Ph.D.
July 2008
When we started out Classic Wargames program,
we billed it as a method of bringing large
or unusual games to press with the help of
our customers. Most of the projects were
what we call "holy grail" games,
like Alamein or
Battles
of 1866. Others were games
we knew the hard core would want, but we
didn't think we could sell through our usual
distribution channels, like Leyte
Gulf
or Plan
Gold. And then there were
some that were just lying around, like Tiger
of Malaya.
The program had a number of flaws, not least
the long period in which the game was "proposed" before
we started getting it ready for press. Most
of the Classic Wargames have taken much longer
to get into print than we would have liked,
and for many customers this seemed even longer
as they counted it as "paid for" from
the time they provided their credit card
information. So between that effect and the
large number of credit cards that expired
while the games went through their proposal
stages, we decided to revise the program.
When we put the revised program before the
masses, there were three proposals, one of
which would be declared the winner after
just a few weeks. Wanting to minimize the
wait between "winning" and publication,
I chose a pair of games that were more or
less in publishable shape. Army
of Lappland had
been designed years ago, when I was doing
a whole slew of Finnish-themed wargames.
Red Fortress, a game about the Romanian siege
of Odessa, I had designed in the mid-1990s
as a sequel to Red
Steel. I think we put
both of them in the Panzer
General II computer
game, but I really can't remember and deleted
all my "playware" from
this machine long ago.
That made for two good choices, but to make
the program work as we wanted there needed
to be a third. I hit up Brian Knipple for
a contribution, but the third game needed
to be more or less the same size as the others.
Everything he had was either much larger
or much smaller, and he suggested, "What
about the Nomonhan game?"
We'd talked about and messed with a game
on the Soviet-Japanese battles in western
Manchuria since well before there was an
119694_avalanche Press, and so I added Red
Desert to the list with every intention of watching
it lose. It seemed a less attractive topic
than the other two, at least to my eye, and
we backed it with less Daily Content than
the other two entries. It was intended to
lose, a sacrificial place-holder.
And instead it drew by far the most orders
of the three proposals. In an age where shopping
has somehow become a competitive sport, where
one does not buy things online but "wins" them
in auctions, the people had spoken. I thought
long and hard about simply ignoring them:
Red Desert was also the least expensive of
the three proposals, and with a smaller margin
than the other two there was little to recommend
it from a financial standpoint. All three
could have been justified for production,
but I didn't see how we could cram three
hard-core wargames on the schedule. I chose
Red Desert and Army
of Lappland as the two
highest order-takers, though Red Fortress
was within a percentage point of the others.
Many things are clearer in hindsight, and
I probably should not have approved Red
Desert for production and only added
one game to the roster. The problem with
Classic Wargames from the start has been
that many of them are indeed "holy grail" games
— something pursued by the designer not from
any rational economic motive but because
they really want to work on it. A holy grail
game by definition is much harder to finish,
since the designer wants to tinker continually
with this labor of love, and Alamein,
Battles of 1866, Hearts of Iron and Empires
End all
suffered accordingly.
Red Desert had no such problems; it's mostly
been waiting for some of the others to wrap
though I did write a bunch of Panzer
Grenadier scenarios on the same battles at the same
time. It was a satisfying project, but I
can't claim to have felt any particular obsession
for it. Here's how it finally shook out.
The Pretty Pieces!
The Nomonhan battlefield fits nicely on
one map, with enough room to use large hexes.
The hexes are comfortably large enough to
support the 2/3-inch counters we use in the
Panzer Grenadier series,
and so we switched over to the bigger pieces
for this game even though its sisters, Alamein and
Island
of Death, use the standard
1/2-inch size.

That makes an enormous difference in ease
of use. The game system places a lot of information
on the counters: unit type, battalion designation,
brigade or regiment affiliation, divisional
formation, morale, armor or ant-tank strength,
unit size, attack strength, defense strength,
and movement allowance: a potential of 10
data points. The bigger canvas makes these
pieces much easier to use, and I'm very happy
with the result. Otherwise, the pieces follow
the same design as those for Alamein and
Island of
Death. On the Ground
The Nomonhan battles took place between
May and August of 1939. The game reflects
this with four scenarios plus a campaign
game, as well as variations on all of the
above.
 The game system rules are very similar to
those from Alamein, with the only really
noticeable exception being some modifications
to the supply rules to reflect the situation.
Formations also yield fewer benefits, as
neither army which fought in the Mongol/Manchurian
borderlands was as efficient as the Italian
Army, let alone the Germans or British.
The Soviets have the edge in artillery,
supply, armor quality and quantity, and numbers.
The Japanese have better infantry morale
and ... not much else. Defeat in the Nomonhan
battle shocked the Japanese military, not
least because the Japanese thought they had
committed masses of armor and artillery,
only to find the Soviets unimpressed.
It's a crunchy game system, to borrow a
role-playing design term, but it's a very
elegant one and adapts to Nomonhan very well.
There are many games out there that are much
more complex than this one, but it is the
most involved that we publish - what some
would call a "real wargame."
In the Air
Red Desert uses the same air system found
in Alamein. Each player has fighter and bomber
squadrons, which are placed on missions each
day: air superiority, ground support, harassment,
ground strike or supply interdiction. The
Japanese have a serious edge in the air,
with much better fighters and often an advantage
in numbers as well.
 Japanese air superiority evens up the two
sides in this game. The Ki.27 fighters will
simply blow the Soviet biplanes out of the
air, but Japan is hard-pressed to make up
any losses. By the end of the campaign, the
Japanese were sending second-line squadrons
of biplane fighters to the front, where the
Soviets promptly shot them to pieces.
This is 1939, not 1942, and neither air
force is yet as adept at supporting ground
forces as those seen in Alamein. The Japanese
can probably force their will on the Red
Air Force most of the time, but air power
alone will not win this war.
The Minor Allies
One of my favorite aspects of wargame design
is the opportunity to include "gonzo" units
in the games — unusual pieces with special
qualities. Each side has allied troops that
definitely qualify as gonzo. Finding details
of Mongolian and Manchukuoan military organization
took a while.
 On
the Soviet side, there are several weak cavalry
divisions and an "armored brigade" (boasting
17 armored cars!) from the Mongolian People's
Revolutionary Army. The Mongolian divisions
have only two small regiments each, plus
an artillery battalion and an armored car
company, about 2,000 men, and so they did
not rate treatment as "formations" in
game terms. The Red Army also treated them
as smaller unit, using them to screen the
flanks of the battlefield.
The Japanese have the dubious assistance
of two cavalry brigades from the Empire of
Manchukuo, the puppet state they established
in Manchuria in 1931. The Manchukuoan troops
were intended to "suppress banditry," a
catch-all term covering battles against political
insurgents as well as outright criminals.
The Manchukuoan cavalry — mostly ethnic Mongolians
themselves — fought the Mongolians in the
early stages of the battle, then were re-assigned
to flank protection and finally stationed
in the Japanese rear areas by the battle's
end.
Click here to order Red
Desert now!
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