desert2

Scenario : Khalkhin Gol / North Africa joint event

Location : Mongolia / Tunisia

Circa : September 1939 / March 1943

Sponsor : 70th Guards / 1st Airbourne

Event Site: Cal City

Event Date: February 8-10

Contact :

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Battle Fee: $25.00

Line Up : Saturday at 0900

Notices :

This event will in fact be two events in one: one part of the battle will portray the familiar North African campaign against the Afrika Corps (ca. March 1943); the other half of the site will feature the clash between Soviet & Mongolian forces against the Imperial Japanese Army at Khalkhin Gol (or Nomonhan; ca. May-Sep 1939).

This event is coming soon and maps and boundaries will be provided / set at the event with unit leaders.

Desert Battle Fee

Khalkhin Gol / Manchuria Situation

Manchukuo: Nomonhan Incident” is intended to be a highly immersive experience that creates a tense situation of a territorial dispute between the Soviet Union and Imperial Japan along the Manchukuoan-Soviet border. This event will start with both sides gathering information on the disposition of the opposing side, attempting to conceal their own disposition, and conducting raids: all while maintaining a constant state of combat readiness.

Initially, the emphasis will be on gathering information through area reconnaissance (terrain and force oriented): determining terrain features, enemy defensive positions, activities of enemy personnel, bivouac sites, location of enemy assets, etc. The opposing forces will attempt to note the size, activity, location, unit, time, and equipment (SALUTE format or similar) of each others forces. Platoon commanders will debrief their subordinates and piece together this information into an overall picture of the enemy disposition. Then, platoon commanders will develop written orders containing a plan to exploit weaknesses in the disposition of the enemy. At their discretion, platoon commanders can also plan raids on the enemy- operations to capture prisoners, kill key personnel, demoralize the enemy, free POWs, etc, and retreat to a previously defended position.

The scenario will develop slowly over 12 hours as squads take turns shifting between three major cycles, according to written or verbal orders disseminated by their platoon commander: 1) patrols and recon/combat operations, 2) defensive posture/security and on standby as a quick reaction force, and 3) rest, sleep, and eat. Given the nature of desert terrain, during daylight hours engagement distances could be up to 400 meters and lack of cover makes combat operations risky. As night approaches and visibility decreases, it will be easier to execute operations that have been planned and rehearsed during daylight. The exact start time of major combat operations will be unknown to all participants except the platoon commanders.

Missions, Rules of Engagement (ROE), order of battle, and other scenario details are side specific and will be distributed to unit leaders before the beginning of the event. All other participants will be briefed on this information in the form of a Warning Order (WARNO) and/or Operation Order (OPORD) by their platoon commander and/or squad leaders during the event. If they so choose, individuals can notify their squad leader and temporarily exit the scenario at any time and return to their side specific “out of play” camp, and reenter the scenario when they wish. This scenario is extremely open-ended, and therefore, like a real military operation, depends entirely on effective pre-planning, following the chain of command, demonstrating initiative, etc. Most of all, this scenario requires all participants to act in the spirit of the game.

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