Nomonhan (Khalkhin-Gol)

2/7/39 & 3/7/39

Pictures from 2/7/39

Pictures from  3/7/39

In 1931 the Japanese invaded Manchuria and took it from the Chinese. This put Japanese forces on the border of Soviet dominated Mongolia. The Japanese and Soviet claims for the location of the Mongolian-Manchurian border were in conflict: the Japanese claiming it was on the Khalkin-Gol river the Soviets claiming it was 15km to the east near the small town of Nomanhan. The scene was set for an inevitable confrontation between the two powers

In early 1939 there was in incursion of several hundred Mongol cavalry into the Japanese claimed area. The Japanese decided to respond with massive force, to bring the Soviets into battle, and destroy the threat to the border once and for all. The Japanese sent the heavily reinforced 23rd Infantry Division to the area.

The first Japanese forces to arrive in was the 23rd Recce Regiment which found the Mongol incursion and drove them across the border. The Soviets interpreted this move as an invasion and moved reinforcements to the area, including the 11th Tank Brigade. There was a further, more bloody, clash on the 28/5/39 which ended in a stalemate, however the Soviets remained with a significant bridgehead over the Khakhin-Gol river.

The Japanese finally launched their main offensive late on the 2/7/39. The plan was for the Yasuoka Detachment, containing all the Japanese armour in Manchuria, to attack the Soviet bridgehead over the Khakhin-Gol river whilst the main force of the 23rd Infantry Division crossed the river further north, cut behind the bridgehead and prevented the Soviet's retreat. The attack was supposed to happen on the 3rd.

The Japanese made many errors. They chronically under-estimated Soviet numbers and fighting prowess. This lead to fatal over-confidence. On the 2nd when erroneous reports were received by the Yasuoka Detachment that the Soviets were retreating back across the river Yasuoka decided to launch a pursuit attack, thinking to prevent the Soviets getting away. The Russians and Mongolians were still firmly entrenched so the I'll prepared assault ran in to the teeth of prepared defences. It also left the 23rd division's assault to start on the 3rd unsupported.

The 23rd Infantry's river crossing was made by the division's engineers on the night of the 2nd. The entire division was supposed to be over by dawn on the third. but the weakness of the bridging equipment and very poor traffic control meant that only half the division was across when it started to get light. None the less the 71st and 72nd infantry regiments advanced rapidly, easily pushing back the Mongolian outposts. It was not to last. Gregory Zhukov had newly arrived in theatre to take command of the Soviet forces. His first act was to mobilise his armour and airforces and launch a massive concentric counter attack on the Japanese infantry on the west bank. Over 100 AFV's verses infantry with a few towed guns, pole mines and petrol bombs. The Japanese advance was about to get a whole lot harder.

This scenario is actually two: the attack of the Yasuoka Detachment late on the 2nd and the encounter battle between the 23rd Infantry and the 11th Tank Brigade. Each scenario could be played separately. The scenarios have been bathtubbed at a 1:3 ratio, so a real life regiment is represented by a CD Battalion.

Yasuoka Attacks

v1.1

2/7/39

Map and Order of Battle

Deployment

The Soviet deployment area is divided in to 2 zones, on the map these are indicated by pink dotted lines. The Eastern area is for the 9th Mechanised Brigade the western area for the 149th Motor Rifle Regiment.

The 9th Mechanised Brigade is deployed anywhere within its deployment zone. All stands (including AFV's) are dug in (-3 cover for personnel stands and -2 for vehicles).

The 149th Motor Rifle Regiment is deployed anywhere within its deployment zone. All stands (including AFV's) are dug in (-3 cover for personnel stands and -2 for vehicles). Note the deployment zone parallels the left table edge 6" from it

The BT-5 of 2nd Battalion 11th Tank Brigade is a reinforcement, entering the table one turn 8. It can enter anywhere on the western table edge.

The 149th has 20" of low barbed wire, placed as the player sees fit within the deployment zone.

The 3rd Tank Regiment enters the table anywhere in the yellow area on turn 1. The area extends 12" along the north edge and 6" along the east edge.

The 4th Tank Regiment enters the table anywhere in the yellow area on turn 1. The area extends 12" along the east edge and 6" along the south table edge.

The 1st Company 24th Engineer Regiment may enter with the 3rd or 4th Regiment as the Japanese player desires

The Detachment HQ enters the table via the 3rd tank Regiment's deployment zone on turn 3

The 64th Infantry Regiment is a reinforcement. It arrives start of turn 6 down road Z. It arrives in column so each stand after the first will have 1" less move than the previous stand on the turn it enters the table

No reinforcement can arrive within12" and LOS of an un-demoralised enemy stand. If entry is impossible, the reinforcements can enter a turn later up to 12" from  their indicated entry location. If entry is still impossible move 12" further away every turn until entry is possible.

Terrain

The map is 8x5 ft if playing 1"=50m. The big black arrow indicates north. The dotted border allows the table to be increased to 10x5ft.

The terrain is rolling grass tundra. the grass is short and brown. The table slopes down from the east to the west.

The red lines are dirt tracks. They do NOT give a road bonus, but they may be used for travel march moves

The tan dotted lines are ridgelines. They break LOS. Any vehicle touching gets hull down (-2 cover)

Special Rules

The game starts with the 6pm turn. Turn 7 (8:30) is dusk, visibility reduces to 12". Turn 8 (9:00pm) is dark, and it starts raining heavily. At the end of Turn 9 roll 1d6 the game ends on a 4-6. If not the game ends at the end of turn 10.

Victory Conditions

To win the Japanese must get at least one AFV off the road at X or Y, plus have three intact AFV's on the table at the game end (morale status does not matter). If they do this the 3rd Battalion 11th tank brigade will not be available for the next scenario (we assume it will be diverted to defend the bridge).

For a stunning victory the Japanese must get the engineer stand off the the road a X or Y. This adds 5 VP to their total when calculating them for the July 3rd Scenario

If the Soviets destroy all the Japanese AFVs, or force them back off table, then they get a stunning victory and gain 5 VP to their 3rd July total.

Encounter on the Plain

3/7/39

Map and Order of Battle

Deployment

The Japanese 71st and 72nd Infantry Regiments way start no further than half way down the table to the south. No stand of the 71st may start within 6" of any of those from the 72nd.

All other units of the 23rd Infantry Division are reinforcements. They enter in the yellow area marked A. The entry area extends 2ft along the northern board edge as indicated. They arrive at the time indicated

The Improvised Tank Destruction Unit from 1st Company 23rd Engineer Regiment will enter the table from corner A the turn after any Soviet AFV gets within 12" of point A

The Soviet 2nd tank Battalion 11th Tank Brigade and Armoured Company 8th Armoured Brigade enter the table in the indicated deployment zones on turn 1. The zones are 2ft long

All other Soviet units are reinforcements and enter at the time given in the deployment zone indicated. All deployment zones are 2ft long. That for the remainder of the 11th tank brigade straddles the centre of the table edge

Turn Time Unit
0 on
table
71st & 72nd Infantry Regiments
1 09:00 Armoured Company 8th Armoured Brigade
2nd Battalion 11th Armoured Brigade

3/71st Infantry Battalion
Regimental Gun Battery 72nd Infantry Regiment
3rd Battalion 13th Artillery Regiment
2 09:30 23rd DHQ
Regimental Gun Battery 71st Infantry Regiment
3 10:00 11th Armoured Brigade (except 2nd Bttn)
5 11:00 3rd Battalion 185th Artillery Regiment
1/26th Infantry Battalion
6 11:30 1st Independent Artillery Regiment
7 12:00 Elements of 6th Mongolian Cavalry Division
26th Infantry Regiment RHQ
9 13:00 1st Battalion 175th Artillery Regiment
12 14:30 2/26th Infantry Battalion
Regimental Gun Battery 26th Infantry Regiment
13 15:00 247th Armoured Car Battalion 7th Mechanised Brigade
24th Motor Rifle Regiment

3/26th Infantry Battalion

No reinforcement can arrive within12" and LOS of an un-demoralised enemy stand. If entry is impossible, the reinforcements can enter a turn later up to 12" from  their indicated entry location. If entry is still impossible move 12" further away every turn until entry is possible.

Terrain

The map is 8x5 ft if playing 1"=50m. The big black arrow indicates North. The dotted border allows the table to be increased to 10x5ft.

The terrain is rolling grass tundra. the grass is short and brown. The table slopes down from the south to the north with the highest point being the south west table corner. The eastern table edge rests on the escarpment down to the Khalkin Gol. It is impassable to vehicles (i.e. they can't be forced back or retreat off the eastern table edge)

The tan dotted lines are ridgelines. They break LOS. Any vehicle touching gets hull down (-2 cover)

The filled dotted areas are gullies. They are impassable to vehicles and towed guns and half speed for other stands. Personnel stands inside along the edge get +2 cover from non H class weapons. The dotted lines break LOS like normal ridgelines.

Air Support

The Japanese attacked the Soviet forces on their approach march. As we are not modelling the approach march the scenario allows air attacks on the Soviets in the early part of the game

The Japanese roll d6 for support once before the start of each turn.

Japanese: Turns 1-3: 1-3) nothing, 4) Ki-15II Light Bomber; 5) Ki-27 Fighter & 6) Ki-15II and Ki-27

Japanese: Turn 4+: 1-5) nothing, 6) Ki-27

The Soviets roll d10 for support once before the start of each turn.

Soviet: (all turns): 1-6) nothing, 7-8) I-15 or I-16, 9) SB-2 & 10) I-15 or I-16 plus SB-2

If the fighters are unopposed they may make strafing attacks

Soviet bombers may bomb off table artillery stands (assume one gun is in the template)

Special Rules

The long game starts at 9:00am and finishes with the 19:30 turn: 22 turns. The short game is 11 turns long

Weather is clear and very hot.

The 3rd Battalion 185th Artillery Regiment's FO stand is considered to be in the south west table corner (point C on the map). This point is elevated and the FO can see over all the ridges and can spot and call artillery to any point within 70" of the table corner. The FO stand is place in this location and can be shot at by the Japanese

Units of the 26th Infantry Regiment were lavishly equipped with flame bottles (Molotov). The BT's were extremely vulnerable to such attacks. All close assaults by infantry and command infantry of the 26th vs. Soviet armour is at +1. A hit automatically destroys the target

Starting turn 7 the Japanese troop quality drops from experienced to trained. This represent fatigue and Japanese logistical difficulties

Victory Conditions

The short game is 11 turns, the long game is 22 turns.

The Soviets are aiming to get to point A, the Japanese to point B. The victory zones are within 12" of points A & B.

At the end of the game count the number of stands in each victory zone. The side with the most unshaken/undemoralised stands in the zones wins. Japanese stands in Zone B count double. Soviet stands in Zone A count double. Add any VP's from the 2nd of July to the respective totals

Pictures from 2/7/39

Pictures from  3/7/39