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Red Sun/red Star: The Nomonhan Campaign, 1939 box art

Red Sun/red Star: The Nomonhan Campaign, 1939

Players

2

Time

?-?

Age

12+

Weight

2.71

Rating

5.85

Fit

Teach 2.3

Teaching signal

Replay 3.9

High replayability

Interaction 3.7

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 2.3

Luck-sensitive

Table feel

The game has a high level of direct confrontation and strategic depth in confrontation. Players need to frequently pay attention to and react to each other's strategies and turns. However, there is less emphasis on cooperation in the game.

Replay value

Red Sun/Red Star: The Nomonhan Campaign, 1939 has a high variability gameboard, with multiple paths to victory and variable setups. The presence of expansions adds new content and gameplay elements, enhancing replay value. The game offers deep strategic possibilities and room for improvement over time. Player interaction is moderate. It scales well with different numbers of players without compromising its appeal or balance. While it may take some time to learn, the game offers a good balance between easiness and depth. Overall, it has a strong replayability score of 7.8.

Luck profile

The final luck score for Red Sun/Red Star: The Nomonhan Campaign, 1939 is 4.67, indicating a moderate influence of luck in the game. Random elements have a notable impact on the game outcome, but players have substantial ability to mitigate randomness through strategic decisions and planning. The game relies on a balanced mix of luck and strategy, with neither element dominating the outcome.

Overview

Red Sun / Red Star: The Nomonhan Campaign, 1939, is a simulation of the battles fought between the Soviets and Japanese in the barren wastes along the ill-defined borders between Mongolia and Manchuria in May-August 1939. Rules are pretty much standard operational WWII system fare with artillery and air missions. Combat is before movement, although units may make overruns during movement. Combat is defensive fire-offensive fire routine using firepower totals and column shifts. Losses are steps but with excess combat strength kept in a pool for future replacement. Beginners & Solitaire rules are included. 3 scenarios: Japanese initial drive, Soviet counter-attack (with a Japanese free setup variant) and Campaign Game. Game Scale: Turn: 1 to several days (depending on scenario) Hex: .75 mile / 1.2 km Unit: Platoon to Regiment Game Inventory: One 22" X 34" mapsheet One countersheet (240 1/2" counters) One 20 page rules booklet Replacement Counters in Strategy & Tactics #162 and #165 Errata in Strategy & Tactics #161, #162, #163 and #166 Q&A in Strategy & Tactics #168

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Credits

Designers

3
John Desch Keith Schlesinger Mark Stille

Artists

2
Joy Cohn Mark Simonitch

Publishers

1
Decision Games (I)

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