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Fearing that my interest in Alternate Universe Commie JFK has reached that point of Weird and Psychologically Revealing and that now things can only go downhill
What if the United States became a communist country? The year is 1933, America has just elected Norman Thomas, its first Socialist President. Douglas MacArthur launches a coup to prevent Thomas from being sworn in, this fateful coup would end up becoming the first shots in a new Civil War that would see the end of the United States of America, and the establishment of the Union of American Socialist Republics. No but seriously this is legitimately one of my favorite works of Alternate History. As you can guess, it’s about a communist (technically is more syndicalism than communism but that’s besides the point) America. It’s very well-researched, and shines a light on a lot of forgotten figures from the early 20th century labor movement.
While I'm currently playing the fourth turn and writing up a report for the third, I thought it would be nice to go beyond pure game commentary and look at some historical issues tied to the period depicted in Reds!. Â When I'm not busy solo-playing the Russian Civil War, I'm working on a dissertation for my Russian History PhD studies. Â My focus in on the Imperial period of the Tsar's, with an even deeper focus on the life of the Russian peasantry, but my dissertation topic is on the immigration of Russian Old Believers to Oregon in the 1960's. Â While I'm far from a specialist on the Soviet period, my coursework made me familiar with all eras of Russian history and I was also lucky enough to take a class from one of the authorities on Soviet Military History- Dr. David Stone out of Kansas State University.
For this post I would like to go through some initial thoughts introduced in Dr. Stone's book, 'Hammer & Rifle: The Militarization of the Soviet Union, 1926-1933', as I believe he makes very interesting observations regarding the long-lasting impact of the Russian civil war on Soviet society.
"This overarching worldview was an ideological conclusion supported by the concrete experience of hundreds of thousands of Bolsheviks who had fought in the Russian civil war and whose formative ordeal as party members was a desperate struggle for survival against domestic counterrevolution and foreign intervention. Â Their experience supported the intellectual consensus among military and economic thinkers that the next war would inevitably be total, eliminating the distinction between front and rear. Â All of society would be involved in the war effort, and only comprehensive state direction could achieve success. Â Their logic was clear: the outside world was both a terrible threat to the Soviet state and a glowing opportunity, should the occasion arise, to spread the revolution by force. Â To emerge victorious from the next war, society and economy would have to be centrally directed to maximize the amount of resources that could be brought to bear." (p5)
This ideal, combined with the neutralization of loosely connected Right-wing Bolsheviks, like Bukharin, who advocated moderation and budgetary restraints in the mid to late 1920's, gave those who supported increased devotion of Soviet resources towards military ends a powerful voice.
One of those voices was Michael Frunze, famed commander of the Russian civil war, who allied with Stalin-backed interests to supplant the influence of Trotsky over military affairs in 1924. Â Trotsky, seeing the writing on the wall, resigned his position as 'People's Commissar' in 1925 allowing Frunze full control of the Red Army. Â He began instituting wide-scale reforms such as reorganizing the bloated, inefficient Red Army into a streamlined force that used territorial militias and regular troops, as well as reducing the influence of political commissars over military units.
Perhaps his longest lasting contribution, however, came from the publication of his military manifesto-essay 'Front and Rear in Future War'. Â The essay was hardly original in thought, as several other military thinkers in the Soviet Union held similar ideas, yet it succeeded in gathering the various ideas circulating on the nature of modern warfare and gave them a coherent, actionable form. Â Frunze believed one of the biggest changes modern warfare wrought upon a nation was the elimination of any distinguishable front and rear, meaning that success in battle depended upon being able to 'militarize' your rear area so that full offensive output could be generated. Â Here is Stone commenting on some of Frunze's key points:
"(He) advocated training officers in civil universities, not just military schools. Â Tractors could be designed to both plow fields and haul artillery. Â Preparing the state for war was conditional on close contact between military and civil authorities "by means of the introduction of army representatives into corresponding civil organs and institutions." Â Industrial managers must constantly bear in mind the applicability of their peacetime work to the needs of the army." (p16)
This ideal of tight integration between civil and military spheres was a key component of Soviet 'militarization', a process defined by the way in which distinctions between distinct civil and military spheres breaks down, in part, through managerial efforts at national organization. Â For many military- and civil- Bolshevik leaders, a society organized for war at all levels was considered paramount for survival in a hostile, capitalist dominated world.
So you may be wondering, how does the above commentary connect to Reds!?
I think the game design has some implicit assumptions built into the mechanics that nicely mirror what Stone observes in his analysis. Â The reinforcement mechanic, for example, allows the Red Player to quickly regenerate Red Armies, but the fact that they come in on their reduced side combined with the tying of total armies reinforced to resources controlled suggests a very tight, but also very draining, marshaling of resources- and these resources are almost always city hexes. Â This makes sense, given that depopulation was a common occurrence during this period. Â Cities, though diminished in size from their pre-war status, still provided concentrated centers of manpower that the Bolsheviks could draw upon in reconstituting their forces.
One can also visualize the sort of mental picture many Bolshevik commanders held in their own heads during this period just by setting up the board and playing through the turns. Â As the Red player, you are forced to deal with several fronts comprised of a varied interests that all seek to remove your rule by force. Â Even when you think one front is taken care of, another become a flash point. Â Even though Reds! gives the White player an ahistorical unity of command (as much as can be had with a chit pull system, but fairly unified nonetheless), that player still feels the push and pull of each front's priorities. Â The birds-eye view of the map becomes an undulating give-and-take line of red and white as both forces seize opportunities and flee from concentrated sorties. Â When you put all these viewpoints together, you begin to really see how the Bolsheviks could feel that they were under siege from all sides.
There is also the issue of how Reds! reinforces the notion held by Bolshevik military thinkers that the 'Future War' would eliminate the distinction between front and rear; even Infantry units can cover a lot of ground quickly, and supply lines can cover quite a distance given a successful sustained push. Â Fluidity of fronts, something the Russian civil war was known for, meant that concrete notions of the front and rear were temporary at best. Â The fighting force that could most effectively marshall the entirety of resources at their command at any one point stood the best chance of outlasting their opponent in a war of attrition.
One factor we do not see modeled in the design is how an increased need for food and other resources for the Bolshevik regime led to the adoption of War Communism, a policy which engendered much antipathy among the peasant population and was a constant source of conflict between Bolshevik forces and the far-flung populations they were seeking to control. Â Obviously the game is limited to the conflict side of this period, and does a pretty good job creating a manageable experience of an obviously chaotic situation, however it would be nice to have had some sort of check or cost for the Red Player to continually sustain their forces. Â There is also no mechanic to model population flows, and while that would add a fiddly layer of chrome it would also help drive home that this conflict created tangible effects vis a vis city resources and rural unrest.
Thus while Reds! may claim to model only a three year conflict, it's mechanics and design provide a measurable degree of insight into the consequences of this conflict and how the lessons learned from this period impacted the development of the future Soviet regime.
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