Russo-German Tensions



The recording of the RGT level begins in Fall 1939. A cumulative total of the RGT level is kept. The RGT level is zero at the start of the game and may increase above 50 and may drop below zero.

Automatic Modifier
This modifier is automatically implemented at the start of each game turn, to reflect the unnatural character of the Nazi-Soviet alliance.
+1Each game turn, including Fall 1939.

Diplomatic Modifiers
DPs may not be placed in RGT.

Status Modifiers
Status modifiers are implemented each game turn, beginning in Fall 1939. The modifiers for the number of major powers at war with the European Axis and Japan having surrendered are determined by the situation at the start of each game turn; the remaining status modifiers are triggered if the indicated situation exists at the start of a turn or arises in the course of a turn.
+1If two or more major powers are at war with the European Axis.
+2If one major power is at war with the European Axis.
+3If no major powers are at war with the European Axis.
+2If Japan has surrendered.
+1For each Russian IC placed on the board as a result of a Russian mobilization, beginning with the RGT level = 10 mobilization.
+5If Poland is unconquered at the end of the Axis player turn.
+1If the Axis have attacked or achieved a diplomatic result of "7" or more in Hungary, Rumania, Bulgaria, Yugoslavia or Turkey (maximum +1 per game turn).
+1If there are one or more Axis ground units in Britain.
-1If Russia has attacked or achieved a diplomatic result of "0" or less in Hungary, Rumania, Bulgaria, Yugoslavia or Turkey (maximum -1 per game turn). A Russian occupation of Bessarabia does not trigger this modifier.

Event Modifiers
Event modifiers are implemented only when the indicated event occurs. Event modifiers based on the capture or control of territory are negated if the territory in question is recaptured, and apply again if the territory changes hands a second time.
+2Axis capture of Paris or London (+2 for each).
+1Axis capture of Birmingham or Manchester (+1 for each).
+#Axis gain control of one or more hexes in Finland (+1), Hungary (+2), Rumania (+2), Bulgaria (+2) or Turkey (+6). Effects are determined separately for each minor country.
+6Axis declare war on the Baltic States.
+2Axis gain control of one or more Finnish border hexes.
+2Axis gain control of one or more hexes in Bessarabia.
+2Axis gain control of one or more Persian hexes adjacent to Russia.
-1Each Russian declaration of war against a minor neutral.
-1Russian occupation of eastern Poland.
-#Russia gains control of one or more hexes in any territory west of the Nazi-Soviet Pact line except for Finland: Hungary (-4), Rumania ( 4), Bulgaria (-4), Turkey (-12); for other minor countries, -2 for every five BRPs in the minor country. Effects are determined separately for each minor country.


Results
Results are implemented as indicated. Russia’s mobilization schedule is unaffected by a subsequent drop in the RGT level.
10Russia begins mobilizing (36.11D).
15Russia may subvert eligible minor countries.
25Russia may declare war on minor neutrals as permitted by 50.33C, except minors in which Germany has an economic interest or which are controlled by the Axis.
35Russia may declare war on minor neutrals as permitted by 50.33C, including minors in which Germany has an economic interest, except those controlled by the Axis.
40Russian forces are put on alert. Russian forces are no longer impaired during the first turn of a German invasion.
45The Axis may not trace oil supply from Ploesti if Russia controls Ploesti or the minor countries through which the oil supply line must be traced. Germany loses its 10 BRP economic interest in Russia.
50Russia may declare war on Germany. Allied partisans may be built in Europe.

Russian Garrison Requirements
At the end of any Russian player turn in which RGT are 20 or greater:
These requirements do not apply to Russian one-factor infantry or airborne units, Russian ground and air units added to the Russian force pool after Fall 1939, Russian units which begin the game in the Pacific theater, or to Russian associated or minor ally units. These restrictions are lifted once Russia and Germany go to war or when RGT reach 50.

Russian Prewar Force Pool Additions
Until Russia and Germany have gone to war or the RGT level is 40 or more, Russia may produce no more than five BRPs of air and five BRPs of military production each year. These additional units may be deployed without restriction.

If there is no threat from Germany, Russia may decide to transfer units to Siberia in order tie down Japanese units in Manchuria (81.51B). Until the RGT level reaches 50, Russia may only transfer its one-factor infantry and airborne units, plus any ground and air units added to its force pool from mobilizations or production. Once the RGT level reaches 50, all restrictions are lifted.


Russian Unpreparedness
If the RGT level is less than 40 at the moment Germany declares war on Russia, the following apply in the first turn of a German invasion, in addition to all normal modifiers and movement impairments:

German Declaration of War on Russia
If Germany declares war on Russia, the RGT level is deemed to rise immediately to 50 at the start of the next Russian player turn and all restrictions on Russian activity are negated.

Russian Declaration of War on Germany
Russia may declare war on Germany only if the RGT level is 50 or greater.

Russian Declarations of War on Minor Countries
Russia may always declare war on the Baltic States. Otherwise Russia's ability to declare war on minor countries is determined by the RGT level.

If Russia declares war on a minor country in which Germany has an economic interest, Germany immediately announces whether or not it will support the minor country. If Germany supports the minor country, Russia may also declare war on Germany at a cost of 35 BRPs and continue its attack. Otherwise Russia must back down and forfeit the 10 BRPs spent for the declaration of war on the minor country. If Germany does not support the minor country, Germany forfeits its economic interest and immediately loses any BRPs it has received for the minor country during that year. A German or Italian intervention on behalf of the minor country on a later turn must then be accompanied by a declaration of war against Russia.

Russian Mobilizations
Russia begins the game with seven ICs, which are placed in Moscow, Leningrad, Stalingrad, Kharkov, Dnepropetrovsk, Rostov and Gorki. In addition to its seven starting ICs, Russia mobilizes five additional ICs, starting when the RGT level reaches 10. These additional ICs, as well as ICs constructed by investing RPs in IC production (42.24G), must be constructed, if possible, in Kuibyshev, Magnitogorsk and Sverdlovsk, in that order, and then in any fully supplied, Russian-controlled city in European Russia which does not already contain an IC. The locations of the Russian ICs are shown on the mapboard in gray.

The rules relating to Russian mobilizations are set out in 36.11D:


Until war breaks out between Russian and Germany, the first two Russian mobilizations take two turns to complete. After those mobilizations are completed, or possibly sooner if war breaks out between Russian and Germany, each Russian mobilization is completed in a single turn. Since each of the first two Russian mobilizations must be completed before the next Russian mobilization occurs; Russia may never mobilize its first two mobilizations faster than one mobilization every two turns unless war breaks out between Russian and Germany.


Each time Russia mobilizes an IC, it increases its force pool at no BRP or RP cost.

For the first two peacetime mobilizations, which take two turns, these force pool additions are implemented at the rate of 10 BRPs in the turn the mobilized IC is placed on the board and another 10 BRPs in the following turn.

For the remaining three peacetime mobilizations, and all wartime mobilizations, which take one turn, all 20 BRPs of force pool additions are implemented in the turn of the mobilization.

For both peacetime and wartime mobilizations, Russia must mobilize one AAF and one 4-5 armor unit or 5-6 armor unit each mobilization (36.32A, C). The Russian player may mobilize the required units in either the first or second turn of a peacetime mobilization. The remaining units for each Russian mobilization must consist of infantry, additional armor or army air units, in whatever combination the Russian player wishes.

These forces enter the Russian force pool as allowable builds during the unit construction phase two (infantry), four (air) or six (armor) turns after mobilization occurs. Remnants from one turn are carried over into the next turn of mobilization, so the peacetime mobilization of 9 BRPs of air factors in one turn would allow for the peacetime mobilization of 11 BRPs of units in the next turn.

The construction of ICs by the use of RPs and the loss of ICs has no effect on the size of the Russian force pool.