I do think that there should be somewhat more emphasis on how the Soviets are just as battered (If not more so) than NATO. As it stands it's not really clear just what the Soviet situation is, as defined by these contradictory lines in the referee's guide regarding the GRU:Perhaps the collapse of Operation Reset, and multiple NATO divisions, could be soothed over with the mention of a handful of present-day tactical nuke strikes? Weapons that intelligence thought the Soviets no longer had -- but clearly they did?
People seem to be posting here in a panic about the Soviets "handily winning" WW3, but they must be reading something different than I did. They do have the upper hand, in a way that is a bit Red Dawn implausible... but it's not like these divisions overrunning Poland at the onset of play are going to reach the Rhine. They're going to run out of fuel and parts and men (and C3) again well before that and everything will go back to stasis, ruin, and desertion. That picture is made very clear in the rest of the text.
Much as the DIA cleaves to the military government back in the States, the GRU nominally allies with the ruling generals in Moscow. Whether these generals are even still there is not
known, though an underlying command structure still exists.
To this end, the GRU is tasked with intelligence gathering and sabotage of enemy units. Intel is their primary focus, with Moscow hoping to centralize all remaining Soviet forces and mount a final push to take Poland, especially the fertile ground of Silesia.
Is the GRU in Poland still taking orders from Moscow or not? The first paragraph implies they aren't, the second outright stating they are. That's not ideal!
What really needs to be done, in my mind, is make it explicit (At least to the GM—if the players still think there's a Soviet juggernaut out there, that's fine by me
Here is the true part though that social media and avid debaters are not talking about, what the vast ammount of player groups mostly likely feel.
1) most of us care little for ultra realism, especially in a backstory
2) most of us care little or none for this appealing to the notion of keeping some odd "but hurhur my country was soOoo good at this, so we could never had x happend" frankly put, If there was aliens, zombies, plantmonsters or soviet vampire cabals its also fine. Plausible is not a word needed here because it is based on hindesight parameters pertaining our timeline.
3) it is a game of an alternative setting, the word is alternative which includes simply changing parameters that does not suit the design goal, this inclused strenght of various factions, ammount of soldiers, political outlook, prepardeness etc.
and lastly
4) the goal of this version is survival, down and gritty technical hexacrawl survival, not military conflict, not armies waging war. It is not a war strategy simulartor, it takes narrative shortcuts everywhere to get a narrative gameplay and this game already borders on to crunchy to be fun.
There is always just using the old setting and the new rules if you like it, i mean the ammount of space it has in the books is minor compare to the rules.
This I disagree with. Part of the appeal of Twilight: 2000 (And the reason why I've always wanted to run it, and why I threw money at the developers to kickstart it) is that it offers a much more realistic view of the apocalypse than pretty much any other system or setting. After all, there are plenty of other flavors of post-apoc RPGs—Gamma World, Apocalypse World, Savage Worlds: Ragnarok, and FL's own Mutant: Year Zero among many. But the realistic view of playing within the World War III that almost really happened is unique to T2K, and it's a flavor that should be emphasized and preserved.