III. Recognition of Independence by the Southern Whites factions
In the initial official version, this event presents two major shortcomings: it is historically unbelievable and it ruins the balance of the game.
Indeed, while applying a penalty of -40 to NM, the official version limits the option a winning white player. Only such a situation allows to support such a decrease. However, it is absolutely unlikely that the White carrying away would have granted their independence to the minorities of the former Empire. On the other hand, a white player in such a situation only has an interest to play this option, since the penalty will be compensated by the contribution of numerous troops, ideally placed around Petrograd.
The Fatal Years new rules:
1) The NM level of Southern White is superior to 75: the option lowers NM by 20 immediately. However, as long as NM level of Southern White remains under 115, he will lose every three months 10 NM.
Thus, the White player should bet on the future: will the reinforcements allow him to recover the level that permits to avoid the penalty quickly or will his NM descend it inexorably?
2) The NM level of Southern White is lower to 75: the option lowers NM by 10 immediately. However, as long as NM level of Southern White remains under 100, he will lose every three months 5 NM.
The penalties are less strong, but the white player is already weak, and at risk of the same progressive elimination. However, the option remains possible for a hard pressed player, without becoming a no brainer under of 60, with a risk of defeat very strong here.
Notes: besides the aspects of obvious balancing, the option becomes only attractive after mid-game or in case of a situation of great weakness. The core of White support doesn’t immediately divert itself from the leader who dared to jeopardize empire, but detaches itself slowly, except if the victory satisfies it. It explains the lower penalty if the NM is already weak, the NM level representing the core hard of the support existing then.
Special Finland rules
Both White factions may obtain Finnish help by the Recognition of Independence option. But they may too get Finnish entry in war by playing another option, dedicated to Finland alone, with different rules and outcomes.
This option may be played during 1919 and costs 25 EPs and 100 money. When played there’s a random chance the Finnish will enter the war. This possibility is higher if Whites control both Narva and Pskov. The option will be removed from play after December 1919.
Notes: During 1919, Mannerheim was favoring Finnish intervention against Bolsheviks. He had too a real political power who ended with the election of late 19. Finnish population was in majority against a pursuit of war, especially with Whites refusing to formally acknowledge Finland independence. The rules take into account this situation by offering Whites a chance to fire the Finnish support without formal independence recognition. Of course, Finnish people may refuse in spite of Mannerheim influence to go to war again. For gameplay purpose, this option allows Whites to create a localized menace on Petrograd, without being sure to have Finnish troops at disposal, when Reds will have until 1920 to keep a strong force in the Petrograd sector.