No, in fact, I’ve had a very dominant Russia against some of the best players in the game. It does not take much for Russia to be collecting 34+ IPC a round early in the game.
One method is the ultra conservative Russia: Everything attacks W. Russia, build 8 infantry.
Another method is the ultra aggressive Russia: Attack Norway, W. Russia and Ukraine on Round 1, Build 3 Infantry, 3 Armor
The only method that does not seem to result in Germany getting knocked on its heels is the traditional Russia where you attack W. Russia and Ukraine. I believe this is because you squander Russia’s resources early in the game for little if no return. Honestly, if it is a LL game I’d promote the ultra aggressive route. In a traditional dice game, the conservative really works for me. Sure, Germany gets Caucasus for the one round, but they cannot advance in force. (And as Russia on Round 2, you probably don’t need the production capabilities in Caucasus anyway, just the income.)
With the ultra conservative approach, you will have 26 IPC to spend on Round 2. That’s 7 Infantry, Armor. Max production for Russia.
Starting on Round 3 you can begin fleshing out Artillery and Armor to keep up the offensive posture and buying America and England time to secure Africa and flesh out the navy to begin assaults on Europe (which should begin around Turn 6, IMHO, about the same time Germany finally has the forces to push Russian armies out of the Ukraine and back into W. Russia/Caucasus and Japan has started production in SE Asia with real force.)
If you are getting blown out by Germany in just a few turns, and without giving me details on what you are doing, I would have to guess you are probably playing too aggressively with Russia. Russia’s strength is it’s defense. You want to mass your troops in strategic places (aka places you can attack from to earn quick cash) these places are Karelia, Ukraine, W. Russia and Novosibirsk.
I’d focus on infantry mostly, but don’t neglect tanks! An artillery unit here and there can make up for lack of fighters if you need to attack more than two or three places and don’t want to expose your tanks. Inf+Arm = 4 Punch. Inf+Art = 4 Punch. By about round 3 or 4, if you are doing well (ie two rounds of 30+ income) you may want to invest in a 3rd fighter. It can really pay off in a 14 round or better game. (Trading with Infantry, Artillery costs 7 IPC, with two infantry and a Fighter it costs 6 IPC. 11 Rounds of this since buying the fighter can net you 11 IPC, 1 IPC savings after you pay for the fighter! Not to mention the income from the land you can now grab you couldnt before.)
If you are doing poorly, don’t get the fighter, you’ll sap your strength.