This game is absolutely nothing like Revised
. It's important to remember that when reading the rules, as you shouldn't assume that anything works the same way here that it does there. As Frimmel said, this is more of a traditional wargame.
The logistics aspect (as well as the availability and use of air power) makes a huge difference in planning and strategy, especially for the Axis. The Allies have their own problems early in the game dealing with balancing holding ground versus conserving units to withstand the final German push for victory.
If there's any weakness in this game at all, I'd say that the optimal strategy for the Axis seems to be ahistorical. They seem better off advancing the front as a solid wall rather than as a spear thrust up the middle. This is due to the victory conditions being to control a certain number of points worth of cities, rather than the historical objective of reaching Antwerp. I don't see this as a major problem though, since the historical Antwerp objective was pretty much a fantasy anyway.
This may be my favorite A&A game, and it's certainly in the top two. For your reference, the rules can be found here
and the errata and FAQ here