The following are interesting rules from the Nova version of Axis and Allies (found at http://www.kw.igs.net/~tacit/aanda/origins.htm#Original
What follows next is a very short summary of the article mentioned above. Lee sent me a copy from the magazine, a copy of one page from the original rule book and a photocopy of the part of the map that had the 'technology' legend.
First the Map and the Technology. Originally the map is a bit more strategic than the 2nd edition MB version. I only see a part of the Indian Ocean but there are at least five differences here. The Red Sea and Arabian seas are distinct. The French Indochina-Burma territory is split with Siam worth 100 (= 1 IPC). The Sea Zone beside Siam does not touch Burma and India has its own Sea Zone too. Madagascar has no worth. One big Sea Zone in the middle of the Indian Ocean instead of the two surrounding the compass (MB version). Also Italian East Africa (1 IPC) was separate from British East Africa (separate from yet another new province -Tanzania maybe).
1 Jet Power - Ftrs defend 1 thru 5.
2 Rockets - One free Strategic Bombing attack per turn on one enemy Ind.Complex up to 2 provinces away from friendly AA.
3 Super Sub - Defends 1-3
4 Long Range - Add 2 to all aircraft range
5 Fifth Column - Many enter any one neutral per turn at no cost
6 Atomic Bomb - One Strategic Bombing attack per turn destroys everything in enemy province.
(A bit different there ! 5th Column does little for me personally but the ABomb - ouch)
From the rule book.
14.1.3 Jets are not effected by enemy AAguns!
This is from the rule book and deals with Special Forces something left out of the game when moved to MB. (I will omit extra characters and summarize to save space
14.2 Special Forces - Each player is given one type of special forces to simulate his branch of the military that was most highly developed, or exhibited unusual characteristics.
14.2.1 Movement of Industry - Soviet player may move one of his Ind.Complex units each turn at a rate of 1 movement point. (nothing on moving and production simultaneously)
14.2.2 The Panzerkorps - German player may designate one of his armour as SS Panzerkorps during each of his player-turns. May designate any Armour as SS at beginning of the turn. Attacks at 1-4 and defends at 1-5.
14.2.3 Home Guard - UK player Infantry on the United Kingdom territory defend at 1-3.
14.2.4 Kamikaze - Japan player may move one Ftr per turn its full movement allowance and attacks at 1-4. Whether it survived the attack or not it is eliminated.
14.2.5 Marines - US player can designate all Infantry units (beginning of the turn) in one amphibious assault as Marines. Attack at 1-2.
Lee asked me to post this if I posted the above rules.
Rules by Larry Harris and Joe Angiolillo. Provided by Lee Enderlin and the Wednesday Night Fights Wargame Club of Connecticut.