k-rizma as knp stated the Alpha+3 (for 1st ed) is pretty much the equivalent to 2nd edition out of box (OOB). The only difference is that Korea was added to the Russian NAP (Mongolia) rules, and Egypt has 1 fewer English infantry when playing the global game (Egypt gets only 1 UK inf). The map didn’t change much from 1st ed to 2nd ed, so there should be no problem there (I have and use the 1st ed map).
Set-up:
I would start with the rules and set-up for 2nd ed because all the work that went on through the Alpha project led us here. The global game can get overwhelming for new players, and even for some vets that have played classic, revised or anniversary (anniversary being the closest as far as map size, a new Italian power, or newer rules introduced like how transports work now etc….).
I would also suggest playing the Global1942 version developed for tournament play. It starts in 1942, so all powers begin at war (see why below).
Link for Global1942 (note this is the newest version April 2013 with Germany going 5th in the turn order)
http://smo63.fatcow.com/pdf/G42setup2013424.pdf
NO’s & House Rules:
I wouldn’t start out using house rules (yours or anyone’s) until your grooup has played several games and determines for itself the direction to go. At that point by all means go crazy and try out some stuff. I think that house rules are just that, rules that work for one house or style of play, but might not work for all. I will say that I like several of knp’s NO’s and his house rules are spot on (we don’t normally play with tech though). Subs could use a boost, and the game seems to miss a mid level IC (India comes to mind). I think I would only allow a mid level IC to be built on an original territory of the power building the complex (don’t want the US building 5 units in Norway) but that’s me and house rules are subject to much scrutiny.
Why:
The Global40 game introduces some new mechanics that will take a bit to get familiar with like air and naval bases, convoy zones, and some tweaks to strategic bombing raids (SBR). A compete understanding of how the political rules work will take some time (maybe a couple games). You may even start a couple games, then restart after 4-5 rounds because of something you missed, or mistakes that will alter the game too much.
I suggested the Global1942 set-up above because it starts with all parties at war (1942). The delay for the US and Russia getting their feet wet can be a turn off to new players. Especially if you end up restarting after a few rounds and the US hasn’t seen any action. This is a different animal though. Another way to avoid some of the political rules and play the global1940 version is to have Japan attack on the first turn, it puts the US at war on their first turn. Some think this is the beat strat for the axis anyway, but it could put a lot of pressure on Germany when the USA gets unleashed early.
Good gaming whichever way you go, thanks WB