Welcome back to an amazing game that I have enjoyed since circa 1988.
First, you might be in the wrong forum. This is for the relatively recent 1942 second edition. Not to be confused with Revised ( little older ) or even Spring 1942 ( more entry level / beginner game ). Or Anniversary Edition. Or the original one you probably played back in the day 
Russia: fighting a defensive battle with primary objectives being to take/hold  W. Russia, trade Ukraine as long as possible with minimal casualties, and keep Caucasus secure. Avoid being overly aggressive which works hugely to Germanyâs advantage. You will be surrendering Karlia immediately and stalling Archangel so Germany has no direct line to Russian capital. Abandon Karelia for Round 1 heavy assault on W. Russia. 9 infantry + art + tanks, leaving just enough to also take (barely) Ukraine. Some people prefer to strafe Ukraine but I firmly believe you must take it with the barest minimum of troops. 1 surviving tank/infantry taking it means you did it right. Germany likely centers his forces in Belorussia and you will stack W. Russia like mad and keep swapping Ukraine. Send fighters from UK to W Russia they can make it in 1 turn.
Germany: Round 1 you can sink entire British fleet while ignoring the Destroyer off Egypt and the Destroyer/Transport off E. Canada. You can also sink US Atlantic Destroyer + 2 Transports. All can be done with only the loss of 1-2 Subs and the Baltic Cruiser/Transport which will be counterattacked by British Airforce. You can typically preserve German BB + Transport in the Med for a round or more depending on how Allies react. That is sufficient in terms of dealing setbacks to the Allies. Position all German fighters in France or NW Europe for first several rounds and UK will not be able to rebuild a Navy that canât be insta-sunk by 5-6 German fighters and Bomber.
UK: Starts with IC in India which is what leads me to believe you could be asking about another version. This is considered by many bad for the Allies as you must invest in defending India as long as possible since Japan taking that factory sends tanks pouring up the underbelly of Russia. Coupled with UK Round 1 naval losses, it more or less means UK canât do anything in Atlantic either until India falls and frees up UK spending or USA fleet arrives and can provide cover for transport purchases by UK while still paying to fortify India and send occasional fighters over through W Russia.
Japan: No round 1 India take possible in this version in part for reason listed above and existence of British fleet off India / Australia. Round 2 is very improbable. Round 3 if Japan is being ignored by USA they will be massing for a big India push (amphibious).
USA: it depends on whether youâre going Germany First or Japan First. This version has a wider Atlantic (3 sea zones instead of 2) which really hurts Atlantic transport shucks like in the older versions. Combine that with the US Atlantic DD+2 Transports being sunk Round 1 and 6 German Fighters + Bomber and possibly Med BB covering W. Europe and youâll be needing to completely rebuild USA Atlantic fleet from scratch with expensive stuff before going to Europe. Or wait 3 rounds for your Pacific fleet to swing around. Bottom line, no hope of real pressure on Germany before 4th Round by which time Russia may be collapsing.
Quite daunting. Allies need bid of 10+ in this version against skilled Axis opponent.