Or you can just download the rulebook from the WOTC site, grab extra units (from other or older games), paint them to match, print a map out created by Imperious Leader and you should be on your way.
This is what I did any way. Although I went as far as to recreate the Combat board, IPC chart and National Objective/Setup Charts.
There are a few interesting differences from the map pictures:
Japan is now surrounded by a single SZ, instead of the 2 in Revised. This allows for US bombers to attack any ships there and land on that new Russian territory adjacent to SFE and Bur.
Japan has a lot of hard choices to make: to take out the 7 inf Russian stack on Buryatia (after moves on R1) or to prevent Manchuria from falling to the Russians; to take Borneo/E. Indies/Phillipines; to hit Pearl; plus Burma/HK/China
Egypt is tougher to crack for G1: running a calc gives G 73% odds of conquering it, where before 2 inf 2 arm 1 bmr gave it 95% odds.
The Italians seem to have 2 choices: either reinforce Egypt or try to retake it in the case of a UK counterattack, or do the same for the Ukraine. Which would open the way for a German tank rush on Caucasus…i guess that’s why there’s no German INF on Austria, otherwise they could be moved to Rom/Bulg and the G transport on the Med could be used to lift INF for that attack on the Caucasus.
G has the option of making an attack on Kar on G1 using the Finnish INF and the transport, plus all of the Luftwaffe, but the AA makes it risky. It can really pay off though because it secures the Baltic countries from any Russian counterattack.
The single seazone around Japan deters even more invading Russia and trying to achieve its historical objectives.
For the once liking the OOB map. Here is my scan of the 2nd edition map:
When I have the time (my focus is currently on some Global 1940 customizations) I want to update at least the Iwo Jima and Honolulu mistake.
But looking at geography ‘errors’ don’t get me started on the Dutch East Indies and the fake islands they came up with.
In the 2nd edition rules you must own both land territories to pass thru the suez canal. There really should be a tiny line on your map. This is not an optional rule. Land units may of course move across the canal without transports. This is do to the size of the canal and actually follows the real thing. The canal is very tiny even today, so it was imperative in world war 2 to hold both sides for safe passage. If the axis owns one side and the allirs the other, no one goes thru. And movement thru is considered one movement point.
Welcome to the forum, Swantalon!
What are you referring to?
This is the Anniversary Edition subforum.
Clever thread title… +1 karma.
Edit (title is completely relevant to your post - sorry, was reading very late at night)
I second Dondolee’s thoughts. When starting out bear in mind how the game is ultimately won - for the axis, by taking Moscow before the allies can take either Rome or Berlin. It’s a race to see who holds out longer.
Japan should efficiently grab land in the first two or so turns, build up factories in South Asia (rounds 1-4) and then ply tanks and infantry through India > Persia > Caucasus > Moscow. Send enough troops through China and Siberia that you’ll have enough to punch through, but sending the bulk of your force on the southern route. As you play more games, take note of which strategies allowed you to occupy territories faster and get a better flow of troops to russia.
Italy and germany’s role is to stay rich and keep russia poor. They generally don’t have enough power to crack russia without some early luck, so you just need to treat 'em rough and keep 'em honest. Never let russia get their 10 IPC objective - this is a death knell. While you want to deny and pressure russia as much as possible, your main task is to not let UK/US kill you - a tough balancing act of agression/defence. There are many ways to skin this cat, but piles of infantry and scattering of tanks are the best place to start from a learning perspective. You’ll soon find the limitation of infantry - while extremely cost effective, they can only be in one place at a time. It’s hard fighting two wars that are 5 spaces apart. While boats and planes pack less punch for the money, they can threaten a much larger area. Once you get a handle of the flow of the game, you’ll find many ways that german planes and boats can improve your effectiveness. As dondoelee points out, this is playing with fire and you expect to get burnt a few times while you figure it out - start simple.