Well, I like it, but I’m the kind of guy who hangs around the Axis & Allies 1942 2nd Edition forum hoping that someone will post something about one of my favorite games, so take that with a grain of salt!
More seriously, I think 1942.2 strikes a good balance between complexity and brevity – you can usually setup, play, and cleanup in about six hours. Those six hours might not get you all the way to the win conditions printed in the rulebook, but it will get you to a satisfying ending – it’ll either be pretty clear that someone is going to win, or it will be pretty clear that both sides have fought to a standstill and have earned a draw. There are enough plausible strategic choices for every player to make – even Russia and the USA – to keep things interesting for many, many games. Unlike Classic and Revised, in 1942.2 you can’t get very far by just buying stacks of infantry and turtling, or buying stacks of tanks and charging recklessly ahead. You can play a more defensive strategy or a more offensive strategy, but it has to be nuanced, and figuring out which nuances work and how to execute them is a lot of fun.
My biggest critique of the game is that there is some dodgy business where the US (and to a lesser extent the UK and Japan) are supposed to start launching supportive aircraft 2, 3, or even 4 turns in advance of when they are needed for defense. For example, the US might build a fighter on turn 1 with the idea of flying it to French West Africa on turn 2, flying it to India on turn 3, and then flying it to West Russia on turn 4. Failing to have the fighter in place in India on turn 3 can lead to the early loss of India against an expert Axis player, and failing to have the fighter in place in West Russia on turn 4 can lead to an early loss of Moscow. To me, this feels fussy and un-fun – it’s one thing to lend Russia some extra support because you want to or because you have the spare capacity; it’s another to be forced into calculating intricate multi-turn flight paths just to stay alive in the opening.
Another concern is that the UK, US, and Japan often spend the first two turns mainly purchasing units, the third turn getting those units into place, and then fight their first decisive battles on turn 4. If the German and Russian players suffer from analysis paralysis, or if the game has to be called off early due to a work/family situation, this can be a long and frustrating wait for the players controlling the UK/US or Japan.
Some other players have criticized changes made to the components for the 1942.2 edition – they miss having paper money to count their IPCs, or don’t like the exact cast of the plastic miniatures – but the 1942.2 chrome works just fine for me. The map is attractive and the pieces are fun to move around. Crowding is average for the Axis & Allies series – there are definitely some noticeable and annoying chokepoints in London and eastern Europe, but for the most part the units fit comfortably in their territories.
Game balance is above-average for Axis & Allies – it is pretty clear that the Axis have an advantage, but the advantage can be fully and easily neutralized by either adding a Russian bomber in Moscow or by giving the Allies a flexible one-time bid of 6 to 12 IPCs at game start. The only major opening battles that get disrupted by the bid are Egypt and the Indian Ocean. The Allies will usually use part of their bid to put an extra infantry in Egypt, dropping German odds of taking Egypt on G1 from 70% to 50%, but unless the Allies make heroic efforts to bring in reinforcements, Germany can still take Egypt on G2 if it really wants to, and a G2 Egypt attack is arguably the stronger play in any event. Another common Allied bid is to put a British submarine in the Indian Ocean, boosting the odds that Britain will be able to trade its eastern fleets to sink a Japanese battleship and a fully loaded Japanese carrier from around 55% to about 80%. In my opinion, this is still a marginal play – the British don’t get to sink any Japanese transports this way, and the British need the two fighters that they would bring into that attack more than the Japanese need an extra pair of capital ships in the Indian Ocean.
One startling feature of the 1942 setup is that the Axis begin the game with almost total naval dominance – the Axis can sink the entire British navy in both the Atlantic and the Pacific if they want to, without even suffering heavy casualties. This is ahistorical, but makes for interesting choices – the British can save up to rebuild their navy from scratch, or they can focus on sending fighters to Russia, or on sending bombers to Berlin, or even build a second industrial complex in Africa (they start with one in India) and become a land power. The Russians also start with excellent counter-play opportunities compared to most versions of Axis & Allies – if the Germans allow themselves to become distracted, the Russians can easily hold the line or even move into German territory early in the game, even without an Allied invasion of the European mainland.
Overall, I think 1942.2 is an excellent edition of Axis & Allies. This is the company’s fourth attempt (five if you count Milton Bradley) at a mainline Axis & Allies product, and I think they finally got it right, or at least so close to right that you can easily patch over any annoyances with minor house rules and careful player-assignment.