The territory distribution is slightly modified from A&AC. Within the rar package is a folder that shows the amended territory distribution. The two problems you will run into setting up using the map without modification is that a few of the territories change hands, and more than a few change IPC value. This can be fixed with flag markers on the changed territories, and all of the IPC values are listed on the original owner's sheet. Our games tend to have heavy drinking and smoking, so we (I) actually created a map overlay using a clear sheet of acetate and a sharpie. I traced over the entire map, put stickers of country flags for territories that had changed hands, and put on stickers that showed the correct IPC value for each territory so we wouldn't be bogged down with the repetitive stress of looking up the information over and over in game.
Everyone is assigned a country and turn order is determined. Then everyone gets 200 IPC to spend on whatever they want, wherever they want it. This is in addition to two Industrial Complexes and two AA Guns. Any money not spent is given back to the bank before play starts.
The two things that set this version apart are A) it is Free For All and B) there are a ton of cool modifications to the standard Weapons Development system. Being Free For All, it encourages "fuck your neighbor" style play. People declare alliances and it really is only a matter of time before one or the other breaks the pact. I have only played one game that ended in cooperative truce. Usually it turns into two factions that hate one another and it goes to attrition.
I'm not going to write much on the extra content, because it is all there in the file. I will mention my favorite things, though:
1) Industrial Development (the reduction of all unit production costs by 1 IPC) is a fixed IPC amount instead of a random roll as it was in A&AC (it wasn't even in A&AR by the book).
2) Blitzkrieg. The random development chart is still there, but some of them are different. Blitzkrieg allows tanks to burn through two occupied land spaces in one turn, to a three space movement maximum. This is Beast.
3) Super Soldiers. Standard infantry have their attack value raised by 1 and can blitz through one unoccupied space like a standard tank.
...and the Grandaddy of all of them, the reason three out of five shouting matches have broken out at our table is (drum roll):
4) The Motherfucking Chemical Weapon. They are expensive and you have to own one for an entire turn cycle before you can use it, but a Chemical Weapon knocks out a territory for an entire turn cycle. All standard infantry have to fire off a save roll to be able to leave to an adjacent territory they or an ally own. Grounded vehicles, AA Guns and Industrial Complexes in the territory are carted off by surviving infantry at a 1:1 ratio. Anything left in the territory belongs to whomever reenters the territory first after it is safe (this is almost always the person who dropped it). It never fails that someone forgets about who controls one, dumps a ton of planes and/or tanks in an area and pretty much loses the game right there. I have seen one guy (probably no coincidence that he is the other designer) successfully knock out two people in one game with well timed Chemical Weapons.
That's the nutshell sales pitch. If it sounds interesting, download the file and give it a try. Feel free to shoot me questions about it, as well. In a later post I will outline the much more radical changes that we were in the middle of playtesting when everyone got burned out on A&A.
PS: I'm still learning the formatting nuances here, so eventually it won't look as bad as this post did.