Apparently it's been out since January!? but I didn't notice until fendwick pointed out here that version 1.02 of the rules is available. Like 1.01, it has some important errata & changes. It also has a lot of minor clarifications, but unfortunately, it also introduces new errors.
This only covers the differences between 1.01 and 1.02 ("which I happen to notice," as very few of the changes are indicated in red). (Of course you already have 1.01 anyway, because 1.0 had at least one serious typo which made the game nearly unusable to anyone who hadn't played first edition.) I thought there was a thread here on the differences between 1.0 and 1.01, but I don't see it now; a comparison between EF2 and EF1 is here.
(Incidentally, am I the only one for whom the S'41 and W'44 start images are all black except for the red start line?)
Changes which affect the game
The first few are a big deal, but the others are pretty minor.
7.53, 12.24: River Assaults during Mud weather are now repulsed on 1-3 instead of 1-2. (My first thought is that I can do without this sort of change--the game is 16 years old, right? why is this being goofed with now?--but that makes it consistent with WF and EuF.)
S'41 Axis deployment: starting HQ CV is 13, not 10. (This restores it to what it was in EF1, so I guess the 10 was an error.)
S'41 Soviet free deployment: fewer units in cities. Rather than "all major cities must be occupied," there's a specific list.
5.43: Deactivated HQs now can't move again that turn, even in Blitz movement. You may want to pencil this in to 4.44 and/or 6.1, as I think this is a change, not a clarification, and those places were not updated to reflect it.
14.2: Paradrop HQs can now blitz. (They must command two paradrops, one in each phase... but, uhh, isn't there only one paradrop unit? This may be for consistency with WF and EuF.)
14.6: Paradrop linkup requires adjacency to an unengaged friendly hex; before, being adjacent to any friendly hex was sufficient. (I was going to say I'm not a huge fan of this change--hey, anything which makes Paradrops more likely is fine with me!--but there are comments from Craig here on the old rule being used in ways it wasn't intended.)
Minor text changes & clarifications
There are a lot of minor clarifications; you may want to go through your hard copy of the rulebook and paste these guys in. But on the other hand, there are a lot of them...
p. 4 & 10 sidebars: The tables of unit speeds now include Amphibious, Mountain, and Paratroop units, but I think now they include errors! (They show Amphibious as moving like Mechanized, not Infantry, but both the text in 2.61 and the chart on the back page still say it moves like Infantry.)
4.41: minor clarification
4.43: minor fiddling
5.1 clarifies that HQs can lose steps from supply attrition
5.21 redefines (unnecessarily, I think) "Retreat"
5.41: Mobile HQs deactive then move, whereas before it was move then deactivate. (I put this down here, rather than in the "changes which affect the game" section, because I don't think it does.)
5.62: minor fiddling
6.22: strange clarification. Rather than saying overstacked units are unsupplied, it attempts to clarify, using a definition which leaves out half of the importance of being unsupplied!
6.31: minor fiddling with last paragraph
p. 11 sidebar: Pursuit Firepower table and "Supreme Moves" comment added
p. 11: page number fixed
8.1: add clarifying notes (and a typo!?)
9.31: Definition of Rail/Sea Supply clarified/changed from "when a friendly Rail Line dependent on Sea Supply runs into the hex" to "when it is in Rail Supply, Sea Supply, or a combination of the two" (emphasis theirs in both quotes).
9.4: change to wording
10.2: add minor note
p. 17 sidebar: clarified bit about production phase supply check, removed warning?
p. 19 sidebar: unit cost chart fiddled with, now has reference to 16.2 and 16.6
13.1: clarified that you get one airstrike
14.5: minor text fiddling
15.41: clarification about invasion HQs
16.4: the Italian 8th army shows up at 3CV (a correction to match the OB chart)
17.1: minor text fiddling
back cover: "production chart" is now "basic production"; hex control chart now says you can trace rail into, but not through, a battle hex; mud terrain now says hill = marsh, and notes that river repulse is 1-3.
"5.43: Deactivated HQs now can't move again that turn, even in Blitz movement. You may want to pencil this in to 4.44 and/or 6.1, as I think this is a change, not a clarification, and those places were not updated to reflect it."
This is actually a very good and simple rule change. It puts a brake on unrealistically fast advancing by HQs, especially for the German continuous blitz strategy during Barbarossa. I'll have to try this in my next F2F game.
Anyone any feedback on how this rule change worked for them?
I cannot find it on Columbia Games' homepage... They only have 1.01 as a pdf. Where did you found 1.02?
The link says it's 1.01, but if you download it & open it up, the version number at the bottom of the pages says 1.02.
Also, although I mentioned it above under "Minor text changes & clarifications," I just realized I've always played this wrong: in the Hex Control chart on the back page, version 1.02 notes that you can trace rail supply into friendly battle hexes. The old chart said you couldn't trace rail supply into friendly battle hexes, which meant to me that friendly battle hexes couldn't be railheads. And I see now that the Edelweiss example even shows a railhead in a friendly battle hex... nuts!!