To be fair, it’s hard to put a concrete plan on anything and say “well this will work.”
Anyway, throw money at them, and take what they give you. They’re one nation… and in the end they’re the least likely one to receive any help. They’ve already got a lot of goals and not enough units to do it all at once, it’s your job to figure out how to stretch that thin and eventually make it break. R1 pile your inf in Bury with the intentions of invading Manchuria. A few inf in Persia and building a tank in Caucusus with the intention of fortifying India during R2 will support India if you put up an IC there. If the Japanese turn their attention to that gangpile first turn, they’re committing troops usually headed for other territories with much more money, and your guys are getting extreme amounts of value by rolling many dice together and rolling for their best number.
An aggressive US1 would be a good thing, too. Essentially the first turn buy is right on. Did the carriers stay in SZ 53? If so, take everything you can at it… remember you’re America, you can throw money at your problems while Japan NEEDS to spread to compete. If not, say SZ 53 is yours by running every surviving American boat there. Yes, they’ll probably die, but Japanese units will go with them. Any boat that arrives SHOULD incur a nasty counter from the subs and bombers you’re hopefully building this turn. The Japanese only start with 1 DD, and if it’s not BB fodder on J1 it’s probably on the other side of the map… a few subs will go a long way in giving America operating room and are awfully good units against ACs, of which JP starts with 3. Bombers and subs are a strong and cheap tandem for aggression. Island hop. Controlling a given island might be the difference in a bunch of air units entering a battle or not during a future turn, even if your fleet doesn’t remain there.
Britain is an often overlooked key… but establishing some way to get units to the Pacific theater is always a good start. If SZ 35 fleet is alive–that can be 2 more units to Aus or Ind (via TJ or Egypt if you should be so lucky) for the IC or it could mean going to FIC/T to try to pick up that extra money. Keep your DDs active immediately. Sailing them away and around the world is safe and tempting, but as long as they’re not in range of the BB they’ve got a chance to take a unit with them.
Sometimes it’s just not possible for a 1st turn IC, but unless JP pulls off two perfect turns in a row and with few losses, one of Aus or Ind should be ready for an IC by GB2. If they’re not, then you weren’t serious about KJF or had REALLY bad luck. Hopefully by turn two’s end you’ve made him at least respect the Russian gangpile, but if he’s left Manchuria weak you’ve wrenched it from him. The inf/arm combo in India is poised to make its march into south Asia. The US has hopefully taken control of its home SZ by now and if it hasn’t secured the Carolines or Iwo Jima they’re at least threatening to do so.
Really, just take it case by case. React to what your opponent’s given you to beat him with.
Hope this helps, and happy hunting.