To understand the 2d10 table, it helps to step back and re-examine the 1d10 chart and how die modifiers work on it.
And never forget that 1:1 = +2, 2:1 = +4.
Let's say you have a desperate situation and you need to make a 2:1 attack you would rather not make, but success would save the theater in question. Always helpful to attack a flipped unit, yes? So you try a Ground Strike on the defenders first, and you flip one of their corps/army units. Now you get a +1 on the 1d10 attack. If you read the 1d10 table results for 2:1 from 2 through 11, you will see that they are basically the same as the results for a 3:1 dice range of 1 through 10. (there are a couple minor discrepancies in column comparisons)
Now on the 2d10 table, attacking a flipped unit at 2:1 is a +6 attack, because you get a +2 modifier for the flipped unit - basically the same thing as an odds column shift.
The same dynamic is at play for "Blitz Bonus", which is not even optional on 2d10, iirc. On 2d10, an ARM or MECH defending in clear gets an automatic -2 in the 2d10 calculation - the same as reducing the odds by one column on 1d10, where it would instead receive a -1 to the land combat die roll, not a column shift.
That dynamic of some things being a column shift (weather) and some things (flipped, blitz mod for attacker or defender) being a die modifier in the 1d10 system is eliminated in 2d10 - everything is a die modifier.
The other big difference in 2d10 is that there are far more "half odds level" modifiers - things that aren't included in the 1d10 system at all. So attacking a city hex starts out with an automatic -1 in 2d10. An armored division can get a 1 point die modifier in 2d10 but is ignored in 1d10, etc.
And thus there is more room in the operational decisions on the map to reward combined-arms approaches. Engineers hold value. Not just armor divisions, but anti-tank assets hold dice influencing value.
Now the dice mechanism is different too in that the most likely die result is 11. You can still roll well, or roll poorly with 2d10; anything 2-4 is going to be little different than rolling a "1" in 1d10. But as you make more attacks in a single impulse, there is less chance that you will roll a "1" three times in a row, or even roll less than 5 sequentially. Any given attack has the same likely general outcome in either system, but a series of attacks is more variable in 1d10.
Also with air units, keep in mind how adding factors to a combat works, vs. attempting to get die modifiers. Generally it is not worth trying to Ground Strike a single unit though there can be other reasons to try it, like an out-of-supply defender. If that unit has 5 defense factors and you have a 5 factor Stuka, using the 5 factor Stuka as Ground Support automatically raises the odds level by 1 - the same as getting a +2 on the 2d10 calculation. Whereas a Ground Strike mission only has a 50% chance of success doing that, and costs you an air mission which is not unlimited, while flying Ground Support is unlimited.
But against a stack of 2 units each with 5 factors, using that same Stuka as Ground Support only gains you an automatic +1 on the 2d10 as 5:10 is half of the odds level. Sending the Stuka in as a Ground Strike can have 3 outcomes: neither unit flips (25%), one unit flips and adds +2 to the attack (50%), or both unit flip and adds +4 to the attack (25%).
And for anyone with only electronic experience playing World in Flames "flip" = "dis-organize" in MWiF.