Yups. In Global, probably 90% of the in-combat decisions would be obvious, and about 95%-98% subject to at most, a minority view. Sometimes you want to lose a mech vs artillery, sometimes a destroyer instead of another ship.
The most crucial decisions regard the last living land unit, and sacrificing planes instead–to make the difference on taking a territory vs clearing it.
Redrum has a fine idea–play until the combat movement is set up and decided upon, then have some live method of rolling the battle out, then return to a 1 player game to complete the turn. Some turns won’t result in the need for decisions by all (or any) opposing players.
Another idea that comes to mind is to elect a third party decisionmaker during the rollout. This could be another available member of that player’s team, or someone else–even an adversary. That player should roll with the best interests of the represented player in mind–most of us would know what the best decisions/outcomes are, objectively speaking. Because there are so few actions that involve a truly split choice over which experienced players would differ, this may be workable.
AAZ mixes all this up–in AAZ order of casualties becomes much more of a choice, upon which experienced minds might differ.
Hope this helps–looking forward to photos of Baltic Blast 2019