Only 2 games of global played thus far, both were axis wins. America splitting its production makes it useless in terms of amassing threat on either side.
I usually take London on turn 4 with 25+ units surviving. Dropping 5 units and an AA gun on Scotland turn 2. 18 more units on Scotland turn 3, and 18 more units on London for a total of 41 land units plus an air force that may be missing 2 planes from a scramble in S. Italy turn 1. London usually has like 35 units, which is 12-14 hits round 1. UK battle is typically 2-3 combat rounds.
I let Russia enter Germany for two turns, as they can’t spend the money anywhere close to the front. With the 13 IPCs from Scotland/London/National Objective it is easy to build 3 ships a turn and land units to drive Russia back.
Germany (66-73IPCs) with London almost outproduces Russia (37)and half of US production (39), then you have Italy (25-45IPCs)that also helps in Europe.
Japan (64-68IPCs) with DEI and China outproduces India (7 IPCs) Anzac (3-6IPCs) and America (38 IPCs).
The problem America has, is that it has to build two fleets to overcome large Japanese and German fleets in our games. Gibraltar is a no go zone for the US as Germany usually has 1-2 carriers, 4-5 subs, 1 DD, 1 BB and CA and 9 air units parked off London. It has been focusing on Japan early and Europe later, maybe it can focus on Europe first, but Japan is able to get 6 cities going Anzac first when Germany goes London first.
Japan’s starting land units in Asia, (31 land units I think) is enough to beat China down and withdraw to the mainland victory cities after turn 5, which permits Japan to spend its first 4 builds securing Anzac and Hawaii by turn 7 for the win unless the U.S. ignores Europe early.
I’m not counting my 3rd game of global in which the axis won, when an inexperienced America put his whole fleet on Hawaii turn 1, he thought I wouldn’t declare war on the US J2(whole Jap fleet plus 2 built subs), but when I did, I smashed the starting fleet hitting 12 times (he had 12 pieces since he did not scramble the 3 air units on Hawaii as I landed 10 land units vs 4 land and 3 air units. It was a coin toss that I won with 2 artillery and 1 armor left). Not only did I hit 12 times, he hit me 5/12 which was 2 hits on BB’s and 3 air units. I then convoyed US for 14 (sub off alaska) and sent rest of fleet to smash Anzac’s NO’s by seizing New Britain (carrier, 2 DD, BB,3 transports). Japan’s first turn build, 2 Transports, 2 Subs. I chose air units for casualties at Pearl Harbor, since I had 4 air in reserve to land on carriers during the non combat phase. I was saving forward deployed subs for the planned blockade of W. US. (the net result is that I convoy raided to the point that he effectively got 1 IPC for National Objectives for a Production of 52 IPCs while he had the Philippines, which would be 7 less IPCs in later rounds) He surrendered when his fleet (3 turns of building) sailed to the Pacific and the German armada moved to invasion position of E. US. later in the game. Japan smashed China and had India at 21 IPCs by turn 3. Could this game have been prevented, yes…a DD in sz 16 or 25 turn 1 or a sub off Philippines and Kwangtung to prevent their turn 3 capture. Also 12 hits at pearl was a joke, 3/8 2’s hit, 4/5 3’s hit, and 5/5 4’s hit for 12 hits total from 18 units. Average would have been closer to 7-9 hits. I planned on removing a carrier plus 1 more plane and 2 DD’s if I has lost the expected 5 more units I planned on if the US had had a second combat round + scrambled.