back in the days with Game table Online you could play against AI, aka the artificial intelligence. Now, I have been bussy with mountain climbing the last years so have not catched up the development in that area, but as I remember, the AI was real stupid when it come to strategies, so we had to give him some benefits, like the AI started with more units, and I would also claim that the computer outright cheated on the dice rolling.
So, where am I going with this, man ? Well, making a solitaire game out of A&A Global is a real challenge, and yes we are talking spacewalks here man, its at that level, but I firmly believe it can be done. As Marc mentioned, the classic solitaire games you find at BGG usually are very simple, where you play one part, and the other part are card or dice driven. So basically, you must choose to play either the Allies or the Axis, and the other side must be played either by an AI if you can hook up your pc, or by cards and dice.
To sum it up, some years ago I was totally hooked on the game Diplomacy from PB, man, and I bet you are pretty confused now, right ? But, in Diplomacy you had to wright down an essay on a paper what units you would move, and where to move them. So why not use that mechanic in a solitaire game ? The dice we use got 6 different outcomes, so you just wright down 6 different strategies that the other side could use, then let the dice decide which of them to use. Now, since the beginning moves are pretty common, you can make cards with 6 different openings for the nations you dont control, and use this cards next time you play alone again.
So, to give an example. You play the Axis, and the Allies are controlled by mr. Dice. Of course you can name him what you want, mr Nobody, or mr Invisible etc. I used to call him Willy, so that name is taken, OK ?
Turn 1.
Germany start, and since you control Germany, this is pretty straight forward. You buy what you want and move where you want, and if it comes to combat, I strongly recommend you to use a cup or dicetower when mr. Dice is supposed to be rolling. If you dont posses that, use your left hand.
Now Russia goes, and since you are not supposed to control Russia, you need to wright down on a paper 6 different purchases, with 6 different strategies, and then roll a dice to see which is chosen, and then your arm must be helpful and give Russia a hand. I cant stress this enough, but if you are righthanded, you should use your left hand when moving the Russian units. For the Russian purchases, I suggest nr 1 is all infantry, nr 2 is one artillery, the rest inf, nr 3 can be a Tank, an Art and the rest inf, then nr 4 is a Fighter, the rest inf, and by now I figure you got the picture. For the strategies, I recommend the all inf buy goes together with a defensive strategy, while the more offensive units buy, the more aggressive strategy. You get the picture.
Next is Japan, and you control it so its straight forward.
Then its USA, and again you need pen and paper. Make the first 3 choices be KGF with rational purchases, and the next 3 should be KJF with heavy naval buys.
Then you go on, you control the Axis, and mr Dice control the Allies, now what do you think about that, can it work ?
edit, oh I forgot, since mr Dice is at a great disadvantage, he need some extra NO income, and I would even let him reroll the dice some times. But you figure this out, man
more edits, if you dont love to wright an essay every turn, just use the terms from Diplomacy.
A is Army, F is Fleet. Bel is Belorussia and Len is Leningrad
If you want all your units in Belorussia to go to Leningrad, you wrote A Bel > Len
If you just want two Inf to go, you wrote 2 Inf Bel > Len
If you want the Tank to continue to Archangelsk, you wrote 1 Tank Bel > Len > Arc
I guess you figure it out, man