BTW I agree with the others that global domination would favor the allies because of longer games. Longer games generally allow for the allies to rebound and kick in their vast nearly untouchable resources. Once the US gets rolling, and the UK reclaims its income in Africa (and/or Asia) they are a tough tandem to deal with in the 9th+ turn. If the axis can’t kill off the US/UK transports shucking units wave after wave then axis are generally doomed.
I have also had games where Germany will stop (or was stopped) at the gates of Moscow, then lay siege to the capital to strangle the rest of the Russians income. Then build/take a couple minor IC’s to keep a flow of units going to keep them in check until they can finish the job. It’s rare but if the allies have suffered a major defeat (maybe at sea) time can actually help the Germans build up to drop the Russians, and build their Atlantic wall. Once they are fighting just one front anything can happen.
I will say that we rarely play with the individual map win scenarios (have done it, but don’t like it). I know it favors the axis, but it also can put the game into some very unrealistic positions where an axis power will sacrifice itself and everything on their own side so their counterpart can win on the other. It is generally the Japanese (a very proud people) that do something like kamikaze their air force into Moscow to soften them up for the Germans, and w/o the Japanese air force they’re house of cards falls flat.
When we play we play until someone says uncle. This is why we don’t offer a bid to the allies as many do that say the the game is axis heavy on the balance scale. In a game that is basically global domination the allies would offset that balance because of the length of game. We will track the VCs to see how things are going because the VC are a good measuring stick. We may even call the game if the axis have what is needed on one board depending on possession.
Maybe in order for the axis to claim victory on one map, they need to also hold a minimum number of VC’s on the other side equal to 1/2 what is needed for win on that other side (min E-4 VCs, P-3 VCs). That way an axis power can’t sell out their side to help win the game and you would have some kind of global domination.
For a Pac win you need the 6 VC, plus 4 VCs on the Euro side (1/2 need to win that side)
For a Euro win you need the 8 VC, plus 3 VCs on the Pac side (1/2 need to win that side)
Would also say that anytime the axis get to 13 VC the game ends (no once around).