Yes, as of November 28th, there will be 2 Global 1940 games playing at the same time, in the same game room…. should be fun.
You could call this “A&A Multi-Global 1940.” Or perhaps “A&A Global 3880,” the number you get when you multiply 1940 x 2.
But seriously, one interesting option that your set-up might make possible would be some kind of simultaneous-move, semi-blind variation in which some of the game actions by the Axis team are carried out in ways that are not visible to the Allied team, and vice-versa. You’d need to have some sort of cubicle-type vertical divider panel set up on wheels, which ought to be easy for you to put together because you’re handy with tools.
The general idea would be that the two tables are initially set up identically, and the divider is then placed between them to conceal them from sight from each other. The Axis players congregate around one table and make all the combat moves of their units, while the Allied players do likewise at their table. Once both sides are done, the divider is removed and the players replicate on one of the tables (let’s call it Table A) the opponent moves that were made on the other table (let’s call it table B). Combat is then resolved at Table A. Some of these battles could be conducted simultaneously to save time. Players who aren’t engaged in combat at any particular moment would be kept busy by being given the job of replicating on Table B the results of combat on Table A (which would also save time). Non-combat moves could be handled either in the same hidden manner as combat moves, or perhaps handled openly on Table A and replicated on Table B. Once the next combat-move phase arrives, the players would once again handle it on separate tables, and so forth. All of this might not necessarily take longer than a conventional game, since the time-saving elements (simultaneous moves and simultaneous battles) might compensate for the elements that add time.
Note that this isn’t the same thing as the concept of a double-blind game that’s handled by a referee who acts as a middleman between two rooms. The players themselves would act as their own middlemen, serving both as actual players and as “inter-map situation-replicator staff” (something for which we’d need a better term).