I finished a global game yesterday. I was Ge and It, a friend was Ja, another was UK, ANZAC and FR and another China, US and SU.
Even though my Italian fleet was left alone and a I1 where I lost nothing and gained 5 territories, followed by another couple of good turns for the Axis the Allies won.
The moment the US and SU were at war the megafleet of the US moved to the most eastern territory of the SU and landed 10 land units there, while their bombers took care of the transports and small ships at the Japanese coast (and after that landed next to the land forces in the Soviet Far East). Yes, US bombers can take of from San Francisco, attack the Japanese Sea and land in Soviet Union. Japan had to pull its navy back and with that the game was over. No more expansion for Japan, a couple of relatively bad rolls from Germany and Soviets pumping out hordes of infantry and it was all over.
To balance things a bit more we are going to use the Italian Fix (we thought up that rule and then read in on here too) and use the Japanese extra NO of 10 IPC while not at war (except with China). I don’t think it will be enough so maybe we will even consider super subs for Germany, Warbonds for Italy or Super Factories (what’s the name?)for Japan.
Mind you, we used the new set up as described in Canucks post (less aircraft in the Pacific). The naval base in NSW is logical, but extremely powerful for ANZAC. They get both NO’s on turn 1 and can reach almost everywhere that’s important for them.