The OOB rules have the axis and allies playing two different games IMO. The Axis play for a VC win, and the Allies are playing the longer annihilation game (must take all 3 axis capitals, that’s going to take a while lol). That’s why the allies rarely win OOB, and a bid is often used. Seems to me that the bids don’t necessarily allow the allies to win in the short term, but rather we are placing units on the board to stop the axis from achieving their victory in the first 10 rounds. This gives the allies time to where they can over power the axis at some point (forcing an annihilation game).
I’m not a fan of the axis VC win, because as pointed out it can be a cheap way to win the game that you have invested many hours into. Besides that, I also don’t like how the axis can completely sell out one side to gain victory on the other. Like when the Japanese buzz Moscow with their entire air force just to take out a few Russian inf allowing the Germans to take it when they wouldn’t have had a chance otherwise. To add insult to injury the Japanese have also bypassed India/Middle East and their transport fleet goes over to attack Egypt for the last VC on the Europe map (if just to soften it up). Boom game over, but the Japanese have basically lost all holding and objectives on the Pac map (with exception of Tokyo).
However, on the other hand the axis VC victory conditions are set-up so the allies have to play on both sides of the map somewhat. If that wasn’t in place then the allies could spend all income on one side, totally ignoring the other w/o consequence. Once one of the major axis powers are gone (Germany or Japan) then there really isn’t much hope for the other.
In my opinion the VC condition should be amended to encompass more of a global game. You need to make sure that the axis can’t sell out one side to win on the other. Not sure if this would be enough, but maybe a stipulation that in order for the axis to win on one side, they also need to hold 1/2 the number of needed VC’s for a win on the other. Like an 8 VC win on the Euro side would require the Japanese to also hold a min of 3 VC’s on the Pac side (1/2 of their own VC victory conditions). Likewise for a Pac win the Japanese would need 6 VC’s on the Pac side, and the Euro twins would need to hold 4 VC in Europe (1/2 of the Europe win VC condition). This way you could be kick-n butt on one side, but holding par on the other. This would also give the allies a chance to stop a win on say the Euro side by taking a VC on the on either side.
You could also give the axis a world victory goal of say 13 VCs for the win (maybe 14 for longer game). This way they would basically be able to get to a VC win on one side, but would also have to hold on to certain assets on the other side as well (no sell outs). Stipulate that the axis must also hold at least 1 allied capital to win (London, DC, Moscow, or Paris). I threw in Paris so that it might force the allies to liberate it!
I would also like to see a World VC count for the allies to win as well. Not sure what that number should be, but lets say 15 VC (leaves the axis with only 4 VC’s left). Stipulate that for the allies to win w/15 VC’s they must also hold at least 1 Axis capital (Berlin, Rome, or Tokyo).