@ryant628 A neat way I occasionally play my games is by replacing global victory cities with National Objective Territories (NOT).
This has a nation clear at least (5/6 for Axis, 4/5 for Allies) territories on a checklist at the end of a turn for victory. Now, if an ally occupies a territory on another nations checklist, it still goes to the nation(s) that have it on the checklist (Example 1: Japan takes Moscow. Seeing how Germany has that territory on their list but Japan doesn’t, only Germany crosses it off its list. Example 2: Britain captures France. Both Britain & America may check it off as both nations have it on their list). No matter the state of other alliance members, if one nation achieves their goals, the entire team wins. This addresses your concern of nations not focusing on certain theaters, while also making the game shorter. While I haven’t done this for AA1942SE, I have done this for Anniversary & Revised, so I can just translate those conditions over to this game. Here are the victory territories for each nation using this game as a base:
Soviet Union: Finland, Ukraine S.S.R., Poland, Germany, Manchuria
Germany: Moscow, Archangel, Caucasus, United Kingdom, Egypt, Union of South Africa
Britain: Western Europe, Norway, Libya, Italy, French Indochina-Thailand
Japan: Yakut S.S.R., India, Australia, Szechwan, Hawaiian Islands, Western United States
America: Western Europe, Algeria, Germany, Solomon Islands, Japan
Hopefully this works out for you! Also,
But maybe add the caveat that if either one of the Axis powers has a certain number of IPC’s after the turn counter expires the Axis wins?
This actually describes an Axis victory method called Economic Victory in other games where the Axis have more collective IPCS on the board than the Allies at the end of a turn. Trying this should also help shorten games a bit.
Hope this helps! :D





