In real time we completed playing through Turn 116. Mike and I evaluated whether to continue understanding that really, Axis replacements were a bit too high on some line items and Allied (especially Russian) replacements were substantially too low on some line items. Mainly this concerned infantry squads.
Mike Goldsberry's research also uncovered some additional Western (US/UK/Commonwealth) assets - as he mapped out both the USAAF and RAF down to the squadron. In turn, we mapped those out to units trying to capture as much of the "total force" as possible without dramatically increasing the number of units required. This required dropping some early versions of aircraft and averaging aircraft type by unit. It also meant "averaging" entry dates - in that one wing might have arrived in 1942, another in 1943 and a third in 1944 - so, that unit ends up arriving in 1943.
The map bookmarks were removed, the functionally useless UK home guard HQ's removed. Soviet AT brigades almost entirely removed, their assets bolstering the Composite Rocket Brigades and Tank Brigades, making both less susceptible to automatic over-runs (though that is still possible).
Mike played a good game, especially in the West. He was largely on schedule there - in North Africa, Sicily (if a slow capitulation), Italy and Normandy. The Italian campaign is rough for both sides - and ran into one glitch with a shortage of supply points for the Allies. The Eastern Front unfortunately was handicapped from the get-go by as much as 1k squads per turn.
So - lots of issues, but "even then, despite all that" - the Axis were by no means invulnerable, and even with extra replacements were struggling at times in 1943 and 1944. The tipping point for settling this game was consideration of Allies Progress coupled with the expected reinforcement schedule, with the Summer of 1944 giving rise to a lot of VG divisions, and then the Tiger II's. The Axis would steadily be pushed back - but likely not at the rate needed to push it past an Axis minor victory.
But this is what playtesting is for and helps isolate a lot of different issues in the game play. Now, onto the next version.