@Flashman:
I’ve never proposed that you have plastic train pieces to move units around. As for changing unit movement values, by what criteria do you determine that trains carrying tanks and “mech infantry” move faster than trains carrying infantry or artillery? The units can travel as far as the trains can take them, but not into combat.
This is why I had the caveat in my rule of the maximum number of moves. If you set it at 3, you essentially give infantry and artillery 2 bonus moves and tanks 1 bonus move (assuming tanks can move 2, which may not be a good assumption, considering that WW1 tanks could barely keep pace with walking soldiers, but that’s a discussion for another day).
@Flashman:
For practical purposes, distance should be unlimited. Each turn in the game represents several months, ample time to rail from Bordeaux to Moscow.
I don’t know, maybe this is the case in actuality, but I’m in general opposed to powers warping their units around the board. Take the global game for instance: if the Soviets could move all of their infantry based in Siberia to East Poland in one turn, it would just seem kind of hokey to me.
In my opinion, if you set the rail move bonus to 3 moves max, you’ve accomplished representing the increased mobility that rail travel granted, while not allowing powers to be everywhere at once.