I haven’t just dreamed up rail movement for this game, I’ve been advocating it for years in WWII versions for precisely the same reasons.
Virtually all worthwhile variants of Axis and Allies include it in some form, usually with some restriction due to “rail points” or “rail capacity” which make it too complicated in my view.
Yes, for the CPs it is very powerful, but it is also absolutely necessary if you’re going to depict a reasonably accurate version of the strategic situation they faced in the war. They would not have fought it in the way they did, if fact would probably not have started it at all, without the prospect of being able to switch armies rapidly from front to front. Such units are not “magically appearing at the front”, they’re using the exact method that real armies used in every major war for about 100 years.
If you really believe that German units capturing Moscow should then take SEVEN TURNS to get back into the fight in the west then frankly you can’t want a game they have any chance of winning.
The most absurd aspect A&A movement is the tank drives - all-tank armies charging the enemy because they’re the only ground units that can move at a reasonable rate. In fact, tanks did not drive to the battlefronts, they took the train like every other ground unit. At least we’ll be spared that in 1914. We will, won’t we?
By all means allow the Allies to move by the same rail rules, but a look at the map tells you that they need it far less. Russia, but only when on the attack, maybe Italy need a 2-space move to reinforce Venice.
But G. & A. are doomed to fight two-front wars unlike the Allies. U.K and France can send troops to the Middle East if they want, but they can do that by sea.
Consider:
New French units can reach Bulgaria in 2 moves.
New German units can reach Bulgaria in 4 moves, or if Russia controls Galicia or Romania 5.
Even new Austrians take 3 moves to get there.
The Allies can runs rings around the CPs by moving their forces around the periphery of central Europe. In effect, they can use against the enemy the very thing that was in reality its greatest asset - the speed of its internal transport network. Not only does Germany have whole stacks sitting uselessly “in transit” every turn, but the Allies know by the second when they’ll arrive at their all-too-obvious destination.
The game can be artificially balanced by giving G. & A. large stacks of starting infantry, but if it hasn’t used them to take at least one capital by turn 4 they might as well surrender.
The Allies will have to be playing like complete puddings to lose this one.
