Battles occur in minutes to hours, movement would be days to weeks. Coordinating sortees and naval movements to build up for larger invasion forces can take weeks to months.
It’s not illogical as time isn’t meant to be accurately represented - time in A&A is an abstraction (if not completely irrelevant). The rules are such to prevent leapfrogging and movement exploits exactly such as these, the implication being that the game is more balanced and the map designed with these movement rules in mind.
The current rules allow leapfrogging and movement exploits to the point where it isnt realistic.
If i have 1 inf and 1 arm i can move the inf in combat and the arm in noncombat to capture the coutries in the given example. IF i have only 1 arm i cant.
You can send in planes without a place to land and then after the combat deside if the carrier is moving to the landing spot, not realistic at all firstly the carrier needs to move at the start just to be in time and secondly the carrier does not know the planes are gone untill it gets there.
Or worst you can do a kamikaze attack because if there is a >0% chance the carrier can get there it isnt a suicide mission.
If you remove the whole non combat movement(except for air units ) you prevent suicide attacks as the rules dont allow them anymore and the games becomes a lot faster as well.
I find this exactly the strategic dilemma for Japan!
Japan strengthens its position when DOW J2 but that may weaken the German/Italian positions. Some US players are even ready to go for Gibraltar and start projecting a threat into Europe in US 2 .
If UK DOWs UK2 as general play, it may just end up strengthening both axis nations. But I can see it working in some cases, especially if the German threat levels are low in Europe and Japan is out of position with its fleet.
Yes I was very hesitant to liberate it, but in this case Germany and Russia were at a standstill, both trading back the Polish territories and the Soviets making the occasional excursion into Romania/Balkans. In this particular game Germany was able to take France right back, but at the expense of a giving up troops against the Soviets. It lost more in units than the 17 IPCs it gained from taking it. The Soviets captured Berlin two turns later with Paris still under German control. As the US had Japan blockaded, convoyed and strategic bombed, the game was over.
Unfortunately it’s not clear in the rules, but that’s been corrected in the second edition. The same principle applies to destoyers cancelling submarines’ abilities - once the destroyers are gone, the subs regain their abilities in the next combat round.