@nishav @seancb @SuperbattleshipYamato
Most of us call this move a Strafe. The Yugoslavia strafe is canned into the opener, but there are occasionally situations where you can use the same rule to move your army into a new position when it happens to be attacking from two or more different directions. Sometimes, these moves will be dependent on the dice (you may have intended to take the zone, but need a backup plan to consolidate the attackers and incoming defenders need to join up when you dont).
It also plays into territories that need to be taken and blocked (to prevent a blitz) vs territories that need to be cleared or reduced (to destroy potential attackers).
Since the game doesnt have a logistics element, nor should it, these moves simulate kessels, salients, hit-and-run tactics, flanking and things common in other zoomed up tactical wargames.
It makes the game way more chesslike–it would be very odd to state that you think castling, en passant, or forking, the rule that prevents you from just moving your pieces back and forth to stalemate etc, are illegitimate moves in chess. Perhaps you dont like those rules, but they evolved for a reason to keep play dynamic, they are part of the canon of modern chess, and there are literally hundreds of other chess variants you can play that dont use those conventions.
As others have pointed out–there are far cheezier things that acutally add more moves–if you land fighters on an allied carrier, it moves two, then on the next turn those fighters can move 4 again, extending their range from 8 to 10 across two turns. That may seem cheezy but its done to facilitate the use of planes on allied carriers and since its unusual to move in a straight line with all your units, its difficult to exploit this rule.
The Axis and Allies online version doesnt allow you to land on allied carriers–for a variety of reasons. That also means that Axa Online based on 42.2 is somewhat different than 42.2.
If you look at all the versions of Axa put together, the designers tried different rules, and different treatments for each type of unit. That means that each game remains unique, and eventually many of their brainstormed ideas and solutions ended up in published versions. The different treatment of AAA or transports in different versions make the game a bit more confusing, but they also show a 30 year process of testing, development and creativty that I appreciate.