I definitely agree with a simple strategic rail movement rule, for every strategic war game from c1850 - 1950.
I like the idea of event & tactical cards, but as an optional extra dimension, not something integral to the game system.
Horses were used to move material from rail heads to the front, which on this scale is not really relevant, since this should be a maximum of one area. The exception is regions without rail, and here cavalry units would be more relevant.
My dislike of capture the flag, AKA capture the capital is well stated.
However, I have a hunch that 1914 will be the best A&A game yet. If it is realistic in the way strategy develops, there’ll be little chance of capitals being captured, so there will have to be alternative victory conditions.
Some of the other bugbears I have with previous versions have been dealt with, so A&A is evolving slowly. If only Larry would see how silly it is to make infantry march across the map one space at a time we’d be more than halfway there.
The only way to deal with rail or river movement with a scale this large is cards…look at Academy Games Birth of a Nation: 1812 game…it does a good job of handling abstract movement on an area movement map. I plan to make about 60 cards similar, but instead of simply playing them which creates a lot of random luck, if you get a really good one you would have to pay the operational/logistic cost of playing it so it levels out somewhat.