Well, then could have the trains effect the supplies in that sector. So for example, there could be two trains per sector lets say. Then if the train is destroyed or the crucial points of the train destroyed, then the supplies take longer to up in friendly bases from that sector (possibly troops as well or ordance too). (When the sector is mostly controlled by one faction (example rooks) then the train is under rook command, however if the sector is captured by knights then the knights now have control of the train, and what happens to the train effects the knights in that sector. If the train gets to the base in time (like the convoys) then the base is resupplied over the course of say... 3-5 minutes. So the train stays there "parked" for 3-5 minutes while the base gets maybe 1 "field cargo" dropped from the train per minute. A max of maybe 2-4 so it resets a good portion of the base (and it is easy to destroy so it isn't OP, at least not in the way I just described it). It would have 1 auto AA... maybe a 37mm, then 2 player 'field ack" 1 88mm and 1 37mm or 1 20mm (like the CV has). The trains would be an icon (like factories, but with a choo-choo symbol).
When the sector is captured then the railyard associated with that base (if there is only one base in that sector) is awarded to the victor.
If there are a cluster of bases (Ex. TT) then maybe add 1 train per 2 bases, if clustered. All they would have to do is destroy the train and those 2 bases would be more vulnerable. Not in a way that would make them powerless against the enemy. But would make it so that whatever would be attached to the train (Field supplies, GV supplies, ords etc.) would take longer to *pop* than normal. Say an additional 10-15 mins. Which is 1 more field supp.
For landing bases, either have them associated with the closes airfield or GV base, where the kills would only count if they were under a friendly protection; or have them be neutral and allow anyone to land on them and get kills (which would mean that enemies could get wounded and land there without problem). I support the 1st .
Planes on airfields, if damaged perhaps add a delay as to when the planes take off? Or something of that sort. Not fully sure of how this would be operated, without say perking whatever planes were destroyed on the field, but only for that field. Again (don't criticize me on this, I'm on the fence here). I would like to have planes on the airfields, but if they were destroyed/damaged then what would the punishment/repercussion for that? That's what I'm having the problem deciphering.