Consequence gameplay versus reward gameplay. Decision making experience versus instant gratification experience.
Two completely different designs, for any game type in any media support, which can be compromised, but not with "armies movement" as being inexistent.
Even truly symmetrical and dull games like chess do have speed, distances, and planning accordingly.
Teleports can be a good idea if they do not break the flow of the age of sail experience at all levels. Trading, raiding, squadron engagements, wargame Conquest...