The problem with that is, that's not logistics, that's just resource generation. There's no logistical chain "delivering resources to the front", instead there's static structures that are a part of your normal base building (common in most modern strategy games).
Captureable resource generators can work well - Company of Heroes did this exceptionally well, but it does absolutely nothing to represent logistical warfare, it's a purely territorial concern. The reason it worked so well in Company of Heroes is that it required players to spread their forces more thinly in order to occupy more territory to gain more resources for construction of more specialist (but not more numerous) units - a formula later entries in the series failed to capture quite as well.
Ah, but you see, in Kohan, you have supply as well as being able to block the resource generation. It basically just cut out having to manage individual peons. When a town was under siege, it's area of control would be contested, and things like mines built in that area would no longer be under the area of control, so the town owner would no longer get resources from it. And being under siege just meant that an enemy unit's area of control was overlapping the towns, so one could set up a blockage, or use raiders to deny resources.
Also, for supply, units auto healed when in friendly supply zones, provided by towns and outposts. without that, units would not replenish, so you could often circle around behind an enemy who had penetrated too far too fast into your own territory, cut off his supply line, and his units would slowly get whittled away.
It really does have lots of utterly fantastic and unique gameplay features, and holds up fairly well, I would put it on any list for RTS research.