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 Post subject: Time-sensitive objectives
PostPosted: Thu Jul 19, 2012 11:29 am 
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Joined: Sun Jun 17, 2001 3:21 pm
Posts: 212
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How useful might it be to add time-sensitive objective hexes? This would mean that a player would get points for every turn they control the objective rather than just whoever controls the hex on the final turn.

Thus, for instance, in the 3 day Gettysburg scenario, instead of 600 points the Cemetery Hill objective might be worth 4pts a turn for a total of 624pts if permanently controlled by the Union player. But if the Rebels held it for 5 turns they'd get 20pts and the Union 604pts.

This would give players a higher incentive for capturing objectives early and holding onto them for as long as possible and would deter players from making final turn attempts to seize objectives at whatever cost.

Any thoughts?

Maj. Gen. Rich White
2nd (Palmetto Guards) Division III Corps
ANV


Last edited by Richard on Fri Jul 20, 2012 5:13 am, edited 1 time in total.

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 Post subject: Re: Time-sensitive objectives
PostPosted: Thu Jul 19, 2012 12:05 pm 
CWG2 had that feature....You got points awarded each turn.....There were times (rarely) when you could be routed from the field but be ahead on points.....Other than that it worked great......


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 Post subject: Re: Time-sensitive objectives
PostPosted: Fri Jul 20, 2012 8:44 am 
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Joined: Thu Sep 11, 2003 4:32 am
Posts: 1643
Location: USA
I think it would be a nice addition. The game needs some flexibility in handling of Victory Points. A VP hex that awards points for length of time held is an excellent way to simulate scenarios that cover delaying actions and rear guard actions.

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General Kennon Whitehead
Chatham Grays
AoT II/1/3 (CSA)


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