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Old March 19th, 2018, 01:37 AM
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Default Re: Timed Objectives

Wow that sounds complicated.

Just like vanilla victory hex values force size plays a part. Cheap force and VHex set to max cost does not work.
Expensive force especially MBT modern equipment makes taking VHexes worthwhile again.
Some cases if playing for points why risk a MBT for a VHex worth half its value.

The mission type determines when you start getting points for controling them so look at your VHex placement and what you want to achieve to set the level.

Simply put the side that benefits is the side that controls over half the victory hexes during the period that points are recieved for them.

If the defender starts with all 21 under there control the attacker wants to take control of some before points are recieved for them.
Lets say they get 7 defender has 14 so is recieving more.
Later in the game its reversed 14-7, if the attacker took them quick enough they are now getting more points than the defender.
So if defender held them while active for 10 turns and the attacker for 15 they actually benefited the attacker.

Therefore use to force the pace slightly, extra speed gives extra points hopefully enough to offset any extra losses from the hurry up. I like it as tends to make you keep pressing forward, pausing to gather more info now costs you.
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Old March 19th, 2018, 11:53 AM
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Post Re: Timed Objectives

Quote:
Originally Posted by Imp View Post
Wow that sounds complicated.

Simply put the side that benefits is the side that controls over half the victory hexesIf the defender starts with all 21 under there control the attacker wants to take control of some before points are recieved for them.
I am not certain the attacker ever receives TO points, only the defender.


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