Wider VP areas when open field
Posted: Sat Jan 24, 2026 2:51 am
In my second MP round of the Winter tournament, I faced the same situation as in the first round, getting surprised by the score at the end of the game when one VP location is under enemy control just because he had a unit there 15 mins ago (that was destroyed by my Leopard next hex, that during combat moved a hex away).
In the first round scenario (Chance Encounter), you could make the argument that the VP locations were either urban areas or forest, making the spot harder to take and therefore justifying a 1-hex radius range to assign final control of the VP. However, in this case it's more of an open field area where a 1-hex radius + last one to touch it wouldn't really represent accurately the situation (the only unit 4 hexes around is mine). Probably in 1-2h extra of game time, he could've taken control of the area; but I would say that by the time the scenario was finished, that VP location was pretty much still under my control. In fact the only reason the tank moved away was the SOP (1-hex standoff range). Had I changed that at the last turn, the VP points would've gone to NATO.
I think the minimum hex radius for VP locations outside urban areas (and forest maybe) should be 2-hexes instead of one. Or if there isn't any unit1-hex around at the end, extend the range for X-hexes to account for changes in the battle since the VP was taken.
In the first round scenario (Chance Encounter), you could make the argument that the VP locations were either urban areas or forest, making the spot harder to take and therefore justifying a 1-hex radius range to assign final control of the VP. However, in this case it's more of an open field area where a 1-hex radius + last one to touch it wouldn't really represent accurately the situation (the only unit 4 hexes around is mine). Probably in 1-2h extra of game time, he could've taken control of the area; but I would say that by the time the scenario was finished, that VP location was pretty much still under my control. In fact the only reason the tank moved away was the SOP (1-hex standoff range). Had I changed that at the last turn, the VP points would've gone to NATO.
I think the minimum hex radius for VP locations outside urban areas (and forest maybe) should be 2-hexes instead of one. Or if there isn't any unit1-hex around at the end, extend the range for X-hexes to account for changes in the battle since the VP was taken.