This post reflects my current thinking on objectives fairly accurately, but don’t be surprised if things change a little from this concept.
The changes here are intended to make objectives work well within a campaign game, which seems to be the more popular mode (as opposed to individual scenarios). Campaign is a big topic, and I can’t hope to cover everything in a single post, so please excuse the occasional hand-wavy reference to “changes in campaign game”. It will all make sense in the end!
Unity of Command has simple location objectives with time limits. They do a good job of putting you on a schedule – a realistic priority for an operational commander. The scenario you are playing is not self-contained; it almost always plays a role in some bigger undertaking (e.g. “reach Moscow before winter sets in”). Typically, the plans for an operation on our scale would contain some sort of an explicit time schedule, like the OVERLORD map below.
The obvious problem with timed objectives is that they completely ignore losses. Theoretically, it doesn’t matter whether you’ve just executed a surgically precise tactical masterpiece or, alternately, bludgeoned your way through in a pointless bloodbath. All that counts is that you’re hitting the objectives on time and you’re good.
I still thought this was a good design idea. My reasoning was that, if you want to play masterfully, you really can’t afford to play in any other way than by using the actual tenets of mechanized warfare: concentrate to attack, use air support, take the battle deep into enemy territory. Tight turn limits put pressure on you to do the right thing, tactically speaking, and the issue of losses hardly comes up when you’re one turn short of a BV.
What was missing, from my perspective, is that people spend a long time playing at beginner or intermediate levels. A typical beginner approach is to attack frontally, making for a slow advance and high attrition losses. However, if you’re not trying to score brilliant victories, you can still win in this way, because there are more turns to play with. You progress in the campaign and then hey, your guys are back from the dead since scenarios always revert to historical situation.
Needless to say this is very wrong.