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Objectives & Battlefield Control

One of the core goals in building The Remnant Chronicles tabletop wargame is making every decision on the battlefield matter. Not just who you eliminate—but what you choose to fight over.


This entry breaks down how Objectives work, and how they shape the flow of the game.

The images displayed capture the harrowing scenes of corridor combat that unfolded between the Federal Coalition Marines of Task Force Puller and the Protectorate Defense League on Station 639 during the Jutler Campaign
The images displayed capture the harrowing scenes of corridor combat that unfolded between the Federal Coalition Marines of Task Force Puller and the Protectorate Defense League on Station 639 during the Jutler Campaign


🎯 Designating an Objective



Objectives appear on the battlefield in two forms:


Objective Tokens

These are physical, interactive elements. Units can move into base-to-base contact with them, and depending on the mission, they may be:


  • Moved

  • Destroyed

  • Directly interacted with



Objective Markers

Markers represent abstract points of interest. They:


  • Cannot be physically interacted with (unless specified)

  • Still exist for line of sight and observation

  • Are treated as Size 1 objects for visibility purposes



⚔️ Contesting Objectives



Control is never guaranteed.


An objective becomes Contested when your opponent has an equal or greater number of models within control range. While contested:


  • Objectives typically cannot be captured

  • Scoring may be denied



Important: Casualties never count toward contesting.



🏳️ Capturing Objectives



Capturing an objective depends on its type, but the core idea is simple:


If you can hold it—you can fight to claim it.


Holding an Objective


  • A model must be within 5 inches of the objective

  • Holding does NOT mean capturing


If both players are holding the same objective → it is Contested


Some objectives may require:


  • Direct interaction

  • Movement to a new location

  • Specific conditions before capture


đź”’ Securing Objectives



Once certain conditions are met, an objective becomes Secured.


When secured:


  • It is removed from play

  • It cannot be contested

  • Victory points are locked in

  • No further points can be gained from it


This creates a key strategic layer:

Do you stay and defend—or move on?



đź§© Types of Objectives



Each mission uses a mix of objective types, creating different tactical challenges.



📍 Location-Based Objectives



  • Fixed points on the battlefield

  • Represent key strategic positions

  • 6-inch token area

  • Held within 5 inches of center

  • Captured if uncontested


📦 Object-Based Objectives


  • Physical items (relics, data cores, supplies)

  • Can often be moved or interacted with

  • Must be in base-to-base contact to hold

  • Capture depends on mission-specific rules


đź§­ Area-Based Objectives


  • Zones or sections of the map

  • Represent control, investigation, or occupation

  • Held by having units inside the area

  • Capture depends on conditions


👥 Unit-Based Objectives


  • Tied to specific models or squads

  • Examples:


    • Protect a VIP

    • Eliminate a target

    • Capture enemies


  • Scoring is condition-based rather than positional


🏗️ Terrain-Based Objectives



  • Built into the environment

  • Examples:


    • Hold a building

    • Destroy a structure

    • Control high ground


  • Held by proximity (half movement range) or occupation



đź§  Design Philosophy


Objectives aren’t just scoring tools—they tell the story of the battle.


In a game where factions like the United Commonwealth Navy of Martyr (UCNM) fight with discipline, sacrifice, and unity, objectives reinforce identity:


  • Holding ground matters

  • Sacrifices have purpose

  • Victory isn’t always about destruction


📌 Dev Notes


This system is designed to:


  • Encourage movement and positioning

  • Prevent static “gunline” play

  • Create meaningful trade-offs

  • Support narrative-driven missions


 
 

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© Copyright Revolutionary Works Miniatures Limited 2025. , Revworksminis, RWM, Federal Coalition of Sol, Protectorate Defense League, Royal Kingdom of Erland, Zircon Confederation, United Commonwealth of Marytr, UCOM, The Independents of the Remnants, and all associated logos, illustrations, images, names, creatures, races, vehicles, locations, weapons, characters, and the distinctive likenesses thereof, are either ® or ™, and/or © Revolutionary Works Miniatures Limited, variably registered around the world. All Rights Reserved

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