Objectives & Battlefield Control
- Revolutionary Works Miniatures
- May 15
- 2 min read
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.

🎯 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



