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Well, he pretty much summed up why I prefer to “take and hold the bridge until turn 5 or 6 when the game ends on a 5+ on turn 5 or after turn 6 and the player holding the bridge wins and the other player has to withdraw” kind of game, rather than a game where each player places the usual three markeras each and is awarded X number of VPs for moving close to and ‘objective secure’ a small round plastic marker in the middle of nowhere.
But to each their own, meta game optimization followed by arethmetic calculations for optimal deployment and randomness mitigation is also a part of the wargaming hobby that many players like. I prefer to raid the caravan for the scroll with the kings secret message and make a run for the bridge that the kings troops has to hold, in the following game to block my forces escape.
I tend to imagine a theme for my force and the bulid my army around that concept, which usually makes the army either useless or mediocore from a meta perspective. But, it rocks in my mind. Although, I do know of players who calculate a killerkombo and then try to come up with some kind of reason their forces. They usually beat me big time. I guess Im mostly in for the stories and adventures, not the constant wins.