WE have been playing since the fall of 2005, the same year as the AAM game was released. We have played every houserule, iteration and type of scenario you can think of over the years. Lately we have been using a 7 hex objective area.
Basically it works like this, the winner must control 5 of 7 hexes after the casualty phase. Turn 3 is the first turn that the objective check will be done, this offsets motorcycles, cavalry and Tally-Ho giving both sides a fair crack at the objective in turn 3. I should also mention the deployment line is 8 hexes away from the center objective hex. We settled on hill hexes as the best terrain to use, it slows vehicles but doesn't restrict access and gives cover for all. This configuration changes the dynamic of capturing and holding the objectives.
Any one else have any new ideas for objectives?
When you go home, tell them of us and say, For your tomorrows these gave their today. ~J.M. Edmonds
Based on your idea to slow vehicles & all, woods would also work with an added movement roll to enter & 2 points to enter. Marsh can also add to the fun, makes bridges something to enjoy securing. Bridges cross streams, another movement roll possibly involved. House something like "Narrow Road" or Small Village", costs 2 to enter, cover, basically hills with windows... These additions add value to your infantry build, expect some close in dice rolling for the poor grunts....build wisely. Good idea Ober.
Two inch hex map Able 2 has 2 bridges in Marsh hexes that are fun. Wood overlays might be needed for the 2 open hexes to meet your basic requirement of cover & movement points/movement roll if streams & woods are in the mix. Charlie 2 has a 6 hill that would work. The 2" maps are pretty good looking for this concept.