I have also seen the 'box' type of objectives. I think all designs have their pro's and con's.
For this battle: there are multiple smaller objectives inside the town, consisting of mostly clustered buildings. So they felt like 'natural' objectives to take for me as an attacker. I agree that there is merit in saying that if you can't disallow the enemy moving into it, you aren't controlling it and or the enemy is actively contesting it. Of course in real life battles don't end at a fixed moment in time, so I just imagine it as which objectives are controlled by who at the cut off. If there is still fighting going on the outcome will be arbitrary and open to last minute rush - it's a game.
For this battle: there are multiple smaller objectives inside the town, consisting of mostly clustered buildings. So they felt like 'natural' objectives to take for me as an attacker. I agree that there is merit in saying that if you can't disallow the enemy moving into it, you aren't controlling it and or the enemy is actively contesting it. Of course in real life battles don't end at a fixed moment in time, so I just imagine it as which objectives are controlled by who at the cut off. If there is still fighting going on the outcome will be arbitrary and open to last minute rush - it's a game.