In my limited experience objective hexes can often unbalance a game from a player perspective.
Whilst they influence a players strategy and are useful for an intellectual examination of a historical reenactment, they do force the "losing" player to repeat the mistakes of history. In historical/campaign terms letting the enemy take a hex to the rear is/was a bad move. However we usually play the battles in isolation without regard to how the position of the armies will effect the course of the war in the following days.
I have always assumed (bad move usually) that the VP required for a win reflect the relative player skill. i.e. If historically the French win the battle then for the French player to win they must do better than their historical counterparts.
However not all battles are about actual numbers killed or captured. Historically some are about an force trying to join with their compatriots in the bigger battle and a pesky few are blocking the way. Victory in those cases would be how quick the attacking force can get to the rear and continue their advance. Which means the VP hex and length of time to capture it would determine the value of the victory. This poses two problems in game terms. The defenders could defend that hex to the last man denying the attacker victory. Whereas holding off the pesky few whilst the majority march onward to the main battle would satisfy the historical necessity and still leave that hex in the hands of the pesky few.
I started this post with the intention of making a quick observation and have ended up arguing myself into a quagmire of indecision.

Returning to my original thought: Perhaps those with more knowledge than I could suggest a house rule that discounts the value of certain VP hexes in the calculation of victory?
However I understand that if there are no VP hexes there may not be an incentive to attack.
Now my brain really does hurt.
