Interesting concept but needs a lot of tuning. Defending side seems to have all the advantages. The closest objective to the attacking force is 26" away from the closes a regular unit can be deployed (without ambush or scout). Seizing objectives on turns 1 and 2 seem very difficult for the attackers, based on a 12" charge, with diminishing points returns.
granting VPs for destroyed units disadvantages high model count armies from a balance perspective. Destroying a 500pt tank and a 70pt squad gives the same amount of VP.