Strategy

OpenFront Land Combat Guide

Attacks are resolved locally and priced by terrain, troop density and defence posts. Understanding that price is the difference between a push and a donation.

Quick answer: attack where the defender's local troops are far below your committed stack, on cheap terrain, and stop the moment your committed troops drop toward parity. Terrain, defence posts and troop density set the price; the attack ratio decides how much you pay in one order.

How an attack is priced

  • Terrain base cost — plains are the cheapest ground to fight over, highlands cost more, mountains cost the most, and impassable terrain cannot be attacked at all.
  • Troop density — the defender loses its average troops per tile, and packed land is harder to take than the same area spread thin.
  • Local troop ratio — the defender's troops at the border versus your committed stack; being outnumbered at that spot is what makes an attack expensive.
  • Defence posts — inside a defence post's radius (30 tiles in the live build) the defender's effective losses are multiplied by 5 and the attacker's advance is slowed.
  • Fallout — after nuclear strikes the defence modifier drops from 5× toward 2.5×, which is why nuked ground is cheaper to push through.

Terrain, in numbers

TerrainAttack loss factor (mag)Advance cost (tileCost)Practical read
Plains8016.5The default battlefield; cheapest to push
Highland10020Costs about a quarter more than plains
Mountain12025Half again as expensive as plains — attack it last, or not at all
Impassable——Cannot be attacked; it is a wall, use it as one

Last verified: 2026-09-14 · v0.33-era build · mag and tileCost are read from the official game configuration; a defence post multiplies both, which is why a defended mountain is usually a losing attack.

When to attack

  • You have a decisive local advantage — your committed stack is several times the defender's local troops, not merely comparable.
  • The ground is cheap — plains or fallout, without a defence post covering the border.
  • The defender is busy — a player already fighting elsewhere rarely repairs a second border.
  • Taking the tiles changes the map — cutting a chokepoint or annexing a weak pocket is worth more than a symmetric exchange.

When to stop

  1. Your stack is spent — once committed troops are near the defender's local troops, every further tick costs more than the tiles are worth.
  2. Advance speed collapses — the harder you are outnumbered at that border, the slower tiles fall; watch the border, not the timer.
  3. Your other borders thin out — a successful attack that empties your home border is a trade, not a win.
  4. A defence post appears — a new post inside range multiplies the defender's effectiveness; re-price the attack before continuing.

Diagnosing a lost fight

SymptomLikely causeFix
You had more troops overall and still lostYour troops were not committed to that borderConcentrate the stack on one front instead of holding everywhere
The push stalled halfwayAttack ratio too low for the defender's densityRaise the ratio for the decisive push, then lower it again
Your army evaporatedYou attacked a defended mountain at parityRe-price the attack by terrain and defence post before committing
You won the border and lost the mapThe attack left your other borders openOnly push when your remaining borders are cheap to defend

Rule of thumb: fight where you are overwhelming, hold where you are merely equal, and never fight where the terrain and a defence post both favour the defender.

FAQ

FAQ

Common questions about this topic.

Why did I lose with more troops?

Because the fight is resolved at the border, not on the scoreboard. Local troop counts, terrain and defence posts decide it; uncommitted troops elsewhere do not participate.

Should I attack mountains?

Usually no. Mountains cost half again as much as plains to cross and are the natural place to be attacked instead of attacking.

What is a defence post worth?

Inside its 30-tile radius it multiplies the defender's effectiveness substantially (a 5× loss factor in the live build) and slows the attacker, converting a cheap border into an expensive one.

How do I stop a losing push?

Cancel, recover behind your own defence post, and wait for your army to regenerate toward your maximum instead of feeding the same border.