GUIDES
OpenFront Structure Capture and Denial: Save It or Delete It?
Decide whether to hold or delete a threatened structure, whether an attacker can capture it inside the 30-second window, and why Defense Posts are destroyed instead of transferred.
Direct answer: race for the structure tile, not the icon
Delete a threatened structure only when you cannot hold its tile for the next 30 seconds and the enemy would gain more from it than you would from one last use. As the attacker, capture that exact tile before the countdown expires. Cities, Ports, Factories, Missile Silos, and SAM Launchers transfer; a Defense Post is destroyed instead. Keep enough troops to hold what you take.
That short answer contains three different decisions that players often collapse into one. First, deletion is not instant. In OpenFront v0.34.22, marking a structure for deletion starts a 300-tick pending period, which is 30 seconds at ten ticks per second. The same action also starts a 300-tick player cooldown. The cooldown belongs to the player, not to the individual building, so marking one City means you cannot immediately mark the Port and Factory behind it. A defender is choosing which single asset receives the current denial window. The old tactic of wiping an entire industrial belt as the border breaks is no longer the right mental model.
Second, capture follows the land beneath the structure. There is no separate capture-building button. The ownership loop checks a structure against the current owner of its tile. If you push across that tile, a City, Port, Factory, Missile Silo, or SAM Launcher moves to your ownership. The transfer operates on the existing unit rather than constructing a fresh level-one replacement: the source does not reset its level, health, missile timer queue, loaded state, or station flag in the ownership method. Most importantly for this race, ownership transfer begins by clearing pending deletion. If the defender marked a levelled Factory with 12 seconds left and you take its tile now, it does not disappear eight or twelve seconds later; the old demolition mark is gone.
Third, Defense Post is the exception. When another player owns the ground under a Defense Post, the ownership loop destroys the post and credits the captor instead of transferring it. Your reward is the removal of its defensive effect and control of the land, not a free fortification. That changes target value. Taking a levelled SAM may immediately change nuclear coverage; taking a Silo may gain an existing strategic site; taking a connected Factory may inherit a valuable node. Taking a Defense Post only clears the obstacle. The attack can still be correct, but its payoff belongs in the land and route, not in a building you expect to keep.
Use the visible ownership change as the proof of capture. Proximity, an attack line touching the icon, or troops fighting beside it are not enough; the relevant event is the structure’s own tile changing to the attacker’s ownership. Until that happens, plan as though the deletion clock is still running. After it happens, stop spending for a moment and verify that the structure, corridor, and next hostile border all match the plan. This short pause prevents a successful tile race from turning into an automatic overspend.
Know what the delete command commits
The normal delete control has important boundaries. The structure must be active, yours, on your own land, on land terrain, outside the spawn phase, and past your deletion cooldown. The radial selector only offers completed structures that are not already marked and lie within five Manhattan tiles of the point you selected. Once marked, the ordinary menu does not present a cancellation action. Losing the tile can clear the mark through capture, but a defender should treat the click as committed. A structure whose tile becomes unowned rather than owned by another player is deleted, so fallout or other territory loss is not a route to a neutral, reusable asset.
This page owns the moment after infrastructure is visibly threatened: keep, delete, capture, or bypass. It does not replace Building Timing, which prices the original purchase, or Annexation and Enclosure, which explains automatic pocket transfers. Here the question is narrower and more urgent: will the exact structure tile change owner before thirty seconds pass, and will the winner still have a position that makes the asset useful?
Create the deletion order before the frontline touches the buildings. Name one first denial, one must-hold asset, and one acceptable loss. The first denial is the transferable structure whose enemy function would be strongest. The must-hold asset is the one your current position still needs, even if it cost less. The acceptable loss is an icon whose post-border function will be weak. This ranking matters because the shared player cooldown removes the option to improvise three separate deletions after contact. If the first choice was wrong, the ordinary control cannot rescue the sequence.
When the warning state appears, announce four pieces of information rather than saying only “Factory deleting”: the target tile, the observed start time, the route most likely to reach it, and the asset that becomes next priority. At an assumed 15 seconds remaining, check whether friendly ownership can last to expiry; at ten, decide whether relief is actually on the route; at five, stop feeding troops merely to postpone an inevitable transfer. Those checkpoints are a communication method, not extra game rules. They make observation delay explicit and give teammates the same clock.
Attackers can read the same order. If the defender has just spent the cooldown on a low-function asset, do not let the red icon dictate the whole offensive. Pressure the unmarked node that the defender identified too late. Conversely, if the marked target would complete your network or reverse strategic coverage, compress the route and cancel optional tile gains. The deletion system rewards a prepared priority list on both sides: the defender spends one denial deliberately, while the attacker distinguishes a real prize from bait.
Use CLAIM to price the capture before the 30-second clock starts
Run five checks in order: C — Capture payoff; L — Line to the tile; A — Available time; I — Investment after capture; M — Map and mode. CLAIM works for attacker and defender because the two sides are pricing the same structure from opposite directions. The defender deletes when the opponent’s capture payoff is high, the line cannot be held, the available time is too short for relief, and the structure has little remaining friendly value. The attacker commits when the payoff is real, the line reaches the exact tile before expiry, and enough investment remains to hold or connect the asset afterward.
Capture payoff means the function you inherit, not the gold originally spent. A City behind a stable new border raises the value of the captured core. A coastal Port matters if its water access and trade or transport route survive. A Factory matters if it joins useful stations; an isolated factory icon is not a working network. A SAM matters when its position covers an actual nuclear target. A Silo matters when you can protect it and afford the weapons or reload decisions that follow. A Defense Post has no transferable payoff, so value its tile, the removed defense zone, and the route it unlocks. Never call something “valuable” merely because the old owner upgraded it.
Line to the tile is the attack path measured in ownership changes. Mark the structure’s exact square, the border tiles before it, any Defense Post zone, and the second route an opponent could use against your empty home front. A broad attack that gains twenty cheap tiles but stops one square short still loses the demolition race. A narrow attack that reaches the building quickly may win the asset but create a fragile tendril. The correct line reaches the square and leaves a defendable connection. When the approach is about active combat rather than asset timing, use Land Combat to size the push.
Available time begins when the red pending-deletion state appears, not when you first decide the building looks threatened. Thirty seconds is an upper bound, and observation delay consumes it. If you notice the mark eight seconds late, you have roughly twenty-two seconds, not a fresh thirty. The owner cannot spend the same deletion action on another structure until the player cooldown ends, but that does not guarantee the first target survives: it only tells you the next building cannot be newly marked immediately. Defenders should reverse the calculation. Ask whether reinforcements, a counterattack, or an ally can keep the tile friendly for the full remaining interval. If yes, preserving the structure may be worth more than denial.
Reserve the troops that make a captured structure useful
Investment after capture is the reserve needed to stop a recapture and make the inherited asset work. Budget troops for the new border, gold for missing links, and attention for the new threat. Capturing a Factory while leaving its rail corridor exposed converts a tactical win into a free recapture. Capturing a Silo while spending every troop on the approach advertises an even better target. Set a reserve floor before the rush; do not invent one after reaching the tile. Threat Assessment helps price the third player who benefits while both sides race.
Map and mode checks whether the same icon has the same value here. A Port on an island may be the only logistics exit; on an enclosed lake it can be a poor prize. A SAM near the protected core is different from one at the far edge. In Team, the best captor may be the teammate who can connect and defend the building, even if another teammate opened the route. In FFA, every troop spent on the clock is visible to third parties. In Overtime, the land can be more valuable than the building because territory share has a deadline. CLAIM ends with a sentence: “We gain this function, by this line, within this time, while retaining this reserve, on this map.” If any blank remains, hold or bypass.
| Target | What the captor actually gets | Defender’s strongest denial reason | Attacker’s stop signal |
|---|---|---|---|
| City | Existing City site and state on the captured tile | It anchors a compact core the enemy can hold | Route creates a second exposed border |
| Port | Existing coastal Port and its position | It opens the enemy’s only safe sea route | Coast is blockaded or disconnected |
| Factory | Existing Factory and possible station role | It completes a working rail-income network | No protected stations remain connected |
| Missile Silo | Existing Silo site and retained unit state | It hands strategic reach to a stable enemy core | Approach empties the troops needed to defend it |
| SAM Launcher | Existing SAM site and retained level/state | It flips useful interception coverage | Coverage misses every asset you need to protect |
| Defense Post | Land and removal of the defense zone; post is destroyed | Denial already happens automatically on capture | Land behind the post is not worth holding |
Before committing, divide the capture budget into four lines: troops that reach the tile, troops that keep the connecting corridor, resources or stations needed to activate the inherited function, and a home reserve against the player who is not in the fight. If any line is zero, the plan is incomplete. This ledger also identifies the correct stop point. Once the tile has changed owner, further expansion must compete with the holding allocation instead of silently consuming it. A transferable building is useful immediately only to the extent that its position, state, and surrounding network are useful.
Two timed scenarios: the industrial belt and the exposed Silo
Scenario one assumptions: normal FFA, a defender has a levelled City, Factory, and Port arranged along a six-tile inland-to-coast corridor. The attacker has 42,000 troops, the defender 18,000, and a third player borders the attacker’s home. The attacker begins two tiles from the City. The defender sees the break and marks the Factory first. These numbers describe the decision exercise; they are not a promise that a particular troop count wins, because terrain, total armies, simultaneous attacks, and defense effects still govern combat.
The defender should not automatically mark the most expensive original purchase. Run CLAIM from the enemy’s perspective. The Factory has high payoff only if the City and Port remain usable stations and the attacker can protect the corridor. The City may be the more important anchor, but the deletion action is already committed and cannot be reassigned through the normal menu. The defender’s next move is therefore to defend the Factory tile for the remaining window while retreating troops toward whichever unmarked asset can still be saved. If holding the Factory for thirty seconds is plausible, the mark buys time without sacrificing the unit. If the line is already lost, the mark denies the transfer at expiry.
The attacker notices the mark six seconds after it starts, leaving about twenty-four seconds. A wide land grab wastes that budget. The correct sequence is to label the exact Factory tile, take only the shortest defensible approach, and keep a home reserve for the third player. Suppose a measured push reaches the Factory with five seconds left. The tile changes owner, setOwner clears the pending deletion, and the existing Factory survives. The attacker then stops. Rushing onward to the Port with an exhausted army would turn a successful capture into a corridor that the defender or third player can sever. First verify ownership, station connectivity, and the counterattack. Only then decide whether the City or Port is the next objective.
Now change one assumption: the Factory has no connected useful station after the border changes, while the Port would open the attacker’s first safe sea route. The same red countdown should no longer dictate the attack. Let the isolated Factory delete if reaching it would consume the reserve, and route toward the Port instead. The timer creates urgency, but CLAIM prevents urgency from choosing the wrong prize. For the defender, that same observation means deleting the Port on the next available cooldown may be stronger than trying to deny the already-useless Factory.
Consider a second outcome in the industrial corridor. The attacker reaches the Factory with nine seconds left but discovers that the third player has begun a home-front attack. The capture itself may still be correct because one short step secures a transferable asset and clears its deletion mark. Continuing toward the Port is no longer correct, because the reserve assumption has changed. The attacker holds the Factory tile, reinforces the connection, and returns attention home. A timer can justify finishing a nearly completed capture; it cannot justify ignoring new information after the capture succeeds.
Scenario two: break the post, then decide on the Silo
Scenario two assumptions: Team mode on a large continental map. An enemy Missile Silo sits three border tiles behind a Defense Post, with one SAM farther back. Your frontline player has 55,000 troops; a teammate can donate reinforcements but cannot reach the tile directly. The enemy marks the Silo for deletion at the first border loss. You see the mark after ten seconds, so about twenty seconds remain. Your goal is the Silo site, but the Defense Post in front will not become yours.
Price the route honestly. Capturing the Defense Post tile destroys the post, which removes its local effect but provides no defensive building for the next stage. That means the troops required to hold the approach after the post falls must come from you and your teammate, not from an inherited fortification. Assign roles: the frontline player owns the tile race, the teammate supplies troops before the final push, and a third teammate, if present, watches the flank. Do not wait to donate after the Silo is reached; the reserve must exist before the corridor becomes visible.
Suppose the post falls with twelve seconds remaining and the Silo is one tile beyond it. If the push can reach the Silo while leaving a viable connection, commit. Capture clears the Silo’s pending deletion and moves the same unit to the new owner. Immediately stop and defend the corridor. Do not assume capture also grants a free, ready nuclear strike: retained unit state can include cooldown or loading state, and actual use still depends on the game’s rules and your resources. If the approach stalls with three seconds left and requires emptying every reserve, stop. The Silo will delete, but your army survives and the enemy still loses the site. The failed capture is not a command to lose the front as well.
For the defending team, the choice may be to keep the Silo rather than delete it if allied relief can hold the tile for thirty seconds. The mark itself is irreversible through the ordinary control, but enemy capture before expiry clears it for the new owner, not for you. Therefore do not mark merely because an enemy appears three tiles away. Mark when the line-to-time estimate says the tile cannot remain yours. That timing discipline is the difference between denying an enemy Silo and deleting your own recoverable strategic asset.
Team communication should name the future owner before the final tile changes. The player opening the route is not automatically the player best placed to hold the Silo, yet ownership follows the player who takes the ground. Donations can support that owner, but they do not substitute for a connected, defendable line. If the intended owner cannot reach the tile inside the remaining window, decide explicitly whether another teammate should capture it or whether deletion is the cheaper result. That avoids a last-second contest between teammates and keeps the reserve attached to the actual owner.
Counterplay, map adjustments, and the next decision
The first failure is deleting by purchase price. Gold already spent is sunk. A Factory without a live network, a Port without useful water, or a SAM outside the threatened area may not be worth either defending or denying. The counter is to value the function after the predicted border change. Attackers can exploit sunk-cost thinking by feinting toward a costly but disconnected structure, provoking the owner to spend the deletion cooldown, then switching to the asset that actually holds the route.
The second failure is watching the icon instead of the tile. An attacker can appear close while still needing several ownership changes, or look far away while a narrow corridor makes the building one quick push from capture. Mark the exact tile and count the route. Defenders counter a direct rush by thickening or counterattacking that route, not by scattering troops across every nearby coloured square. Attackers counter a layered route by bypassing the prize when the time-to-tile exceeds the remaining clock. The timer does not refund troops spent on a doomed approach.
The third failure is assuming every structure transfers. A Defense Post disappears on capture. An attacker who budgets future defense around owning that post arrives with no fortification; a defender who spends the deletion action on it misunderstands the automatic outcome. Treat the post as a toll gate. Decide whether removing its zone unlocks valuable land, then bring the force required to hold without it. For exact placement and combat effect, continue with Defense Posts.
The fourth failure is serial demolition fantasy. Because deletion and its player cooldown are each thirty seconds, one mark does not open an instant sequence across the whole backline. An attacker should identify the next unmarked prize and pressure the defender’s choice. A defender should rank assets before contact: first denial target, structure to hold, structure to abandon, retreat line. Doing this while calm avoids spending the one available mark on the first icon that flashes red. The attacker counters by threatening two functional nodes at once; the defender counters by keeping them behind one defensible line rather than spacing them along a brittle corridor.
The fifth failure is winning the race and losing the asset. Third parties can wait while two armies spend down, then take the newly transferred structure. Before committing, reserve the troops required for one counterattack cycle and identify who gains a new border after capture. In Team, coordinate capture ownership and donations. In FFA, stop the moment the structure flips and scan the whole board. In Overtime, compare the territory gained with the seconds remaining to the next threshold. A building is not a victory condition by itself.
The information battle matters as much as the visible clock. A defender can make a low-value structure look essential and tempt a narrow overextension; an attacker can threaten two routes so the one deletion choice reveals the defender’s priorities. Counter both plays with confirmation. Ask what function exists after the predicted border, which exact tile must move, and who can punish the resulting corridor. A feint is successful only if it changes a costly decision. Seeing the feint and preserving the cooldown is already a defensive win.
Adjust CLAIM for map shape, mode, and the final call
Map shape changes CLAIM’s weights. On compact maps, thirty seconds can contain most of a local fight, so route length dominates and feints are dangerous. On long continental maps, reaching the tile may be possible while holding the corridor is not; investment after capture dominates. On islands, Ports often carry the highest functional value and deletion can sever an entire logistics plan, while an inland Factory may have no useful network. Across straits, the attacker must price transport arrival and the land push separately. On nuclear endgames, a SAM or Silo can justify a sharp local commitment, but the reserve must still survive the response.
Use three final calls. Keep when the tile can remain friendly for the whole countdown and the structure still serves a named route or defense. Delete when the line is lost, enemy payoff is high, and this is the best use of the current thirty-second cooldown. Capture when the exact tile is reachable before expiry and you can hold and connect it. Bypass when the icon is expensive but its post-capture function is weak or the timer would empty your reserve. That four-way answer is the completion test.
In FFA, add a third-party veto to the four calls: even a reachable Factory should be bypassed if taking it gives the board leader an uncontested route into your core. In Team, add an ownership assignment: say who takes the final tile, who supplies the reserve, and who covers the flank. On an island or strait, time the transport arrival separately from the land capture and do not treat the Port icon as secured while the landing tile is still hostile. In Overtime, compare the building race with the next territory check; the land may justify the attack even when the inherited function is marginal, or the clock may make a long corridor irrelevant.
Use a final ten-second test whenever the red mark is already advanced. First, point to the exact tile rather than the structure name. Second, state how many ownership changes remain. Third, state the minimum reserve that will stay outside the attack. Fourth, name the immediate action after success: hold, connect, reload, or retreat. Fifth, name the condition that cancels the push. If the group cannot answer all five quickly, bypassing is usually better than turning uncertainty into an all-in. For a defender, use the mirror test: exact tile, time to relief, reserve on route, friendly function after survival, and the condition that makes deletion preferable.
The framework deliberately ends after the post-capture decision. It does not promise that an inherited Silo is ready, that a Factory has a profitable network, or that a Port has safe water. Those are separate checks. The result here is narrower and verifiable: the correct asset received the deletion action, or the attacker reached the exact tile before expiry with enough strength left to make a next decision. That boundary keeps the 30-second clock from swallowing the rest of the match.
After the four-way call, move to the next decision instead of reopening the same argument. Use Annexation and Enclosure when the route creates a pocket or automatic land transfer. Return to Building Timing when a deleted asset must be rebuilt and its replacement competes with troops or another structure. Use Threat Assessment before spending again, because the player who watched the race may now be the strongest reason to hold. The asset decision is complete when everyone knows the tile, owner, reserve, and next threat.
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