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Off Map Areas

Posted: Wed Jul 05, 2006 1:41 pm
by Arckon
From SSG:
An important innovation with Battlefront is the introduction of the Off Map Areas, or OMAs. Each side can have up to twelve of these special holding areas, which are connected to map hexes and/or other holding areas. The scenario creator can designate units to arrive in an OMA, from which the player can choose whether to move those units to up to three on-map hexes, or another OMA. This creates more control for the player and less certainty for their opponent. For example, in Saipan, the US player must make his initial invasion on the historical beaches, but all units after that arrive in the OMAs, and from there the US player can land them at three separate locations, including some on the other side of the island from the initial landings. This means that the Japanese player can never be sure of which beaches he has to defend, and must dispose his forces accordingly. Sooner or later, a Japanese player who doesn’t maintain a reserve will come spectacularly unstuck.

Looking forward to seeing this feature in action.

RE: Off Map Areas

Posted: Wed Jul 05, 2006 3:04 pm
by Awac835
It must be something like the feature in TOAW. Buts its sound very nice and a good addition to the DB

RE: Off Map Areas

Posted: Wed Jul 05, 2006 10:05 pm
by Rob Gjessing
The OMA are one of the new features of the BF system and adds a whole lot more flexibility in relation to the game.  It addresses some of the previous issues where players would mass their units near entry/arrival/reinforcement hexes of their opponent and then wipe them out as they entered the battlefield.  With OMA's this issue is pretty much no longer existent.    And it now means that a player could prettty much choose their own arrival hexes (within reason) on the map - as described above in the Saipan example.

Gregor from SSG will elaborte more on OMA's in some future announcements and articles that will be posted on the SSG website in the coming days/weeks.