Who places them
R4/R5 / alliance management.
What the Outpost does
The Outpost is the bridgehead for the first foreign Stronghold capture in that warzone.
Once the alliance successfully captures a foreign Stronghold and establishes territory, the Stronghold itself becomes the more important territorial anchor.
Construction
Outpost rules:
- Outpost is protected while under construction;
- reinforcements speed construction;
- alliance members can stage around it for the first foreign capture.
After construction
Outpost combat rules to check before attacking:
- completed Outpost can be attacked;
- check the current attack rules to see whether enemy squads can attack individually or must rally.
Check the active event rules for any restrictions on rallies.
Destruction and repair
Before repairing, check the current Outpost repair requirements:
- Check whether you can start rebuilding after the first destruction.
- Check the next available rebuild time after each later destruction.
- Check the repaired Outpost’s current durability before staging troops.
- Ruins being repaired are not protected.
R4/R5 officers should monitor outpost repair status and coordinate reinforcements before an attack.
Outpost placement is a commitment
Before placing it, leadership should evaluate:
- nearest useful foreign Stronghold;
- whether that Stronghold connects toward a desired City;
- likely enemy response;
- travel/staging distance;
- active time zone of the target warzone;
- whether allies can help hold the bridgehead.
Outpost count
Current map guidance describes:
- maximum 4 Outposts per alliance;
- one Outpost per foreign warzone;
- a new foreign Outpost opportunity over the course of the Expedition.
Check the current event rules for how quickly points accumulate; the timing may differ between seasons.
Outpost common mistakes
- Placing it near an easy Stronghold that leads nowhere.
- Treating the Outpost itself as the long-term objective after a Stronghold is secured.
- Staging troops before checking the repaired Outpost’s durability.
- Assuming repairing ruins are protected.
- Assigning a rebuild before its timer has expired.
- Failing to garrison/defend during the vulnerable completed state.