01 The expedition
The Warzone Expedition opens in Week 3 and changes the game from holding your own ground to projecting force into foreign territory. Current Season Structure Outposts are how you plant a foothold on someone else's map.
// Outpost schedule
The first outpost window opens around Week 3, Day 1, with further outposts following on a roughly weekly cadence (Day 7 / Day 7 / Day 7). Current Season Structure Defer to the in-game countdown — rollout can shift by server.
02 Outposts — the rules
- An outpost is required before your first foreign capture. Game Rule No outpost, no expedition.
- Connected territory is required — you can't leapfrog across the map.
- An outpost is repairable once every 24 hours if it's knocked down.
- Reinforce it the moment it's placed or rebuilt — an unreinforced outpost falls for nothing.
- If you're not a top alliance, place on an allied server and take only free territories.
- As soon as it's placed, chain directly into an empty stronghold — otherwise the outpost was spent for nothing.
// Buy time on the build
Surround your outpost while it's under construction with as much space as possible — it slows the enemy's progress in bringing it down and buys your reinforcements time to land. Commander's Practice
03 Declarations — the shared budget
Cross-warzone aggression runs on a communal budget: 2 declarations + 2 fortress captures per day, shared across the entire warzone. Current Season Structure That's not per-alliance — it's the whole server's allowance, so leadership has to coordinate who spends it.
// Declaration days — a documented conflict
The official FirstFun Warzone Expedition guide limits city declarations to Wednesday and Saturday from Week 4 — that's the authoritative source. Current Season Structure A widely used community guide has listed Thursday and Saturday instead. We print both rather than flatten them: treat Wed/Sat as the rule and Thu/Sat as a possibility to Verify In-Game against your own event calendar.
04 Recon and the kill window
The expedition rewards patience over aggression. Scout before you commit, and time your moves to the enemy's downtime — the hours their leadership is asleep are your widest kill window. Strategic Advantage A foothold taken uncontested at 4 a.m. their time is worth more than a brawl at peak.
05 Placement doctrine — choose the warzone before the tile
An outpost is a bridgehead, and a bridge to nowhere is wasted. The placement decision is made before the teleport, not at the tile. Commander's Practice
- Name the objective first — first fortress only, a route to a city, defensive disruption, or long-term foreign territory. The objective decides the tile, not the other way round.
- Map every competing outpost already placed or announced. A “weak” warzone drawing five invasions is often a worse target than a stronger but quiet one. Strategic Advantage
- Confirm a capturable first fortress — the legal tile must let your second squads take a fortress immediately after construction, while your first squads hold the outpost.
- Check the shared counter before you spend a placement — captures and declarations come out of the warzone’s communal budget, not yours alone.
// Execution sequence
T-30: recon confirms target, legal tile, enemy activity and available budget — no placement on stale screenshots. T-10: members stage marches, recall gathering squads, and main + second squads are assigned before the teleport. Placement: R4/R5 places, builders reinforce immediately — no sightseeing. Construction completes: the five strongest garrison the outpost, everyone else attacks the first fortress. Fortress cleared: the first ten stay until occupation completes. Game Rule The outpost has only succeeded once it becomes your first protected foreign fortress — until then it’s a bridge with no opposite bank.
06 The two-tile defensive ring
Don’t let random bases cluster against the structure. Place deliberately so reinforcements have lanes and the enemy doesn’t. Commander's Practice
- Core — the outpost. No base occupying its access lanes.
- Ring 1 — strongest defenders and command. Bases spaced roughly two tiles apart, main squads ready to garrison.
- Ring 2 — the attack force. Second squads positioned for the first fortress; bases don’t crowd the core.
- Outer screen — recon and reserves. Watch the approaches, call enemy teleports, reinforce or intercept.
07 War-room roles
A standing outpost is a job board, not a free-for-all. Assign these before you place. Commander's Practice
- Outpost Commander — the only voice authorized to start placement or change target.
- Budget Controller — screenshots and logs every capture and declaration the alliance or warzone consumes.
- Recon Lead — maintains coordinates, enemy strength, protection timers and time-zone estimates.
- Garrison Marshal — locks the first five/ten assignments and watches squad health.
- Fortress Lead — directs attack order and confirms the first fortress has converted to protected territory.
- Home Defense Lead — watches for enemy outposts at home and coordinates demolition before they establish.