What Is an Outpost in Chess? How to Use One
· Strategy
An outpost is a square in the enemy half of the board that is protected by one of your pawns and can no longer be attacked by an enemy pawn. A knight placed there is hard to remove and cramps everything around it. Strong players look for outposts from the opening onwards, and finding one is often the plan for the whole middlegame.
The idea belongs to pawn structure: pawns decide which squares are safe for pieces. Once you can see which squares your opponent's pawns can never guard again, you know where your pieces want to go.
The three parts of an outpost
- It is in the enemy half. On your own side of the board a well-placed piece is just a good square. An outpost is a square that crowds the opponent: on the fifth, sixth or seventh rank for White, or the fourth, third or second for Black.
- One of your pawns protects it. If the piece can be attacked and you have nothing behind it, it is only a target. A pawn behind it means that any trade on that square leaves you with a pawn there, not nothing.
- No enemy pawn can attack it. The pawns on the two neighbouring files have either moved past the square or been traded off. Then the enemy can only challenge the piece with other pieces.
The empty square the enemy can no longer guard with a pawn is called a hole. An outpost is a hole that you also protect with a pawn.
A typical outpost on d5
Look at the position below. White has a pawn on e4. Black has no pawns on the c-file or the e-file, so no black pawn can ever attack d5. The d5 square is a hole for Black, and White's pawn protects it.
White to move. d5 is protected by the e4 pawn, and Black has no c-pawn or e-pawn left to attack it.
White plays Nd5. The knight is now protected by the pawn on e4 and by the queen. Black's knight on f6 and queen on d8 also look at the square, but if Black takes with Nxd5, White recaptures exd5 and gets a pawn on d5 that pushes the black knight on c6 away from the centre.
After 1.Nd5 the knight is protected by the e4 pawn. If Black captures with the queen, Qxd5 exd5 wins the queen for a knight.
From d5 the knight attacks b6, c7, e7, f6, b4, c3, e3 and f4. In this example it hits the knight on f6 and the bishop's square e7. It also stops Black's pieces from using those squares freely. That is what an outpost does: it takes away squares from the enemy.
An outpost from a real opening line
The Sicilian Defense often produces this idea. After the moves below, Black has played ...e5 and ...d6, so no black pawn can ever reach c6 or e6 to hit d5. White's knight lands there on move nine.
e4 c5 Nf3 Nc6 d4 cxd4 Nxd4 Nf6 Nc3 e5 Ndb5 d6 Bg5 a6 Na3 b5 Nd5. The knight reaches d5. The e4 pawn protects it, and Black has no c-pawn left and an e-pawn already on e5, so only Black's pieces can challenge it. You can explore this opening family on the Sicilian Defense page.
Black's e5 pawn takes space in the centre, but it also means the hole on d5 never goes away. Only a piece can challenge the knight there.
How to find an outpost
- Look at the enemy pawns on the files next to a square. Take a square in the enemy half, then check the two neighbouring files. Has the pawn that could guard it moved ahead, or been exchanged?
- Check you can support it. Do you have a pawn that protects the square or can advance to protect it?
- Plan the route. Count the moves a knight needs to reach it, and whether the opponent can trade that knight off first.
- Think about what you give up. Capturing towards the centre, a pawn trade or a pawn advance can create an outpost, but it can also hand your opponent one.
You make outposts for yourself by trading the enemy's pawns. For example, if your opponent has a pawn on e6 and you trade it off, the d5 square loses a guardian. You can also create holes by forcing a pawn to move forward: pawns never go back.
Knight or bishop?
A knight is the best outpost piece. It reaches the square from anywhere, and from there it attacks squares on both colours. A bishop works on one colour only, and a bishop on an outpost can be challenged by an enemy bishop of the same colour. Bishops, rooks and queens still make use of an outpost, but the standard picture is a knight in the heart of the enemy position.
Rooks also like outposts. A rook on the seventh rank, protected by a pawn, is a common endgame goal. For more on how pawns decide endings, read how to win king and pawn endgames.
How to deal with your opponent's outpost
- Trade the piece. A knight on an outpost is strong, but it can be exchanged for a bishop or another knight. If your opponent has a good knight, trade it off.
- Attack the supporting pawn. If the pawn that protects the outpost is attacked and exchanged, the piece loses its protection.
- Avoid creating a hole. Before you push a pawn, ask which squares it stops guarding. A move like ...f6 or ...e6 can fix a weakness for good.
- Keep a pawn that can still attack the square. A pawn that can reach a square to attack the outpost means it is not a real outpost.
Common mistakes
- Rushing to the outpost. A piece on the outpost is useful, but moving the same piece several times while the rest of your army waits at home costs time. See how to develop your pieces first.
- Forgetting the pawn can move. An enemy pawn that is two squares away may still reach a guarding square. Look at the whole structure, not only the pawn next to the square.
- Ignoring the rest of the board. An outpost does not win a game by itself. Combine it with open files, an attack on the king or a target in the enemy camp.
Practise it
Next time you play, look at the enemy pawns after each trade and ask where the holes are. Put a piece on a hole that your own pawn protects and see what happens to your opponent's plans. You can try it against the computer on the play page, then check the game on the analysis board to see whether your outposts were really safe.