Groundwork™NewEarly access

Plan a FOB before you spend a single supply. Draw the walls, stack the blocks, and the table adds up the bill and inspects the base as you build. The full building guide is underneath.

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Setting the table
Build Supplies0of 1,250 in a fresh FOB

Blueprints: the guide’s techniques, built for you

The basics

A FOB is a construction and logistics hub, not a spawn point by itself. It creates the area where your faction can build the big structures and gives you shared storage.

FOB kitabout $2,500From a vendor. Comes with a free Medium Hammer in its inventory.
Small hammer$100Anyone. Basic structures, slow.
Medium hammer$800 · Support 3Basic and large buildables.
Large hammer$1,600 · Support 7Everything, fastest.

A fresh FOB deploys with roughly 1,250 Build Supplies, 100 Fuel, 100 Ammo and 100 Parts. Build Supplies go into structures and repairs, Ammo into weapon emplacements, Fuel into Drill Rigs, Parts (mechanical) into vehicle repairs. Supplies arrive as pallets and crates on trucks and helicopters; right-click a stack to move it all at once instead of dragging item by item.

Every structure and its cost

Build Supplies per structure, whether it needs a deployed FOB, and the hammer that can build it. Costs are the ones in the game’s own data as of October 2026.

StructureBuild SuppliesNeeds a FOBHammerWhat it is for
Field works (no FOB needed)
Recon Tent5NoSmallA spawn and respawn point in the field.
Barbed Wire7NoSmallSlows infantry, deflates tyres. Corners, flanks, under bridges.
Sandbags13NoSmallQuick waist-height cover and firing positions.
Hedgehog19NoSmallStops vehicles; on a roof it sets off mortar rounds early.
Walls and access (FOB, Medium hammer)
HESCO Block (small)13YesMediumOne block. Fills gaps under windows and odd corners.
HESCO Block (large)19YesMediumTall block, 3 m. Stacks three high; small blocks stack six high.
HESCO Wall61YesMediumFour tall blocks in one placement, 6 m long. The perimeter.
Bremer Wall13YesMediumConcrete slab. Road blocks and blast chicanes.
Door19YesMediumInfantry access. Close it behind you.
Gate69YesMediumVehicle access. One per base is enough; nothing builds on top of it.
Builder’s Radio17YesMediumCalls and coordinates logistics.
Positions and services (FOB, Large hammer)
Bunker81YesLargeHardened firing position and fallback.
Recon Tower81YesLargeElevated watch and the base of ladder tech.
Indirect Fire Shelter81YesLargeRoof against mortars and rockets with a doorway on each of its four sides; two cover a spawn vehicle.
Loudspeaker81YesLargeBase audio.
Refuel Station161YesLargeFuel for vehicles and aircraft.
Repair Station161YesLargeVehicle repairs from Parts.
Weapons and income (FOB, Large hammer)
Mortar121YesLargeIndirect fire. Plan shots with Rainmaker.
Stingray121YesLargeAnti-air gun emplacement.
Talon SAM801YesLargeMissile anti-air. Only when helicopters are the problem.
CIWS1,201YesLargeClose-in weapon system. The heaviest anti-air.
Drill Rig1,801YesLargeBurns Fuel, pays cash and holds the zone. Build last, deep inside.

Sources: costs and sizes from the game data (Wardogs Zone), structure list and hammers, building tips.

Where a FOB belongs

Placement matters more than how much you build. Natural cover is free construction.
Close enough to matter, out of sight of the zone. Shorter than the default run-in, but behind terrain or a treeline so the Control Zone cannot see it. A base that is visible from the objective attracts artillery and becomes a liability.
Behind your lines, never on a flank. A FOB on the flank between two enemy factions is a target for both of them. Think about all three teams’ rotations.
Put a slope at your back. Against a steep rocky slope one whole side is naturally hard to attack; that is a wall you did not pay for.
Trucks must get in and out. Pick a spot where supply vehicles can approach under cover, and line the one vehicle gate up with that approach.
Avoid the exposed hilltop. The view is tempting; the silhouette is a gift to recon and mortars.
Use the 3D map. The Maps page shows the game’s own hills, so you can check the ground before you drive there.

The build order that holds

Inside out. Protect the console first, then shape the entrances, then close the ring.

1
Place the FOB

In the defensible spot above, deep enough inside that it will not sit against the outer wall.

2
Stock it

Build Supplies first. Keep a reserve for repairs after mortar fire or a breach; do not burn the whole stock on walls.

3
Protect the core

Walls and cover around the console itself, with inner doors and compartments so a breach of the perimeter is not a breach of the base.

4
One vehicle gate, one infantry door

An airlock-style choke, not a straight road to the supplies. Close and re-check every access point before you leave.

5
Fighting positions, then the ring

Place bunkers and towers first and wall around them; a tower flush against the outer wall cannot see its own base of the wall. Then close the perimeter with HESCO and Bremer. Four blocks high where the ground allows.

6
Wire and hedgehogs outside

A hedgehog line stops vehicles; barbed wire outside it deflates tyres and slows infantry. Wire the corners, flanks, bridges and building walls attackers would hug.

7
Recon tower and shelters

Towers where they watch the outside of the wall. An Indirect Fire Shelter (two, overlapping, for a spawn vehicle) before the first mortar round arrives.

8
Mortars and anti-air, when supply lines support them

Do not cluster weapons together. Anti-air only when there is an air threat.

9
Repair and refuel

Once vehicles are living at the base.

10
Drill rig last

Deep inside, only when the base is secure. It is the most expensive thing you own and the thing everyone comes for.

Sources: layout and build order, mistakes and fixes.

Drill rigs

The structure that turns a base into an income.
Cost1,801 Build Supplies
Minimum to start1,200 FuelAbout one pallet.
Maximum load6,000 FuelFive pallets, longest run.
Cooldown5 to 10 minutesAfter a round finishes.
Payout$2,500 per activationPlacing structures also pays more while it runs.
The four-rig rotation. Build four rigs and stagger them. By the time rig four finishes, rig one has cooled down, so the zone never leaves your position.
Fuel on pallets. Pallets load far faster than loose cans. Keep a pallet in reserve so a rig never sits idle while someone drives for fuel.
Shelter it. A rig draws every mortar on the map. Shelters and hedgehog screens over it, walls around it, and never within sight of the zone.

Sources: advanced fortifications, ladder tech and drill rigs.

Techniques

What experienced builders do that beginners do not.

Ladder tech (the kill box)

Defenders stand under a recon tower and shoot breaching infantry through the floorboards. 81 Build Supplies for the tower plus a handful of blocks and doors.

1Build a Recon Tower with its ladder facing outward, toward the enemy, away from the base interior.
2Dismantle the tower’s front sandbag row to clear the ladder threshold.
3Flank the opening: small HESCO blocks under the side windows, two tall HESCOs framing the walkway, inward-opening doors in the gaps.
4Set Bremer walls across the front so the entrance becomes a covered tunnel. Anyone who climbs in is standing on a floor your team can shoot through.

More of the toolbox

Corner towers, not corner walls. A Recon Tower or Bunker on each corner gives 270° of elevated fire for the same supplies a wall section would cost.
Bremer blast tunnels. Staggered concrete blocks in a chicane outside the main gate break up HE and RPG blast waves before they reach the gate.
Dual IDF shelters. Two overlapping Indirect Fire Shelters fully cover a spawn vehicle from plunging mortar and helicopter fire while people can still spawn on it.
Hedgehog screens. Czech hedgehogs on a shelter roof catch rockets and mortar rounds a few feet above the concrete and set them off early.
Raised sandbags. Snap an unbuilt HESCO blueprint onto a built HESCO; the placement point lifts, and you can build a sandbag barricade at that height. The cheapest tall barrier there is.
Snapping off on rough ground. Turn snapping off to place blueprints on uneven terrain; the game fills the gaps with sandbag foundations.
Stacking limit. Three tall HESCO blocks, then three single blocks on top. Plan walls to that height.

Advanced tech

The less-known builds, each confirmed against a written guide or a creator’s video. Current as of the late-September 2026 patch.

Floating ceilings with bunker scaffolding (allowed)

A developer (Joe Brammer) has said that stacking bunkers as temporary scaffolding and removing them afterwards is permitted: it uses ordinary snapping and your own hammer. This is how builders make roofed artillery garages and covered CIWS pits.

1Lay out the footprint with bunkers and HESCO walls. Make the bay wide enough for the vehicle to drive in and turn.
2Stack bunkers inside, temporarily, up to the ceiling height you want.
3Cap the scaffold with HESCO blocks to form the ceiling. Build every piece to completion before you touch anything underneath.
4Hammer out the inner bunkers one at a time. The ceiling stays up.
5Fit a gate across the front, then board the gun and test its full elevation to confirm the barrel clears the roof.

CIWS version: ring the turret spot with temporary bunkers, place the permanent HESCO walls, roof it high enough for a full 360° barrel sweep, remove the bunkers, and put the door in line with the CIWS console rather than off to one side.

Stacked Bremer walls

A Bremer wall placed on a HESCO wall with its built-in sandbags stands taller than either piece alone, and the Bremer is the toughest single barrier in the game. It is narrow, so one HESCO frontage needs several. For a layered wall: outer HESCO flat with no recesses, outer Bremer with their support bases facing out, the top Bremer row facing in, and barbed wire outside so nobody can hug the wall.

PieceBuild SuppliesHealthC4 to destroy
Bremer wall10 to 136,5007
HESCO wall (4 blocks)46 to 614,6008
HESCO block (large)142,2504
Bunker61 to 815,00014

Health and C4 figures are from the game data; where a range is shown, guides written before the September patch quote the lower figure.

Walls that vehicles cannot jump

Three blocks is the trap. A truck or SUV parked flush against a three-block wall turns its roof into a step; one jump clears the top. Two blocks can be vaulted from barrels, railings or car roofs.
Four blocks ends it. Two double-block HESCO walls stacked (the “castle”). Nothing a vehicle or a ground object offers reaches the top.
Wire inside, hedgehogs outside. Hedgehogs stop vehicles parking against the wall; barbed wire sits between the hedgehog line and the wall. Wire cannot be placed on top of HESCO.
Test it. Drive your own truck to the outside and try the roof. If the hedgehogs are right you cannot get close enough.

Small builds that win fights

Firing slit. A small HESCO block, sandbags on the ground in front of it, then a second set of sandbags snapped on top of the block. The horizontal gap between them is a peek hole that is far harder to shoot back through than an open wall top.
Vault point. With snapping off, place sandbags on the inside of the wall as a step: you can jump out over the top while the outside stays sheer.
Debris workaround. One built HESCO with an unbuilt HESCO snapped on top lifts the placement height, so horizontal blocks can bridge rubble; fill the gaps underneath with sandbags so nobody climbs in.
Door peek. Aim down sights before opening a door and the prompt turns into a peek: the door opens a crack while you stay covered.
Airlock corridor. Make the gate corridor at least eight blocks long, with two raised bunkers flanking the entrance for cross-fire, and sandbag peeks in the doors.
Sunken mortar pit. A raised 3×3 HESCO platform inside 5×5 outer walls with sandbag lips: the crew fires over the edge and shows nothing below the shoulders.
Hidden APC bay. Two connected Indirect Fire Shelters make a 5×10 pocket. Open one wall for the vehicle, keep the gate sealed and HESCO on the roof.
Marker resets. The yellow X moves at 25%, 50% and 75% of a build. Stand still and it stays put between those points; step slowly back and forth near a corner to walk it onto the edge you want.

Sources: floating ceilings and stacked Bremer walls, jump-proof walls, large HESCO blocks, speed builds and advanced tips, 18 tips, how to build a FOB.

Video tutorials

The building videos worth your time, newest first. Where the creator added chapters, the timestamps jump straight to the part you want.
These Building Tricks Feel Like CHEATING in WardogsSoulgrot · 23 Sep 2026. The tricks reel everyone is talking about; no chapters, watch it through.
The Ultimate Guide to FobbitingCoach TeeP · 18 Sep 2026. Basics through to “secret tech” in one video.
How to Build a FOB That ACTUALLY WorksSirSmoken · 18 Sep 2026. Chapters: 0:19 getting started · 0:44 best location · 0:58 perimeter · 2:16 anti-air and mortars · 2:31 hypertune · 3:44 spawn vehicles · 3:59 drill placement and fuel · 4:41 indirect fire shelters.
10 MUST-KNOW Building Tips in WARDOGSMattzila 999 · 9 Sep 2026. Ten ideas to improve on.
5 Mistakes Ruining Your Wardogs FOBsGeck0 · 9 Sep 2026. Lazy walls, towers with dead zones, wire to deny cover, airlocks, bunker lines of sight.
WARDOGS: Building a FOBThe Stoners Club · 7 Sep 2026. A full build with the mistakes left in and fixed.
Best FOB Setups at Drill Tower LocationsDaOpa · 2 Sep 2026. Building around existing drill tower compounds with the official Base Builder planner.

Only videos whose creators wrote chapters can be linked by timestamp; the others are linked at the start. We re-check this list after each patch.

Building faster

Animation cancel the hammer. Release left-click the instant the head connects (the thud) and press again immediately. It skips the recovery animation and roughly doubles build speed.
Hit the yellow X. The marker adds far more progress than hitting the blueprint anywhere else. Step back while swinging and the marker stays put instead of drifting.
Right-click to move a stack. Transfers the whole stack of Build or Ammo supplies at once.
Build as a group. Three hammers on one blueprint finish it before one mortar crew has ranged you.
Use the big hammer. Support level 7 and $1,600 is the best money a builder spends.

Glitches people talk about

Listed so you know what you are looking at when you see it. Anything that breaks the game’s own rules can be patched or punished; the techniques above are the ones to rely on.
The floating HESCO (a bug, reported). Build a bunker at least two storeys high, start the third storey as unbuilt HESCO blueprints, then delete the bunkers: the unbuilt blocks hang in the air and can be finished. It was reported to the developers on 14 September 2026; a developer called it unexpected, sent it for investigation and advised players not to use it so their accounts are not flagged. Do not build with it.
Bunker scaffolding is the legal cousin. Building the roof to completion on top of bunkers and then removing the bunkers is confirmed allowed (see Advanced tech). The difference is that nothing is left unbuilt in mid-air.
Raised placement. Snapping a blueprint to a built block to lift the placement point is widely used and looks intended.
Reported, not confirmed. Anything else you hear (walls through terrain, infinite supplies) is either patched or a rumour; we list what is documented.

Sources: forum report on HESCO custom building, building tips.

Mistakes that lose bases

MistakeFix
Open gates and doorsClose and re-check every access point before you leave. A door is 19 supplies, a gate 69; a lost base is everything.
A hollow box around the consoleInner doors and compartments, and a second way out. One HESCO wall placement (61) buys four tall blocks.
Towers flush against the outer wallPlace fighting positions first, then wall around them, so they can see the base of their own wall.
FOB visible from the Control ZoneBehind terrain or a treeline, on a controlled approach. Out of sight means out of the artillery plan.
Wrong hammer, wrong pallet, wrong drop pointMatch the hammer tier to the structure, and drop pallets inside the build radius. A Drill Rig needs 1,801 supplies plus 1,200 fuel to start.
Everything spent on wallsKeep supplies for repairs and for the weapons that make the walls matter.
Weapons clustered togetherOne mortar round should not take two emplacements. Spread them, shelter them.

Destruction, and taking bases down

Tanks blow holes through walls, rocket launchers demolish cover and artillery levels fortifications, but destruction is capped: the developers tested full destruction and players flattened a whole map in about an hour, so the shipped game keeps the terrain and lets you open specific problems instead. Use it that way: a defended building, a fortified corner, an enemy FOB whose loss gives the defenders their travel-time problem back.

Artillery vehicles are purpose-built fortification removers; the planner gives the numbers.
A mortar station is the cheaper version of the same job.
Anti-armour launchers work on structures too.
Kill the FOB, not the walls. The walls are worthless without it.

Source: building and destruction.

Questions

How does the planner at the top work?

Pick a structure from the row under the table and click to place it. Drag to draw a row of walls, click the top of a block to stack on it, press R to turn a piece and X to erase. Point at the upper half of a block and the next HESCO sits a block higher on a sandbag fill, the way the game fills the gap. Press B to put pieces down unbuilt: an unbuilt HESCO on top of a built one gives you something to snap the next block to, and any piece can be hammered or made unbuilt again from its card. Right-drag turns the table and the wheel zooms once you have clicked it. The inspection checks your base against the rules in this guide: a closed ring, walls four blocks high, one gate, towers set back, weapons spread out. Copy link gives you an address that opens the same base for your squad.

Do I need a FOB to build anything?

No. Recon tents, barbed wire, sandbags and hedgehogs build anywhere with a small hammer. Walls, gates, towers, weapons and the drill rig need a deployed FOB and the medium or large hammer.

How much is a full base?

Rough arithmetic for a compact base: four HESCO walls (244), a gate and two doors (107), two towers and a bunker (243), a shelter (81), wire and hedgehogs (about 100) is about 775 Build Supplies before weapons. A mortar is 121, a drill rig 1,801. A fresh FOB arrives with about 1,250, so the rig needs a second delivery.

Are these numbers exact?

They are community-recorded for the current season and linked to their sources above. Patches move costs; tell us if one is stale.