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.
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.
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.
| Structure | Build Supplies | Needs a FOB | Hammer | What it is for |
|---|---|---|---|---|
| Field works (no FOB needed) | ||||
| Recon Tent | 5 | No | Small | A spawn and respawn point in the field. |
| Barbed Wire | 7 | No | Small | Slows infantry, deflates tyres. Corners, flanks, under bridges. |
| Sandbags | 13 | No | Small | Quick waist-height cover and firing positions. |
| Hedgehog | 19 | No | Small | Stops vehicles; on a roof it sets off mortar rounds early. |
| Walls and access (FOB, Medium hammer) | ||||
| HESCO Block (small) | 13 | Yes | Medium | One block. Fills gaps under windows and odd corners. |
| HESCO Block (large) | 19 | Yes | Medium | Tall block, 3 m. Stacks three high; small blocks stack six high. |
| HESCO Wall | 61 | Yes | Medium | Four tall blocks in one placement, 6 m long. The perimeter. |
| Bremer Wall | 13 | Yes | Medium | Concrete slab. Road blocks and blast chicanes. |
| Door | 19 | Yes | Medium | Infantry access. Close it behind you. |
| Gate | 69 | Yes | Medium | Vehicle access. One per base is enough; nothing builds on top of it. |
| Builder’s Radio | 17 | Yes | Medium | Calls and coordinates logistics. |
| Positions and services (FOB, Large hammer) | ||||
| Bunker | 81 | Yes | Large | Hardened firing position and fallback. |
| Recon Tower | 81 | Yes | Large | Elevated watch and the base of ladder tech. |
| Indirect Fire Shelter | 81 | Yes | Large | Roof against mortars and rockets with a doorway on each of its four sides; two cover a spawn vehicle. |
| Loudspeaker | 81 | Yes | Large | Base audio. |
| Refuel Station | 161 | Yes | Large | Fuel for vehicles and aircraft. |
| Repair Station | 161 | Yes | Large | Vehicle repairs from Parts. |
| Weapons and income (FOB, Large hammer) | ||||
| Mortar | 121 | Yes | Large | Indirect fire. Plan shots with Rainmaker. |
| Stingray | 121 | Yes | Large | Anti-air gun emplacement. |
| Talon SAM | 801 | Yes | Large | Missile anti-air. Only when helicopters are the problem. |
| CIWS | 1,201 | Yes | Large | Close-in weapon system. The heaviest anti-air. |
| Drill Rig | 1,801 | Yes | Large | Burns 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.
The build order that holds
Inside out. Protect the console first, then shape the entrances, then close the ring.
In the defensible spot above, deep enough inside that it will not sit against the outer wall.
Build Supplies first. Keep a reserve for repairs after mortar fire or a breach; do not burn the whole stock on walls.
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.
An airlock-style choke, not a straight road to the supplies. Close and re-check every access point before you leave.
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.
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.
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.
Do not cluster weapons together. Anti-air only when there is an air threat.
Once vehicles are living at the base.
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.
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.
More of the toolbox
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.
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.
| Piece | Build Supplies | Health | C4 to destroy |
|---|---|---|---|
| Bremer wall | 10 to 13 | 6,500 | 7 |
| HESCO wall (4 blocks) | 46 to 61 | 4,600 | 8 |
| HESCO block (large) | 14 | 2,250 | 4 |
| Bunker | 61 to 81 | 5,000 | 14 |
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
Small builds that win fights
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.
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
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.
Sources: forum report on HESCO custom building, building tips.
Mistakes that lose bases
| Mistake | Fix |
|---|---|
| Open gates and doors | Close 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 console | Inner doors and compartments, and a second way out. One HESCO wall placement (61) buys four tall blocks. |
| Towers flush against the outer wall | Place fighting positions first, then wall around them, so they can see the base of their own wall. |
| FOB visible from the Control Zone | Behind terrain or a treeline, on a controlled approach. Out of sight means out of the artillery plan. |
| Wrong hammer, wrong pallet, wrong drop point | Match 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 walls | Keep supplies for repairs and for the weapons that make the walls matter. |
| Weapons clustered together | One 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.
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.