A Forward Operating Base is the anchor point for almost every serious structure in Wardogs. Without one on the map, your building options stop at sandbags and barbed wire. With one down, your team gets a walled staging area, a supply store, a protected vehicle spawn, and access to mortars, anti-air, and the drill rig.
Quick answer: Buy a FOB and a hammer from the Equipment Vendor, carry it in your backpack or haul it out in a vehicle’s logistics slots, then equip it with its hotkey and hold left click to place it in open ground outside any building. A square zone of influence appears on the map once it is down.
What to buy before you leave the main base
The FOB itself sits in the Equipment Vendor under Gear, Items, then Building. It takes up a 2×3 block of backpack space, so the free starter backpack will not hold it. Deploying one also costs cash, and at $4,887 it is common for a squadmate to chip in on the purchase.
Supplies matter as much as the FOB case. Four types exist, and each feeds a different part of the base.
| Item | What it does |
|---|---|
| Build Supplies | Consumed by every structure you place |
| Ammo Supplies | Reloads emplaced weapons like CIWS and Talon |
| Fuel Supplies | Refuels vehicles and keeps the drill rig running |
| Mechanical Supplies | Vehicle repairs and some weapon ammo purchases |
| Small Hammer | Basic buildables only, slowest build speed |
| Medium Hammer | Adds doors, HESCO pieces, loudspeaker |
| Large Hammer | Builds everything, fastest build speed |
The FOB case ships with a small and medium hammer inside it, along with two wrenches, signal grenades, and bandages. That is enough to get a perimeter started, but someone on the crew should carry a large hammer if you want bunkers, gates, refuel stations, or the drill.
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You can walk a FOB out on foot, but a single player cannot carry enough build supplies to make the base useful. The practical approach is to buy a vehicle and load its logistics slots before you leave.


G to release it at your position. Land afterward and approach the crate on foot.
Note: Dropping a pallet of supplies inside an existing FOB’s zone pays out. A pallet costs $400 and returns $2,500 on delivery, which makes logistics runs one of the steadier ways to fund your own gear.
Placing the FOB and confirming it worked
Open the crate with the interact key and pull the FOB into your inventory. Press Tab to check which hotkey it is bound to, equip it so the case is in your hands, then hold left click to set it down.

You know it is down when a square zone appears on your map. Inside that zone, your team can build and the enemy cannot. Interacting with the deployed unit opens its console, which holds the FOB’s own supply and inventory tabs.
Placement fails in a few specific situations. A FOB will not go down inside a building, inside a main base, or overlapping another FOB’s area of effect. Everything else on the playable map is fair game, including outside a control zone.
Once it is placed, move the remaining supplies into it. Pallets brought inside the zone give an F UNLOAD SUPPLIES into F.O.B. prompt that transfers everything at once. Crates do not work that way, so you have to shuttle those supplies into the FOB inventory by hand before the rest of the team can spend them.
Where to put a FOB
Towers are a popular anchor because they are indestructible, so a wall ring around one produces a hard point that cannot be flattened by artillery. Churches and similar landmarks work for the same reason, and they tend to sit on high ground with limited approaches.
Bases outside the control zone have narrower uses. A hidden mortar FOB can counter-battery an enemy position that is shelling your main base, and a small resupply FOB keeps armor and mobile artillery in the field without a trip home. Anti-air and drone FOBs planted between the enemy base and the contested area can choke off their routes in.
One placement mistake is worth avoiding outright. Do not put the FOB console on top of a tower, because every loose supply run then has to be carried up by hand.
Building structures around the FOB
Equip a hammer and press right mouse button to open the build wheel. Each entry shows its build supply cost. Select a structure, place the blueprint, exit the menu, and start hitting it. Striking the yellow X markers on the frame speeds construction up considerably compared to hitting the structure anywhere else.

Four items can be placed anywhere on the map without a FOB nearby. Everything else needs the zone.
| Structure | Supplies | FOB needed |
|---|---|---|
| Recon Tent | 5 | No |
| Barbed Wire | 5 | No |
| Sandbags | 10 | No |
| Hedgehog | 14 | No |
| HESCO Block (Small) | 10 | Yes |
| Bremer Wall | 10 | Yes |
| Builder’s Radio | 13 | Yes |
| HESCO Block (Large) | 14 | Yes |
| Door | 14 | Yes |
| HESCO Wall | 46 | Yes |
| Gate | 52 | Yes |
| Bunker | 61 | Yes |
| Recon Tower | 61 | Yes |
| Indirect Fire Shelter | 61 | Yes |
| Loudspeaker | 61 | Yes |
| Mortar | 91 | Yes |
| Stingray | 91 | Yes |
| Refuel Station | 121 | Yes |
| Repair Station | 121 | Yes |
| Talon | 601 | Yes |
| Vanguard CIWS | 901 | Yes |
| Drill Rig | 1351 | Yes |
The first thing to build is not a wall line but cover for the console itself. A double-height HESCO ring with a single door and wire on top stops an enemy from sprinting in and hacking your FOB before the real defenses exist. That is one of the fastest ways to lose a base in the opening minutes of a match.
Perimeter rules that keep a FOB standing
Height and entry count decide most FOB fights. Tall walls with barbed wire on top stop infantry from vaulting in, and wire laid outside the walls forces attackers into open ground where your towers can hit them. It also affects players riding vehicles that push up against your walls.
Keep entrances to a minimum. Every door is a place the enemy can breach, and only the team that controls the FOB can operate them. Airlock each one with two consecutive doors or gates so a teammate who dies mid-passage does not hand over a clear path inside. For vehicles, the outer gate closes before the inner gate opens.
- Close every door behind you, and confirm it fully shut rather than clipping through as it swings.
- Build interior firing positions that let defenders shoot down along the outside of the walls.
- Run barbed wire funnels just inside entrances so anyone who gets through is channeled instead of scattering to cover.
- Leave the interior mostly open, since a maze of walls gives attackers cover once they are in.
Emplaced weapons need clearance to work. A mortar boxed in by tall walls will clip its own rounds on the way out, so keep large HESCO blocks at least one block back from the mortar base and use a door for access. Launcher pits benefit from double-height barriers with sandbags on top placed with snapping off, which creates firing slits without leaving a gap to vault through.
A FOB does not restock itself. Build supplies drain fast on the first perimeter, and ammo supplies drain just as fast once CIWS or Talon start firing, so someone has to keep running pallets out to it. The bases that hold are the ones with a logistics player who never stops driving, and the drill rig is what turns that held ground into points by pulling the hot zone to you.






