Gaming How-To

How to Build a Star Fort Bastion in WARDOGS

The angled HESCO strongpoint that covers its neighbour's approach, plus the pieces, supply costs and wire that make it work.

The angled HESCO strongpoint that covers its neighbour’s approach, plus the pieces, supply costs and wire that make it work.

Most bases in WARDOGS are boxes. Four flat HESCO walls, a door, a vehicle parked inside, and no way to shoot anyone who walks up and hugs the outside of a wall. A bastion fixes that. It is a wedge that sticks out from the wall line with two angled faces, and it exists so defenders can shoot along the wall instead of straight out over it.

Quick answer: Build a projecting HESCO wedge at each corner of your FOB, stack it at least two blocks high, cap the top edge with Sandbag Walls to make firing ports, and aim each bastion so its fire covers the ground in front of the next bastion — not the ground directly below itself.


Why a bastion beats a flat HESCO wall

A flat wall has a blind strip at its base. Anyone who reaches it is safe from everyone standing on top of it, which is exactly how a base gets breached with C4 or cooked grenades. The angled bastion was the historical answer to the same problem, worked out by engineers from Francesco di Giorgio Martini through to Sébastien Vauban, and it behaves the same way in a shooter with destructible fortifications.

The shape does two things. The flanks give you a firing line that runs parallel to the wall face, so attackers pressed against the HESCO are exposed from the side. And because the bastion projects forward, it pushes the fight away from your spawn vehicle, ammo and supplies.


Pieces and supply cost for one bastion

Everything below the Sandbag Wall and Barbed Wire tier has to be built inside a Forward Operating Base, and the FOB itself covers a 60 m build radius. Carry a Large hammer if you can afford it — it unlocks every buildable and works fastest. A Medium hammer covers basic and large pieces; a Small hammer only handles the basics.

PieceSuppliesDurabilityStacking
Forward Operating Base3015,000 hp · 5 C4Ground only
Hesco Block (Small)131,600 hp · 2 C4Stacks 6
Hesco Block (Large)192,250 hp · 4 C4Stacks 3
Hesco Wall614,600 hp · 8 C4Stacks 3
Door19500 hp · 1 C4Stacks 3
Gate695,320 hp · 2 C4Stacks 2
Sandbag Wall13735 hp · 1 C4None
Bremer Wall136,500 hp · 7 C4None
Barbed Wire7250 hp · 1 C4
Hedgehog194,500 hp · 3 C4None
Bunker815,000 hp · 14 C4Stacks 3
Indirect Fire Shelter815,000 hp · 14 C4Stacks 2

Note: supply costs move between builds. Treat these as current figures, not permanent ones, and re-check a saved plan after a rebalance.

For scale, a full multi-bastion fort is not a solo project. A published triangular layout with bastions covering ravelins runs to 719 pieces and 11,838 supplies for a single FOB, and roughly 2,010k of standing structure HP. That is a logistics job as much as a building one.


How to build a bastion in WARDOGS

Plan the footprint before you spend anything. A base planner lets you drop the FOB on a mapped site such as Kavkazi, lay out the whole star fort, and read a manifest that totals every piece and its supply cost. You can switch from the overhead view to an on-foot view to check sightlines through the layout.
Base planner overhead view of the Kavkazi ground with the Select tool active on the Piece tab
The Select tool on the Piece tab, used to check a layout from above before any supplies are spent. Image: BULKHEAD
Place the FOB first, then set the ground course of the bastion. Run two HESCO faces out from the wall line so they meet at a point, and bring two shorter flanks back to the wall. Those flanks are the whole reason the shape exists, so do not shorten them to save supplies.
Stack upward. Small HESCO blocks stack six high and large ones stack three, so mixing sizes lets you build a tiered wall where the outer face is tall and the inner step is lower. That inner step is what you actually stand on to shoot.
Build mode placing HESCO Block pieces in layers around parked vehicles inside a base
HESCO Block pieces being layered into a defensive barrier around parked vehicles. Image: BULKHEAD
Close the interior. Add Doors so only your infantry can move through, and put a roof over the fighting deck so mortar and artillery fire cannot drop straight in. Deliberate dead-end pockets inside the bastion work as grenade traps, catching thrown explosives before they reach anyone.
Build the firing ports. Place Sandbag Walls along the top edge of the HESCO with gaps between them. That gives you crenellations and narrow slits instead of an open parapet, so you present a small target while still covering the flanks.
Sandbag Wall selected in the build editor while positioning a segment around a bunker
A Sandbag Wall being positioned around a bunker to form a protected shooting port. Image: BULKHEAD
Finish construction with the hammer. Hitting the yellow X markers on a placed structure speeds the build up sharply compared to hitting it anywhere else. The piece is done when the markers are gone and the structure is solid rather than a translucent frame.

Mutual fire support: Point each bastion at its neighbour

This is the rule people get wrong. A bastion is not there to defend itself. Look at the Citadel of Lille from above and every projecting work covers the approaches to the works either side of it, forming interlocking crossfire across the whole face of the fort.

So when you set your firing positions, do not stand there shooting at the ground straight in front of you. Angle your flanks so the guns on bastion A sweep the open ground in front of bastion B, and vice versa. An attacker closing on any single point is then being shot at from the side by a position they are not facing.

The corollary is that two bastions need to be close enough for that crossfire to reach. If the gap between them is too wide, the ground in the middle stops being covered by anyone and becomes the breach point.


Barbed wire spokes and the outer perimeter

Bastions decide where the enemy dies. Wire decides where they walk. Run straight lines of Barbed Wire outward from the tip of each bastion like spokes, so anyone approaching is pushed sideways into the space between two bastions rather than up against the point.

Then set an outer perimeter of wire roughly 100 to 200 yards out. That distance matters for two reasons. It keeps grenade and C4 range away from your walls, and it channels attackers into the kill zones your crossfire already covers before they are close enough to do damage.

Inside the fort, do the same thing with compartments. An undivided courtyard means one attacker who gets over the wall can shoot everything at once. Perpendicular wire, gates and bunkers break the interior into sections, so a breach in one corner does not cost you the whole base.


Placement errors that stop a bastion from working

If a piece will not go down, check these before assuming it is a bug. The preview turns red and reads OBSTRUCTED when terrain, a vehicle or another structure is in the way — reposition or clear the obstacle rather than hammering at it.

Red wall preview labelled OBSTRUCTED while using Large Hammer build mode
A wall segment refusing to place, with the preview marked OBSTRUCTED in Large Hammer build mode. Image: BULKHEAD (via @GetGudGaren)
  • No FOB in range. HESCO pieces, Doors, Gates, Bunkers, towers and every heavy defence require a FOB, and you must be inside its 60 m build area. Only Recon Tents, Hedgehogs, Barbed Wire and Sandbags place freely.
  • Wrong hammer. A Small hammer cannot place large or heavy structures at all, so the option simply will not appear in the build menu.
  • Stack limit reached. A large HESCO block will not go on top of a third one, and Sandbag Walls, Bremer Walls and Hedgehogs do not stack at all.
  • Empty FOB. Construction stalls when building supplies run out, which is a logistics problem, not a placement one.

The design errors are harder to spot and cost more. A long straight wall with no projecting work on it, an open interior with nothing dividing it, and bastions spaced too far apart to cover each other are the three that consistently get bases taken.

Defenders holding a completed star fortress built around a church during a live match
A finished star fort wrapped around a church, holding against infantry, vehicles and helicopters. Image: BULKHEAD

None of this replaces having people on the walls. A completed fort still needs someone repairing fortifications under fire, someone hauling supplies back to the FOB, and someone watching the air. But a bastion built with real flanks, roofed firing positions and wire that funnels attackers into a crossfire turns a base from a box you hide in into a position that costs the other team something to take.