A dead zone is the patch of ground directly beneath your tower that the people inside it cannot see. Attackers learn this fast. They sprint the last few meters, press themselves flat against the wall, and suddenly your elevated firing position is a box with two defenders staring at empty dirt while someone stacks explosives underneath them. The fix is cheap, takes seconds, and costs almost nothing in building supplies.
Quick answer: Lay barbed wire in an unbroken ring at the base of the tower wall so enemies cannot hug it, then place sandbags along the tower railings to block incoming fire from neighboring towers. Both are basic buildables, so you can place them without an FOB.
Where dead zones form around a tower
Height buys you range, but it also creates a cone of ground you physically cannot depress your weapon into. Anything tall and solid next to the tower makes it worse. Cargo containers, stacked crates, and wall segments all create shadows where an attacker can wait out your scan and move again when you look elsewhere.
The second problem is lateral. Towers that face each other across a base can shoot into each other’s positions, which means a sniper who climbs or occupies one of them has a clean look at your defenders through open railings.

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Barbed wire slows infantry and damages anyone who tries to cross it, but its real value here is geometric. Placed tight against the tower’s footprint, it denies the exact strip of ground where an attacker would otherwise be invisible.
The knock-on effect is worth noting. An enemy forced to stand off from the wall is not only visible to the defenders above them, they are also standing with their back turned to your adjacent corner towers. One player’s blind spot becomes another player’s easy shot.

Sandbags on railings block fire from other towers
Sandbags cost ten supplies and give waist-level cover, and they are just as useful up in a tower as they are in a field. Running them along the railing means a defender can lean out, shoot, and drop back down without exposing their whole body to a sniper sitting in the tower opposite.

Tip: build the sandbags that face the most dangerous angle first. If a fight starts mid-construction, a half-finished wall on the wrong side is wasted supplies.

Supply costs for the pieces that close blind spots
| Structure | Supplies | FOB needed | Use |
|---|---|---|---|
| Barbed Wire | 5 | No | Slows and damages infantry, denies the wall line |
| Sandbags | 10 | No | Waist-level cover on railings and open ground |
| Hedgehog | 14 | No | Blocks vehicle approaches |
| Bremer Wall | 10 | Yes | Narrow tall wall topped with barbed wire |
| Recon Tower | 61 | Yes | Elevated firing position on flat ground |
| Talon | 601 | Yes | Heat-seeking anti-air launcher, needs ammo supplies |
Barbed wire and sandbags sit in the basic tier, which means a small hammer will place them and no FOB is required. A medium hammer covers basic and large buildables, while a large hammer builds everything and works fastest.
Cap the position with a Talon SAM
Sealing the ground only solves half the problem, because a fortified tower is an obvious target for helicopters. Building a Talon 8K-SAM on the fortified roof gives you a heat-seeking answer, and the prompt to enter it appears when you walk up to the finished launcher.
It is an expensive, slow build at 601 supplies, and construction only progresses when you hit the X markers, so it is a job for a squad with a logistics player feeding the FOB rather than a solo builder. It also needs ammo supplies to reload.
How to check your tower is actually covered
Walk the perimeter yourself and try to break your own defense. Stand where an attacker would stand, then look up. If you can press into the wall without touching wire, that spot is still a dead zone and needs another placement.
From inside the tower, aim down over the railing at the wire line. Every strand should be within your depression angle. If the wire disappears under the lip of the structure, push the next ring of wire a little further out so anyone crossing it stays framed in your sights.
The most common failures are simple. Gaps at corners, wire placed too far out so attackers can still slip behind it, and sandbags built on the wrong railing because nobody checked which tower was shooting at them.
None of this makes a position permanent. Structures are destructible, the Hot Zone keeps moving inside the Control Zone, and a base that made sense five minutes ago can end up behind the fight. Spend the five supplies on wire early, keep the sightlines honest, and be willing to walk away from the whole thing when the zone rotates.







