Gaming Guide

WARDOGS Building Guide: How to Kill Dead Zones Around Your Towers

Barbed wire at the wall line and sandbags on railings stop attackers from hiding in your tower's blind spots.

Barbed wire at the wall line and sandbags on railings stop attackers from hiding in your tower’s blind spots.

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.

First-person view moving between stacked cargo containers with the compass reading 057 NE
Tall cover like shipping containers next to a base creates exactly the blind ground attackers use to close the distance. Image: Bulkhead Interactive

Barbed wire at the wall line pushes enemies back into view

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.

Stand at the foot of the tower and open the build menu with right click. Select barbed wire, which costs five building supplies and does not require an FOB nearby.
Place the wire flush with the wall on the ground. If the placement preview refuses, you will see a prompt telling you it must be placed on ground, so step back slightly and aim at flat terrain rather than the structure itself.
Work around the whole base of the tower and close every gap. A single unwired corner is all an attacker needs, and they will find it faster than you think.

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.

Rifle aimed down a road past a fence line with the compass showing 324 NW
With the wall line denied, attackers stay out in the open where defenders keep a clean sightline on them. Image: Bulkhead Interactive

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.

Get up into the tower and identify which direction enemy fire actually comes from. In most bases that is another tower or elevated position with a straight line into your firing slot.
Select sandbags and line up the placement against the railing on that side. Placement is fussy, and you will run into “CAN’T PLACE ON SURFACE”, “MUST PLACE ON GROUND”, and “OBSTRUCTED” before the ghost turns valid, so shuffle a step at a time until it takes.
Hit the placed frame with your hammer to build it. The circular progress indicator on screen counts up as you work, and yellow X markers on the structure are the fast path, so strike those rather than hammering blindly.
Sandbag frame being hammered with the build progress indicator sitting at 17 percent
Construction starts slowly, with the progress counter ticking up from zero as you hammer the frame. Image: Bulkhead Interactive

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.

Sandbag barricade nearing completion with a circular build meter reading 64 percent
Hitting the yellow X markers pushes the build meter up far faster than striking the structure at random. Image: Bulkhead Interactive

Supply costs for the pieces that close blind spots

StructureSuppliesFOB neededUse
Barbed Wire5NoSlows and damages infantry, denies the wall line
Sandbags10NoWaist-level cover on railings and open ground
Hedgehog14NoBlocks vehicle approaches
Bremer Wall10YesNarrow tall wall topped with barbed wire
Recon Tower61YesElevated firing position on flat ground
Talon601YesHeat-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.

Parachute descent over open fields with the heading indicator showing 038 NE
Dropping into a new sector, with the heading indicator reading 038 NE. Image: Bulkhead Interactive