Building is the part of WARDOGS that turns a patch of dirt into a position your team can actually hold. Walls, doors, mortars, anti-air, refuel points, and the Drill Rig all run off one system, and that system has a few hard rules. Get them wrong and you burn a couple thousand dollars on a base that can’t shoot back.
Quick answer: Buy a FOB kit for about $2,500 and a hammer from the vendor, deploy the kit from your inventory, then build anything larger than a sandbag inside the team-colored square that appears on your minimap, paying for it out of the Build Supplies stored in that FOB.
Hammers and the FOB kit: what to buy first
You cannot build or repair anything without a hammer, and the hammer tier decides which structures show up in your build menu. It also decides how fast you swing, which matters a lot when your walls are being chewed up mid-fight.
| Hammer | Unlock / price | What it builds |
|---|---|---|
| Small Hammer | Available from the start, around $100 | Recon Tent, sandbags, barbed wire, small HESCO blocks. Slowest build speed. |
| Medium Hammer | Support Level 3, around $800 | Everything above plus doors, gates, HESCO walls, loudspeakers. Medium speed. |
| Large Hammer | Support Level 7, around $1,600 | Every tier, including bunkers, mortars, CIWS, Talon 9K-SAM, Stingray, refuel and repair stations, concrete walls, and the Drill Rig. Fastest speed. |
The FOB itself is an item, not a structure. It costs roughly $2,500 from the vendor’s Building tab, takes up a 2×3 slot, and fits in any decent backpack or a crate. You do not need a hammer to put it down.
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You know a structure is finished when the markers stop appearing and further swings no longer add progress. One thing worth clearing up early: a FOB is a construction and logistics hub, not a respawn point. Teams get spawns by parking a respawn vehicle behind the walls, not from the FOB itself.
What needs a FOB and what doesn’t
Four things can go down anywhere with no FOB in sight: the Recon Tent, hedgehogs, barbed wire, and sandbags. That covers quick field cover, vehicle denial, and hiding a sniper from thermals. Everything else — HESCO, doors, gates, bunkers, towers, weapon emplacements, stations, and the Drill Rig — needs to be inside a FOB’s build zone and draws from its stored Build Supplies.
Your team should be running more than one FOB. Two or three is normal; four or more happens when you have several dedicated builders. A team with none is usually a team that loses slowly.
The four supply types and how to move them
A FOB stores up to 20,000 of each supply type separately, so there is no shared pool to fight over. Each type does one job.
| Supply type | What it does |
|---|---|
| Build Supplies | Constructs and repairs every structure. Always the first delivery. |
| Ammo Supplies | Feeds the mortar, CIWS, and Talon 9K-SAM. Not the same thing as small arms ammunition. |
| Fuel Supplies | Refuels vehicles at a Refuel Station and keeps the Drill Rig running. |
| Mechanical Supplies | Repairs vehicles. A Stingray drone launch costs 900 Mechanical Supplies plus $5,000. |
Getting those numbers up is the whole logistics game. There are three delivery methods and they are not equal.
| Method | How it works |
|---|---|
| Backpack | Buy supplies at HQ, carry them in, interact with the FOB and transfer. Slow, but pays cash per stack deposited. |
| Crates | Dropped by ground or air vehicles. Others buy the contents out of the crate at a markup you set (25%, 50%, or 75%), then walk it into the FOB. Fiddly and unpopular. |
| Pallets | Carried only by the ZH20 helicopter or dedicated transport trucks — the small bird can’t lift one. Stand near it, hold F, and 1,800 units of that supply type go straight into the FOB. |
Pallets are the correct answer for bulk resupply, with one limitation: they only come in the four supply flavors. You cannot pallet in weapons, grenades, or hammers, so those still travel in crates or on someone’s back. A sensible rotation is one pallet of Build Supplies first, then Ammo, then Fuel, repeating unless someone calls for something specific.
Build Supply cost for every structure
Check your stock before committing to anything expensive. Spending the whole reserve on walls leaves nothing for the emplacements or, worse, for repairs when those walls start taking hits.
| Structure | Build Supplies | FOB required |
|---|---|---|
| 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 |
| CIWS | 901 | Yes |
| Drill Rig | 1,351 | Yes |
A HESCO Wall is four tall HESCO blocks and works out cheaper than a single large block per unit of coverage, which makes it the default for perimeter work. The Drill Rig is the outlier at 1,351: once running on Fuel Supplies, it pulls the Hot Zone toward your position, which is why it is worth that price tag on a base your team can actually hold.
Mortar and Stingray pits: leave the shells room to fly
This is the mistake that costs the most supplies. Ringing a mortar with tall concrete walls looks like a fortress and functions like a trap — at long range the barrel sits at a low angle and the shells clip the wall on the way out. You get a dead crew and a wasted 91 supplies.
The build that works is a circular sandbag base for the mortar with HESCO walls set one block away from it on every side. That gap gives the shell its exit path while still keeping the operator behind cover. Test it before you rely on it: set maximum range, fire one shell into the sky, and watch it clear the lip.
Vehicle gates on the sides of a pit are a tempting shortcut for that clearance, but they leave awkward gaps that HESCO barriers won’t snap into cleanly, and you end up patching the hole by hand. The Stingray wants a different shape entirely — a compact shelter with outer HESCO barriers and a single access door, since it only holds one active UAV at a time and mostly needs protection rather than firing arcs.

Sandbags, snapping, and peek slits
Snapping is on by default and it fights you the moment you want something off-grid. Turn snapping off and you can place sandbags freely on top of an existing wall, which creates a firing slit you can peek down through instead of exposing your whole silhouette over the lip. The same trick gives you a vault point where you want controlled movement over a wall.
That cuts both ways. Anything you can vault, the enemy can vault. If a shelter is short enough to be climbed, add barbed wire along the top or raise the corner HESCO blocks so there is nothing to grab.
Freeform sandbags have a second use inside doorways. Dropping one in a SAM tower entrance gives you a step to vault up onto the platform while leaving the door working normally, so the entrance still only opens for your own infantry.
Airlock entrances, doors, and roof access
An Indirect Fire Shelter is essentially a bunker with four doorways, and that makes it the cleanest entrance piece in the game. Tie it into your HESCO wall line and fit interior doors to each opening, and you get a multi-door airlock — an attacker never has a straight line into the core, and your own infantry can still walk in without waiting.

Past the airlock, the FOB radio core should sit inside its own ring of HESCO. Keep a gate on the vehicle side for logistics and a way onto the roof for defenders. The reason is blunt: an unprotected FOB invites enemies to walk in and sabotage or hack it, and everything you built dies with it.
Stacking HESCO for elevated CIWS and SAM platforms
Vertical building is where the good bases get built. Large HESCO blocks can be stepped upward to form a staircase and stacked into multi-level platforms, and Recon Towers, Indirect Fire Shelters, and Bunkers can all be fitted on top — up to a height limit you should test before you plan around it.

Height matters most for the CIWS. Climb into the terminal after building and check your firing lines against nearby ridges and terrain — a gatling battery that can’t elevate over the mountain behind you is 901 supplies of decoration. Do that check before the enemy air shows up, not during.
The Talon 9K-SAM works from a much smaller footprint. Start with a 2×2 base of large HESCO blocks braced with Bremer walls, run the entrance and its sandbag step up through the middle, and mount the launcher on the upper platform. Sit in the gunner seat and zoom through the scope once it’s up to confirm the coverage arc matches the approach lanes helicopters actually use.
When a build won’t place or won’t finish
There are only a handful of reasons a structure refuses to go down, and they are all easy to check. You are outside the team-colored build square. The FOB’s Build Supplies have run dry. Your hammer tier is too low for that structure. Or the placement preview is invalid because of terrain or clearance.
Misplaced pieces are not permanent. With a hammer equipped, look at the structure and use the Dismantle prompt to take it back down, then rebuild it where it should have gone.

Note: repairs also come out of Build Supplies, so a base under sustained fire will drain its stock even if nobody is adding new walls. Keep a builder inside the perimeter and a supplier on the pallet run, and budget for that instead of pushing your reserve to zero on the first big build.
The pattern that holds up across most matches is unglamorous. Pick ground with existing cover, place the FOB where supply vehicles can reach it but enemy sightlines can’t, wall the core, then spend on emplacements only once the supply line is stable. A firing range is the cheapest place to test clearances and stack heights before you try any of it with a hundred players on the map.






