Gaming Guide

Wardogs FOB Guide: How to Build and Hold a Forward Operating Base

Kit, hammer tiers, structure costs, and the build order that keeps a fortified compound standing for a full match.

Kit, hammer tiers, structure costs, and the build order that keeps a fortified compound standing for a full match.

A Forward Operating Base is the one thing in Wardogs that turns a firefight into a siege. It is not a class, not a perk, and not something you unlock by grinding kills. You buy a module at the vendor, haul it somewhere useful, and then spend the rest of the match swinging a hammer while three teams of players try to knock it down. The tactical shooter from Bulkhead Interactive entered Steam Early Access on September 10, and the FOB system is still the part of it that plays least like everything else in the genre.

Quick answer: Buy the FOB module and the hammer tier you need from the Equipment vendor, load a truck with build supplies, place the pad on flat ground near the Control Zone, unload pallets into its inventory, then place structures with right-click and hit the yellow X marks until each one completes.


What a FOB gives your team

Three things, mainly. It shelters a spawn vehicle, so teammates can drop straight into the fight instead of riding a helicopter in from the map edge. It stores ammo, fuel, repair parts, and build materials in one place. And with the right hammer, it hosts a Drill Rig that drags the Hot Zone toward you.

Nothing you build is permanent. Rockets, tanks, and a well-thrown block of C4 all work on player structures, and enemy squads can hack or overrun a base outright. Treat the compound as a position you rent for a few minutes, not a monument.


Where to place the FOB

Scoring runs on occupancy. The team with the most bodies inside the 2 × 2 km Control Zone earns a point every 30 seconds, and the Hot Zone makes each soldier inside it count double. A beautiful fort 400 metres from the tick is decoration.

Pick ground that the zone already touches, or the approach the other two factions have to use. Existing buildings help enormously, which is why compounds like the church make such good anchors: you get walls, a roof for anti-air, and an interior that infiltrators have to clear room by room. Leave a truck path in, and a flat patch for a helicopter if your team has pilots.

First-person view of the Control Zone objective marker on a central structure during a Wardogs match
The Control Zone objective displayed on the central structure while standing inside the scoring area. Image: Bulkhead

The builder kit: What to buy before you deploy

An empty pad on dirt does nothing. The module comes bundled with a Medium and a Small hammer, two wrenches for vehicle repair, signal grenades for supply requests and landing zones, and bandages — but its starting stock of materials runs dry within a few walls.

ItemWhy you need it
FOB moduleBought from the Equipment vendor under Building. Eats a large chunk of backpack space.
Hammer (Small / Medium / Large)Gates which build menu you can open. Larger tools also build faster.
Build suppliesPays for every wall, bunker, tower, and emplacement.
Ammo suppliesReloads built guns such as the CIWS and Talon. Not rifle ammo.
Fuel suppliesRuns the Drill Rig and the Refuel Station.
Mechanical suppliesVehicle repairs and Stingray ammunition.
Truck and cratesA Ural or Kodiak class vehicle to ferry pallets from headquarters.

Ammo supplies are the most commonly wasted purchase. They feed emplacements, not your magazines, so a crate bought without a mortar to pour it into is money gone. Drop those pallets beside the gunner, not in a back room.


Hammer tiers and what each one builds

HammerOpens
SmallBasic cover only — sandbags, barriers, barbed wire. Most of it works without a FOB.
MediumThe perimeter set: HESCO blocks and walls, Bremer walls, doors, gates.
LargeThe heavy menu on top of that — mortars, Stingray, CIWS, Talon, Drill Rig. Fastest build speed.

Some builds let the Large hammer place everything; others keep the menus separate, so a heavy tool cannot drop a sandbag. Open the radial and read it rather than assuming. One more thing worth knowing before you swing near a medic: hammers can team-kill.


Build order for the first ten minutes

Check where the Control Zone currently sits before you spend a single dollar. The zone is randomised, and a FOB in the wrong sector is twenty minutes you cannot get back.
Buy the module, your hammers, and a mixed load of supplies, then fill crates at spawn and load them onto a truck. Helicopters move materials faster if someone on your team flies.
Drive to the position and place the FOB from your inventory. Unload the pallets into its storage, and leave spare hammers inside so the next Support player who shows up is not stranded.
Right-click to open the build menu, pick a structure, and check the supply cost shown underneath before you commit. Place the ghost, exit the menu, and start hitting it.
Look for the yellow X markers on the frame. Hitting those advances construction far faster than hitting anything else, and on the heaviest emplacements it is the only thing that moves the progress bar at all.
Finish the outer wall and one fighting position first, then add ammo for whatever gun you plan to place. Guns before walls is how a half-built base gets overrun with your money inside it.

You know a piece is done when the construction frame and its X markers disappear and the structure becomes solid — doors and gates only open for your own team after that point.


Build supply costs for every structure

Four pieces need no FOB at all: the Recon Tent at 5 supplies, which hides recon players from infrared; Barbed Wire at 5; Sandbags at 10; and the Hedgehog at 14, which blocks vehicles. Everything else has to go down inside a base radius.

StructureCostPurpose
Bremer Wall10Narrow tall wall topped with barbed wire
HESCO Block (Small)10Cover against bullets and grenades
Builder’s Radio13Plays music, nothing more
HESCO Block (Large)14Taller version of the same cover
Door14Infantry access for your team only
HESCO Wall46Four tall blocks, cheaper than one large block
Gate52Vehicle access for your team
Bunker61Heavy protection from fire
Recon Tower61Elevated firing position
Indirect Fire Shelter61Bunker with four doorways
Loudspeaker61Long-range voice comms
Mortar91Anti-infantry, no separate ammo purchase
Stingray91Anti-armour mortar, ammo costs components or cash
Refuel Station121Refuels vehicles from FOB fuel
Repair Station121Repairs vehicles from stored parts
Talon601Heat-seeking anti-air launcher
CIWS901Manual anti-air gatling gun
Drill Rig1351Pulls the Hot Zone to your position

Note: these figures come from playtest builds, and prices have shifted between versions. Read the cost shown in the radial before you place anything expensive.

The cheap pieces are where the value is. A HESCO Wall at 46 gives you four blocks’ worth of height for less than a single large block, and Bremer walls are tall enough that infantry cannot vault them.


Emplacements: Mortars, anti-air, and the Drill Rig

The Mortar is the cheapest offensive piece worth owning. It works on infantry and light transport, it does not need a separate ammo purchase, and you aim it by reading map coordinates into the scope. Watching rounds arc toward a tower you called out is one of the few ways a builder gets to shape the fight from inside the walls.

Player aiming over a sandbag line toward a mounted mortar emplacement inside a Wardogs compound
A mounted mortar position behind sandbag cover in the compound courtyard. Image: Bulkhead

Anti-air is the other priority, because helicopters are how enemy squads arrive on your roof. The Talon is a heat-seeking launcher and the CIWS is a manual gatling gun; both take a long time to build, both only progress when you hit the X markers, and both need ammo supplies stocked nearby to reload. A Talon 9K-SAM on a rooftop behind sandbags will clear transport helicopters and paratroopers all match, provided somebody keeps feeding it.

The Drill Rig is the big one at 1,351 supplies. Build it, interact with the laptop terminal to activate it, and the Hot Zone pulls toward your base as long as fuel keeps flowing. Hacking map towers by entering their code digits does the same job instantly, so use the rig when you intend to hold ground, not when you are chasing the objective across the map.


Repairing breaches and dismantling structures

Layout mistakes are fixable. Aim at a placed piece and hold the Dismantle prompt to take it back down — useful for clearing a gabion barrier blocking a Drill Rig site, or opening a firing lane you sealed by accident.

Dismantle prompt bound to V shown while breaking down a gabion barrier in Wardogs
The Dismantle (V) prompt active while removing a gabion barrier. Image: Bulkhead

Under attack, the job changes. A damaged gate or a blown wall section needs rebuilding immediately, because enemy infantry will funnel straight through the hole and hostiles with C4 will lob charges over the parapet. Dismantling runs on a progress meter too, so do not start pulling a wall apart while a push is inbound.

Sandbag emplacement being dismantled with a 60 percent progress meter on screen
A sandbag emplacement mid-dismantle, with the progress meter at 60 percent. Image: Bulkhead

Destruction cuts both ways. Flatten the wrong wall and you hand the enemy a sightline into the courtyard you were using for revives, so call any structural change to your squad before you make it.


Dying without losing the base

You will get killed inside your own compound at some point — an infiltrator through a sniper nest, or a charge over the wall. The FOB itself survives your death, and the vehicle parked behind it puts you back on site quickly.

At the vendor, Rebuy Last Loadout is the fastest way back into the fight with the same weapon, ammunition, and tools you were carrying. Top up anything that got consumed before you redeploy, since a builder who respawns without a hammer is just another rifleman.

Equipment Vendor Overview screen in Wardogs with the Rebuy Last Loadout option highlighted
The Equipment Vendor Overview screen, with Rebuy Last Loadout selected to repurchase the previous kit. Image: Bulkhead

How building pays

Construction earns Support class points, so you progress without needing a kill feed full of your own name. It also pays cash, and that wallet carries between matches.

A long defensive match stacks several income streams at once: payouts for building, zone ticks while your team holds the objective, revives, and transport runs hauling pallets back to the pad. That combination is why a builder who plants a compound on the Control Zone early and survives the full match can walk away with a six-figure total while barely leaving the courtyard.

The trap is spending like a base is forever. Every structure you place is cash and materials committed to a patch of ground the Control Zone will eventually leave, and a squad with rockets can undo an hour of walls in a couple of minutes. Build what the current fight needs, keep a driver on the supply loop, and let the palace wait for a match you are already winning.