Gaming Guide

WARDOGS: How to Build Floating Ceilings and Stacked Bremer Walls

Stack Bremer walls over Hesco, then hammer out the bunkers underneath to leave a roof above your artillery or CIWS.

Stack Bremer walls over Hesco, then hammer out the bunkers underneath to leave a roof above your artillery or CIWS.

Image: BULKHEAD

Roofs in WARDOGS are not a buildable piece on their own. Builders get them by stacking temporary bunkers, capping them with Hesco, and then knocking the bunkers back out, leaving the ceiling hanging in place. It sounds like an exploit, and for a while players treated it like one, but the technique survives in live matches and gives artillery and anti-air emplacements overhead cover without blocking their line of fire.

Quick answer: Build a bunker scaffold, cap it with Hesco pieces, then hammer the bunkers out from underneath. The Hesco ceiling stays suspended, and the space below is left completely open.


Is the floating ceiling technique allowed?

Yes. The question was put directly to developer Joe Brammer, who confirmed that stacking bunkers as temporary scaffolding and removing them afterwards is permitted in live games. Nothing about the process requires a glitch, a clipped placement, or an out-of-bounds trick. You are using ordinary snapping rules, then dismantling your own structures with a hammer.

Dev Response to Base Tech00:36Dev Response to Base Tech
The developer exchange confirming that bunker stacking is permitted in live matches. Shown at 00:36 in RadioGLHF’s video. Image: BULKHEAD

What you need before you start building

Everything here is built inside a Forward Operating Base, which means the FOB goes down first and the rest of the work happens inside its build radius. The scaffolding method burns through supplies quickly, because you pay full price for bunkers you intend to destroy a few minutes later.

  • A Large Hammer, which unlocks every structure tier and builds the fastest. It requires Support Level 7 and costs $1,600.
  • A deployed FOB, placed away from obvious sightlines but still reachable by supply trucks.
  • A large stock of Build Supplies in the FOB, since bunkers cost 81 supplies each and get thrown away.
  • A transport vehicle. Large Crates moved by truck carry supplies more efficiently than pallets.

A Ural handles the resupply run well. Load Large Crates and Build Supplies into the bed at the vendor, drive them to the site, and unload straight into the FOB rather than dropping them loose on the ground.

Logistics & Supply Management01:23Logistics & Supply Management
Buying Large Crates and Build Supplies, then loading them into a Ural for the run out to the FOB. Shown at 01:23 in RadioGLHF’s video. Image: BULKHEAD

Stacking Bremer walls on top of Hesco walls

A Bremer Wall placed on top of a Hesco Wall, with sandbags filling the join, produces a far taller barrier than either piece alone. The sandbags are integrated into the stack rather than sitting beside it, so you are not paying for a second full row of Hesco to gain the same height. That saving matters when the same supplies could go toward a mortar or a turret instead.

Bremer Wall Stacking Demonstration02:40Bremer Wall Stacking Demonstration
A Bremer wall placed on a Hesco wall, with sandbags integrated into the join. Shown at 02:40 in RadioGLHF’s video. Image: BULKHEAD

The Bremer Wall is the strongest single barrier piece in the build menu, and it comes with barbed wire along the top already included in its cost. The trade-off is width. It is a narrow slab, so you need several of them to cover the frontage a single Hesco Wall handles.

PieceSuppliesHealthC4 to destroy
Bremer Wall136,5007
Hesco Wall614,6008
Hesco Block (Large)192,2504
Hesco Block (Small)131,6002
Bunker815,00014
Bunker Roof102,2506
Gate695,3202
Sandbag Wall137351

Charge testing on a finished Bremer wall with sandbags backs the numbers up. It takes seven C4 charges to bring one down, which is more than most attacking squads are carrying, and far more than the two charges needed to blow a gate off its hinges.

C4 Durability Testing on Bremer Walls03:39C4 Durability Testing on Bremer Walls
A C4 charge attached to a Bremer wall during demolition testing. Shown at 03:39 in RadioGLHF’s video. Image: BULKHEAD

Height is only half the defence. Infantry can still get over a wall by parking a vehicle against it and jumping from the roof, so keep the outside of your perimeter clear and deny enemy trucks a place to stop.


Build an elevated artillery garage with a floating roof

The goal here is a covered bay that a self-propelled gun can drive into, with enough headroom that the barrel never collides with your own structure at high elevation. The roof has to be higher than anything you could reach with normal placement, which is exactly what the scaffolding method provides.

Lay out the footprint first using bunkers and Hesco walls. Mark the bay wide enough for the vehicle to drive in and turn, and leave the front open for the gate that goes in later.
Stack the internal bunkers to the height you want the ceiling to sit at. These are purely temporary supports, so place them where they will be easy to hit with a hammer once the roof is on.
Cap the scaffold with Hesco blocks to form the ceiling. Build every piece to completion before you touch anything underneath, because a partially built roof section will not survive once its support disappears.
Hammer out the internal bunkers one at a time. Each one takes repeated hits to dismantle, and as the last support drops away the Hesco ceiling stays suspended overhead with clear space beneath it.
Bunker Scaffolding Removal05:55Bunker Scaffolding Removal
Dismantling an internal bunker support with the large hammer to leave the roof floating. Shown at 05:55 in RadioGLHF’s video. Image: BULKHEAD
Fit a gate across the front of the bay so friendly vehicles can drive in and out while the opening stays closed the rest of the time.
Board the artillery vehicle and run the gun through its full elevation range before you consider the bay finished. Check that the barrel clears the ceiling at maximum elevation and that you can range targets across the band from 1,800m to 2,600m.
Gate Installation & Firing Angle Test06:55Gate Installation & Firing Angle Test
Boarding the artillery vehicle to test elevation and barrel clearance under the new roof. Shown at 06:55 in RadioGLHF’s video. Image: BULKHEAD

Build a CIWS shelter with 360-degree coverage

The Vanguard CIWS is the most expensive thing a builder can place, at 1,201 supplies, and it is useless if the walls around it eat half its traverse. The same scaffolding trick produces a roof with completely open sides, so the gun keeps a full circle of fire while still being protected from above.

Ring the turret position with bunkers as temporary supports and run Hesco walls where you want permanent protection to remain.
Build the Hesco roof across the top of the bunkers, keeping it high enough that the turret’s barrel sweep passes well beneath it.
Destroy the bunkers sitting under the roof. What is left is a covered position with an unbroken 360-degree opening for the gun to fire through.
Place the access door in line with the CIWS console rather than off to one side. Aligning the two stops the door frame clipping into the turret and keeps the entrance usable once the gun is operating.

Do not fire the CIWS into your own ceiling. The roof is a normal structure and takes damage from your rounds, which will collapse the cover you just spent hundreds of supplies building.


Hammering technique that speeds up construction

Every structure progresses faster when you hit the yellow X markers instead of swinging at random. Distance matters as much as aim. Stand slightly back from the piece rather than pressed against it, so the markers stay inside your view and you are not forced to move your whole body between swings.

Time your clicks to the visual and audio cue of each swing landing rather than clicking as fast as possible. On expensive structures like the CIWS and the Talon, progress only advances when you connect with the markers, so sloppy hammering can stall a build entirely.

Blueprints can also be laid down and left for teammates to finish. If two or more builders are working the same FOB, placing the full set of pieces first and hammering them out together is much faster than building each one to completion alone.


How to confirm the build worked

The check is visual and immediate. After the last support bunker breaks, the Hesco ceiling should remain in place overhead with nothing holding it up. If a roof section disappears along with the bunker beneath it, that section was never finished, and you will need to rebuild and complete it before removing the support again.

For the artillery bay, board the vehicle and raise the gun to full elevation. No barrel collision at maximum elevation and a clean firing solution out to long range means the ceiling is high enough. For the CIWS, spin the turret through a complete rotation from the console. A full circle with no blocked arc means the opening is clear and the position is ready to defend the FOB.