Gaming

WARDOGS Season 2: New Content and Balance Changes Coming October 15

Three new structures join the FOB build menu while doors, mortars and turrets all get far more expensive to put down.

Three new structures join the FOB build menu while doors, mortars and turrets all get far more expensive to put down.

Season 2 of WARDOGS reworks how teams fortify the map. Update 0.2.0 adds three new pieces to the FOB build menu, raises the supply cost of almost everything you can place, and tightens several defensive tactics that dominated Season 1. The result is a building system that rewards planning a position rather than spamming walls across a chokepoint.

Quick answer: Season 2 adds the Large Shelter (overhead roof cover), the MG Nest (a mounted M2 Browning emplacement) and the Wooden Step, while doors, gates, mortars, turrets and the Bremmer wall all cost more build supply than before.


Three new buildables in the FOB menu

Each new structure fills a specific job instead of just adding more cover. One gives you a roof, one gives you a fixed heavy weapon, and one gives you a small step up. All three snap into the existing HESCO and bunker system, so they combine with what builders already use.

Large Shelter (the roof piece)

The Large Shelter is a substantial metal canopy, standing three single HESCOs high with each edge spanning six single HESCOs. It protects anything beneath it from artillery, mortar fire and rain, providing the first dependable defense against attacks from above within a base. Most deployables can sit on its upper side, including CIWS turrets, mortars, Stingrays, MG Nests and additional HESCO walls. Drills and Recon Towers are the two exceptions; neither can be placed there.

Roof Shelter Overview
The Large Shelter sits over stacked HESCO barriers, giving a position overhead cover for the first time. Image: BULKHEAD / via @WardogsBuilding

A multi-level outpost is possible by stacking shelters. Build HESCO walls up to the shelter’s height, set an unfinished HESCO on top, and align the next shelter above it. Repeat the process to create defensive tiers, with every floor protected overhead.

Stacking Roof Shelters
Stacking several roof levels with HESCO blocks creates a multi-story defensive tower. Image: BULKHEAD / via @WardogsBuilding

Because the top surface accepts deployables, a stacked roof doubles as a firing platform. Footage shows a Vanguard CIWS, mortars, Stingrays and HESCO walls all placed on a rooftop level.

Deployables on Roof Shelters
A Vanguard CIWS and HESCO walls deployed on a rooftop level, turning the shelter into a firing platform. Image: BULKHEAD / via @WardogsBuilding

MG Nest

The MG Nest is a crew-operated emplacement armed with an M2 Browning .50 caliber machine gun. A reload consumes 200 ammo supplies per reload and gives the gun 60 rounds, making the nest a strong choice for doorways, corridors and similar chokepoints where a steady burst can halt an advance. Construction requires a Large Hammer and 650 build supply.

MG Nest Buildable
The MG Nest, a mounted heavy machine gun with an enter prompt, ready to lock down a corridor. Image: BULKHEAD / via @WardogsBuilding

Combined with a roof and a bunker, the MG Nest becomes the firing point of a sealed defensive box. From inside, the gunner covers the approach while the roof blocks shells from above.

Combining New Buildables
Looking out from inside a covered MG Nest, the new pieces combine into one enclosed defensive structure. Image: BULKHEAD / via @WardogsBuilding

Wooden Step

At roughly a quarter of a standard HESCO block’s height, the Wooden Step is a compact utility platform. It offers the small boost once achieved by leaving sandbags unfinished, allowing you to look over walls, set up a shot through a window, or lift a turret a little inside a bunker. A Small Hammer is all that’s needed to build it.

Wooden Step Buildable
The Wooden Step, a quarter-height wooden platform for small elevation adjustments and window peeks. Image: BULKHEAD / via @WardogsBuilding

Build supply costs went up across the board

Construction is slower and more expensive in Season 2, a deliberate push to make building a considered investment rather than something you throw down everywhere. Each hammer strike also contributes less progress than before, so finishing a structure takes longer as well as costing more. These figures are build supply, not vendor cash or destruction payouts.

BuildableSeason 1Season 2
Bremmer wall1532
Door2280
Gate85200
Bunker / crow’s nest100200
Large Shelter—250
L81 Mortar150600
Stingray150650
MG Nest—650
Talon 9K-SAM1,000650
Vanguard CIWS1,5001,200
Hot Zone Magnet2,2502,750

Doors and gates also behave differently now. Neither can be broken down with a hammer any more; only the Halligan bar breaches them, and it now opens gates as well as doors.


Mortars fire slower and cost more to feed

Mortar spam was a defining Season 1 problem, and two changes address it directly. Firing now requires manually loading each shell with the C key before it can go out, playing a loading animation that caps the rate of fire. Restocking a mortar from munition supplies also costs 150 instead of 75, so sustained bombardment drains a base’s resources much faster.

Mortar Balance Changes
Each L81 mortar shell now has to be hand-loaded before firing, slowing the weapon's output. Image: BULKHEAD / via @WardogsBuilding

CIWS feedback and the console-hugging fix

The Vanguard CIWS now shows a hit marker when it damages a target vehicle, so operators get clear feedback that rounds are connecting. Alongside that, you can no longer stack HESCO walls directly touching the CIWS control console. Protective walls have to be built farther out around the base perimeter, which removes the near-invulnerable turtled console setups from Season 1.

CIWS Balance & Console Hugging Nerf
The CIWS targeting view now displays a hit marker when it damages a vehicle. Image: BULKHEAD / via @WardogsBuilding

Bremmer wall fortifications and exploit fixes

Defenders can reinforce existing lines by attaching barbed wire or sandbags to the tops of Bremmer walls. The floating bunker glitch has been fixed as well: unfinished structures without support now fall at once rather than remaining suspended. Placement of foundations on slopes has also been fixed.

Bremmer Wall
Bremmer Wall. Image: BULKHEAD
Bremer Fortifications & Exploit Fixes
Sandbags and barbed wire can now sit on top of Bremmer walls to reinforce a defensive line. Image: BULKHEAD / via @WardogsBuilding

Drill rigs, often built up in multiples to flood a base with resources, take a heavier hit too. A rig now needs 2,000 fuel to start instead of 1,500, holds up to 10,000, and runs for 300 seconds rather than 375. The replacement cooldown after one is destroyed is also longer. Both the Talon’s reload time and its restock cost rose, moving from a two-second reload to five seconds and from 50 to 200 munition supplies.


FOB and placement reference costs

Everything above still depends on having a Forward Operating Base down first. The FOB is needed to build larger structures, stores items and resources for your team, and provides the radius inside which players can build. It is a vendor item you buy and deploy rather than a build-supply structure, and barbed wire likewise carries its own cash figures for placing and destroying it.

ItemFigure
Forward Operating Base price$7,500
Forward Operating Base weight6.5 kg
Barbed Wire, cash to place$10
Barbed Wire, cash to destroy$75

Wire kills no longer award cash or XP in Season 2, so barbed wire is purely a slowdown tool now rather than a point farm.

Taken together, the new roof, gun and step give builders more to work with, while the cost increases and the mortar, CIWS and drill changes make every structure a bigger commitment. Positions built to last now matter more than how many walls you can throw down before a fight reaches you.