WARDOGS Building and FOBs
Forward bases, hammers, and four supply palettes — support that scores only when it keeps bodies in the zone.
WARDOGS lets a faction plant a forward operating base, snap walls together, and then watch a tank walk through the same street. Construction and destruction are both real systems. Neither is the win condition. The 30-second occupancy clock on the Control Zone still decides the match. This page is the builder brief from Closed Alpha and Closed Beta footage: how a FOB actually goes down, which hammer opens which menu, what the four supply types feed, and why a palace on a distant ridge is how you lose a firefight you “won.”
Prices, crate sizes, and exact radial items moved between tests. Treat dollar figures as playtest ratios, not a Steam contract. Early Access is still upcoming on 10 September 2026.
What a FOB is for
A FOB is a portable logistics pad. Playtests sold the module at the spawn vendor. It takes backpack space (community notes put it around six slots) and usually arrives with a starter hammer and a thin pile of build stock. You place it on reachable ground with room for a truck or a helicopter, then the faction can construct inside its radius.
It is not a second spawn screen and it is not the objective. How to win already says this: a base that farms kills while the tick happens 400 metres away is decoration. Build where the circle is, or on the approach the other two shirts must use. If the Hot Zone pulls to a tower, the useful FOB is the one that feeds that courtyard — not the one you spent twenty minutes decorating at headquarters.
Buy the loop, not just the pad
An empty FOB is a yellow circle on dirt. Testers who actually held positions bought a kit, not a souvenir:
- The FOB module itself.
- Small, medium, and large hammers. They are gates, not cosmetics. A cheap hammer does not open the heavy menu.
- Four supply types: ammo, build, fuel, and mechanical. These are FOB food, not 5.56 for your rifle.
- A truck that can carry crates — Kodiak or Ural class in community catalogues — plus a crate you can fill at spawn (default B in several builds) and unload inside the radius.
Skip the mix and the pad sits empty after you drop it. The FOB’s bundled stock runs out fast. Someone has to run pallets or the walls stop appearing.
Hammers are three different jobs
Closed Beta footage and community catalogues agreed on the split even when prices moved:
| Hammer | What testers could place |
|---|---|
| Small | Sandbags, simple barriers, barbed wire, light cover |
| Medium | Everything the small tool builds, plus gates, HESCO / Bremer-style walls, doors, the first real perimeter |
| Large | The heavy menu on top of that: anti-air, mortars, drill rigs, and other emplacements |
Some playtest builds let the large hammer place everything. Others kept menus exclusive — a large tool could not drop a sandbag. Read the live radial. Do not assume one $1,600 Support unlock covers the whole site. Community notes put the large hammer behind a Support level gate plus a lump-sum unlock; the per-life price is separate. That two-step buy is the same pattern as rifles on the classes page.
Open the radial (right-click on the hammer in several builds), pick a piece, and look for the yellow X marks. One correct hit finishes a lot of progress. Extra swings are wasted motion. Hammers can team-kill. Watch the arc around medics.
Four supplies, four jobs
| Supply | What it pays for |
|---|---|
| Build supplies | Walls, bunkers, cover, the structure itself |
| Ammo supplies | Feeding built guns — mortars and emplacements go dry without them |
| Fuel supplies | Keeping vehicles alive at the pad |
| Mechanical supplies | Repairs |
Ammo supplies are not STANAG. A $10 crate that reloads a mortar is useless on a rifle life with no FOB. Dump pallets next to the gunner, not in a back room forty metres from the emplacement. Crates die to high-speed impacts; do not yeet a Kodiak off a cliff and call it logistics.
A bunker in one catalogue cost on the order of 80 build supplies. Bremer-style concrete walls were cheap per piece and tall enough that infantry could not hop them. Snap pieces together. Outer wall first, guns second, palace never.
Destruction is a tool, not a mood
Official copy is blunt: rocket launchers take apartment blocks apart, tanks tear through towns, and a FOB at a chokepoint is the published construction example. That means your HESCO line is not immortal. It also means knocking a wall can open a sightline you did not want. Call the change. If you flatten the only revive cover on your stairwell, you just donated a tick.
Enemy FOBs can be hacked or overrun in playtests (short capture timers appeared). Dragging bodies denies revives. None of that scores unless it returns living teammates to the zone. The maps page covers why a collapsing foundry is also a GPU problem; builders should still expect the town to change shape mid-hold.
A practical build order
- Confirm the current zone before you spend twenty minutes on a ridge.
- Buy FOB + the hammers you can actually swing + a mixed pallet load.
- Place on flat ground with a truck path and a helicopter LZ if pilots exist.
- Unload into the FOB inventory. Move hammers into the pad so the next Support player is not stranded.
- Outer wall and one fighting position. Then ammo for whatever gun you placed.
- Mortars and AA only when the hold is already fed. A dry Gepard-bait palace advertises itself.
- Keep a driver on the loop. How to make money already pays transport; a supply run is the same taxi with a crate.
If nobody on the faction bought a hammer, there is no builder. WARDOGS has no class quota. Read classes for the Support XP that actually unlocks the large tool, then loadouts so you do not spend the wallet on a drill rig you will lose with the pad.
Official video on this page is BULKHEAD talking about evolving the King of the Hill mod this mode grew from. Construction exists because occupancy needs a place to stand — not because the studio wanted a second Minecraft.
Related pages
- How to win — occupancy first, FOB second
- Classes and XP — Support track and hammer gates
- Vehicles — trucks, crates, the taxi that feeds the pad
- Loadouts — vendor discipline for builders
- Maps — destruction and approach routes
Frequently Asked Questions
Quick answers to the most common WARDOGS questions.
How do I build a FOB in WARDOGS?
Buy the FOB module, the hammers you need, and the four supply types. Place the pad, unload pallets into its inventory, then hit the yellow X marks with the matching hammer. Details above; scoring still lives on how to play.
What is the difference between the three hammers?
Playtests treated them as gates. Small places light cover. Medium adds perimeter pieces such as HESCO walls and gates. Large opens heavy systems such as mortars and anti-air. Check the live radial; some builds kept menus exclusive.
Do ammo supplies refill my rifle?
No. Ammo supplies feed buildable guns on the FOB. Your personal magazines are a separate vendor purchase. See loadouts.
Should we camp the FOB all match?
Only if that pad is actually putting living bodies into the Control Zone. A distant base that farms kills while the tick happens elsewhere is how you lose. How to win covers the census math.