Base Anchors

Engineers utilize hammers to construct defensive walls, utility stations, and gun emplacements, with all structures requiring an expenditure of Build Supplies. Because establishing perimeter structures requires coverage from an allied Forward Operating Base, deploying this base unit must precede all other construction.

A team relies on the Forward Operating Base (FOB) as their primary structural anchor for expansion. Deployed directly from its dedicated inventory item rather than assembled using a hammer, the FOB costs 7,500 cash in the shop, requires 30 Build Supplies with zero cost assessed at placement, and holds 15,000 HP, representing the highest health total of any structure.

Only compact fortifications are capable of being positioned outside of FOB territory. These FOB-exempt buildables consist solely of Sandbag Wall, Barbed Wire, Hedgehog, and the Recon Tent. Positioning rules prevent erecting an additional FOB within approximately 42 m of an existing base. Rather than accumulating swing progress, the Forward Operating Base deploys instantly upon activation from inventory. Base capacity caps each individual FOB at a single Refuel Station, a single Repair Station, and a maximum of four Builder’s Radios.

Hammer Tiers

Tool grades determine which blueprints can be assembled, with higher-tier hammers contributing greater completion points with every strike.

Purchasable for 100 cash, the Small Hammer yields 0.5 build progress per standard swing, increases to 3 when targeting a weak point, and supports 7 distinct structure types. Priced at 800 cash, the Medium Hammer offers 1.0 build point on standard strikes, 5 points across weak points, and handles 12 different structures. The top-grade Large Hammer retails for 2,400 cash, delivering 1.5 build advancement normally, 8 on weak points, and unlocks 19 buildable items.

Compared to the basic entry model, the Large Hammer supplies 3 times the construction rate (1.5 versus 0.5) while demanding 24 times higher expenditure (2,400 versus 100 cash). With an outlay of 100 cash, the Small Hammer constructs Sandbag Wall (15 Build Supplies), Hesco Block (Small) (15), Wood base (15), and Barbed Wire (7).

Erecting heavy installations like the Bremer Wall, Drill Rig, Bunker, Recon Tower, Indirect Fire Shelter, Repair Station, or Refuel Station strictly requires the Large Hammer. Squads must purchase this heavy tool whenever their defensive perimeter plan calls for advanced installations.

Hammer Tier Price (Cash) Build per Hit Weak Spot Build Structures Placed
Small Hammer 100 0.5 3 7
Medium Hammer 800 1.0 5 12
Large Hammer 2,400 1.5 8 19

Build Supplies

Operating any construction hammer steadily drains a team’s pool of Build Supplies. Logistical crates containing bundles of 50 Build Supplies can be purchased for 10 cash.

Upgrading to a higher hammer tier never alters the total Build Supplies expense required by a fortification. Instead, the hammer tier solely dictates the aggregate number of physical swings necessary to complete fabrication. For example, assembling a Sandbag Wall demands 30 swings with the Small tool, 15 strikes using the Medium, and only 10 hits when swinging the Large Hammer.

When maintaining completed fortifications, hammer strikes replenish durability by multiplying the tool’s build power against the asset’s repair modifier, simultaneously consuming additional Build Supplies. Across all fortification categories, the Large Hammer consistently accomplishes structural restoration in significantly fewer swings than the Small variant.

Weak Spots

Targeting highlighted structural points speeds up overall construction times by roughly 5 to 6 times. Striking a weak point contributes 3, 5, or 8 points of progress across Small, Medium, and Large tiers, heavily outpacing baseline outputs of 0.5, 1.0, and 1.5. These structural zones exclusively respond to hammer impacts, as firearm projectiles cannot trigger them. Both the Recon Tent and Barbed Wire feature disabled weak points, forcing builders to rely entirely on standard swings.

These focal points exist strictly for fabrication efficiency and have no relation to vulnerability. Combat damage calculations completely ignore these coordinates, meaning an asset suffers no incoming damage penalties from possessing them.

Fortifications

Every swing increments completion based on the hammer’s base value divided by the fortification’s total Build Supplies requirement. The provided reference outlines total hits required to finish each fortification under standard strikes without weak spot acceleration.

While both the Sandbag Wall and Hesco Block (Small) consume an identical 15 Build Supplies, the Hesco option provides 1,600 HP compared to only 735 HP. Supplying approximately 200 HP per unit of Build Supply, the defensive ratio peaks with the Bremer Wall (providing 6,500 HP at 32 cost) and the Hedgehog (yielding 4,500 HP at 22 cost).

Conversely, efficiency drops significantly with the Shelter at 9 HP per supply and the Drill Rig providing just 0.9 HP per Build Supply. Because constructing a Shelter demands a Medium or Large tool while a Drill Rig requires the Large Hammer, players should deploy them strictly for tactical utility rather than raw durability.

Structure Build Supplies Small Hammer Hits Medium Hammer Hits Large Hammer Hits
Sandbag Wall 15 30 15 10
Hesco Block (Small) 15 30 15 10
Hedgehog 22 44 22 15
Hesco Block (Large) 22 Cannot place 22 15
Hesco Wall 75 Cannot place 75 50
Door 80 Cannot place 80 54
Gate 200 Cannot place 200 134
Shelter 250 Cannot place 250 167
Bremer Wall 32 Cannot place Cannot place 22
Drill Rig 2,750 Cannot place Cannot place 917

Emplacements

Assembling an Indirect Fire Shelter, Recon Tower, or Bunker requires 200 Build Supplies and takes 134 swings with a Large Hammer. Constructing vehicle support facilities such as the Repair Station and Refuel Station likewise consumes 200 Build Supplies and 134 Large Hammer strikes. With a health pool of 1,600 HP against a 200 Build Supplies expenditure, both stations yield a modest ratio of 8 HP per supply.

Defenders can deploy a selection of six distinct stationary weapon emplacements. Five of these emplacements require the Large Hammer to build, while the Loudspeaker can be erected using either the Medium or Large tool.

Leading the category in durability, the Vanguard CIWS provides 5,000 health and demands 1,200 Build Supplies, which mathematically equates to 1.85 times the 650 supply cost of the MG Nest, Stingray, and Talon (derived). The most budget-friendly emplacement is the L81 Mortar at 600 Build Supplies, which possesses 3,000 HP to match the baseline health of both the Stingray and Talon.

Internal targeting lists exclusively register aerial threats across the L81 Mortar, Talon 9K-SAM, MG Nest, Vanguard CIWS, and Stingray. In-game systems fail to clarify how manual gunners at an MG Nest or mortar battery apply this aerial targeting parameter. Upon final assembly the MG Nest retains only 1,800 HP, as its listed 3,000 HP rating functions strictly during the unfinished building phase. Replenishing a Stingray incurs a heavy fee of 5,000 cash alongside 900 Mechanical Supplies, unlike alternative stationary weapons that replenish using exclusively Ammo Supplies.

Emplacement or Station Build Supplies Health (HP) Hammer Tier Large Hammer Hits
Bunker 200 5,000 Large Hammer 134
Recon Tower 200 5,000 Large Hammer 134
Indirect Fire Shelter 200 5,000 Large Hammer 134
Refuel Station 200 1,600 Large Hammer 134
Repair Station 200 1,600 Large Hammer 134
L81 Mortar 600 3,000 Large Hammer -
Talon 9K-SAM 650 3,000 Large Hammer -
Stingray 650 3,000 Large Hammer -
MG Nest 650 1,800 Large Hammer -
Vanguard CIWS 1,200 5,000 Large Hammer -
Loudspeaker 200 1,000 Medium / Large -

Dismantling Rules

When dismantling friendly fortifications, hammer strikes inflict 150 damage with the Small tool, 200 using the Medium, and 250 with the Large Hammer. If the structure belongs to another player, it suffers only half of this dismantle damage (inferred from a modifier designated as hostile in the code). Tearing down placed assets yields no reimbursement of previously invested Build Supplies.

Drill Rigs

Placement restrictions dictate that the Drill Rig can only be positioned inside an approved placement area inside a control zone. Functioning as a constructible magnet for the sector’s hot zone, the Drill Rig requires fuel supplies to operate. Following initial placement, the rig enters a 15 s delay before ignition, demanding a minimum fuel threshold of 2,000 units, providing 0.03 s of runtime per fuel unit, and storing a maximum tank of 10,000 fuel.

This math yields an operating window spanning between 60 s on minimum reserves and 300 s with a full tank, followed by a 900 s recharge cooldown after each activation. Activating the machinery requires a player to maintain an interaction hold for 10 s while remaining within 2 m of the unit. Throughout its operation, the rig draws the hot zone closer at a velocity of 3 m/s by default, though internal properties also note 5 m/s without proof of which setting overrides the baseline.

Combat Demolition

Explosive munitions inflict severe penalties against the FOB, multiplying base strikes by 13.5 for C4 charges, scaling rocket impacts by 15 times, and magnifying IED blasts to 51 times normal damage, representing the peak structural multipliers in the game. Because its 51-fold IED vulnerability exceeds every other target in the damage listings, improvised explosives stand as the most destructive threat against a base. Neutralizing an intact base requires 5 C4 detonations or 5 rocket strikes, compared to an impractical 2,679 rifle rounds from an M4.

Deploying a single C4 explosive will instantly shatter light targets including the Builder’s Radio, Sandbag Wall, Wood base, Recon Tent, Barbed Wire, as well as both Repair and Refuel Stations. A single 120 mm rocket achieves identical destruction against those same assets, with the exception of the Wood base and Sandbag Wall which absorb 2 rockets, versus 175 hits when shot by an M4.

Due to taking 850% heightened rocket damage on the Gate and 650% increased rocket harm on the Door, these barriers succumb to 5 and 4 rocket strikes from a 120 mm projectile, contrasted with 1,267 and 524 impacts from standard M4 gunfire. Facing standard assault rifle fire, the fortifications that demand the highest shot counts among large structures are the Bremer Wall (absorbing 1,161 rounds), the Hedgehog (at 1,072 rounds), and the Gate (requiring 1,267 M4 hits). When bombarded with M67 fragmentation grenades, Bunker-class fortifications endure 35 direct blasts, surviving more grenade impacts than any other non-FOB structure.

Demolishing an opposing base awards an attacker 2,500 cash with an extra bonus of up to 7,500 depending on stored resources, while completing a hack grants 1,000 cash.

Sources

  • Official WARDOGS Community Wiki: Building a Base (CC BY-SA 4.0)
  • Official WARDOGS Community Wiki: Building (CC BY-SA 4.0)