WARDOGS Actual
● Season 1 · Early AccessField Manual138 entries in this chapter · 26 new

FOBs & Building

FOBs, walls, drills and towers, and how to build one that survives.

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138 entries ·
Why anti-air is the best emplacement for a solo player
CONFIRMEDFOBs & Building5 creatorssupport, builderpatch risk medium

The Talon 9K-SAM requires no aiming - the missiles lock on themselves. AquaFPS: "You don't even got to aim. They lock onto the damn target." Unlike a mortar, it needs no spotter, because enemy helicopters come to you.

Numbers

Build requirements: a FOB, the Large Hammer, and 601-801 build supply - which fits inside a fresh FOB's 1,250. A single transport helicopter carries six, seven or more players, so one missile can pay out close to an eight-kill bonus. You need the $7,500 FOB and the Large Hammer, and that is it.

Why it works

You do not need to bring a single pallet to stand up a SAM site. The cheapest version of all needs no hammer: SwoleBenji (beta build) says if you find a Talon someone else built and left unattended, get in it. It is heat-seeking and he says it one-shots every helicopter except the heavy transport, which makes it fast support XP and good money. Take only one that is clearly abandoned; owners are possessive and some will team-kill you for the seat.

Where it falls apart

SwoleBenji's one-shot claim excludes the heavy transport, so the single-missile payout from a fully loaded transport depends on which transport it is.

History

refs: RNt9B5cB5a0-02, RcJjcjSc730-20, 1y5uNoJ7ciA-34, 7gr8hwvS3xU-16, RNt9B5cB5a0-10, S1HARqxz4zU-67
Anchor the X by standing at maximum reach
CONFIRMEDFOBs & Building5 independent creators; RadioGLHF's second and third videos repeat it and do not count twiceany, builderpatch risk mediumglitch

The game only spawns the next X somewhere you can currently reach, so the further back you stand, the smaller the area the X can appear in. Back slowly away to the edge of your reach and the X stays in roughly one spot.

Why it works

You stop wasting time running around the structure. If the X vanishes entirely you have gone one step too far; step back in. The Beard Guys' refinement is to work toward a far corner of the object, which drags the cluster toward you.

Where it falls apart

RadioGLHF calls this one of the two most crucial building tips in his video, alongside the animation cancel, and admits he did not know it while recording the footage he is narrating. He teaches it again in his Offensive Building video; same channel, so that does not count as a second source. Wardogs Building Community is the independent fourth: find a corner, step back a little after each hit until the X stops moving, and you also stop clipping teammates with stray swings. DemoMan0351 is the independent fifth, as a post-credits tip: back slowly away until the X stops moving, and you hit it every swing. RadioGLHF's portable AA tower video says it barely matters on small pieces and matters most on slow, expensive builds like the Drill Rig and the Talon.

History

refs: rNZhaDGmiIk-25, d9AJbrQiQ9I-26, 5CsJz4KC9dQ-56, gPNtdv9e5lM-15, s55B5GhLTSg-02, 3AU8RyTWpMI-09, 3AU8RyTWpMI-15, xp1h96dJQ8A-22
Animation-cancel every swing
CONFIRMEDFOBs & Building8 independent creators; DemoMan0351 and LiteralWedgeOfCheese are the seventh and eighthany, buildernumbers may be staleglitch

Do not hold the mouse button. Click once per swing and release the instant the hammer contacts the X, then immediately swing again. Legacy Gaming states this doubles build speed.

Step by step

  1. Line up on an X.
  2. Press and hold left click to start the swing.
  3. The moment the hammer head touches the X, release.
  4. Press again immediately. Do not wait for the follow-through.

Numbers

Doubles build speed (2x).

Why it works

Holding the button gives you a fixed swing cadence that includes the full recovery animation. Cancelling the recovery lets the next swing start early.

Where it falls apart

All six creators present this as a trick rather than a feature, and SwoleBenji says outright he does not think double-speed hammer timing is intended. He also notes the cost: the X is harder to hit when you release on every swing. Wardogs Building Community finds it most noticeable on the Large Hammer but says it works on every hammer. If Bulkhead normalises swing timing in a patch, it disappears. It is bug-adjacent but it is also purely an input-timing skill with no exploit of game state, so it reads as clever-play rather than abuse. DemoMan0351 says the developers have already confirmed they will fix it; that is his beta-era report of a dev statement, and neither the Season 1 changelog nor Patch 0.11 lists a fix. LiteralWedgeOfCheese, crediting a Reddit find, puts it at almost twice as fast on the heavy hammer and notes it levels Support faster too.

History

refs: LIBNkZE1aGI-34, 5CsJz4KC9dQ-57, d9AJbrQiQ9I-25, rNZhaDGmiIk-26, s55B5GhLTSg-06, S1HARqxz4zU-42, 2kcqFQstVBc-08, xp1h96dJQ8A-12
Capture, not destruction
CONFIRMEDFOBs & Building4 creators + 1 web source; priority: highestbuilder, infantrypatch risk medium

An enemy walks up to your FOB terminal, holds F for roughly 30 seconds, and the entire FOB and everything built from it becomes theirs - turrets, mortars, walls, the stored supplies, the lot. The capture plays a loud audible siren the whole time.

Step by step

  1. If you hear that siren at your FOB, shoot whoever is standing on it. Thirty seconds is a long time.
  2. Fortify the FOB terminal itself, not just the perimeter. "Got to protect your FOB."
  3. A remote, unguarded FOB is a gift if it falls. AquaFPS films two enemies taking his position along with the SAM and using it against his own helicopters. His group's counter was to claim it back while the occupiers were away.
  4. The attacker needs the area secure before starting, because the siren tells you exactly what is happening. Deny them that thirty seconds of quiet.

Numbers

Roughly 30 seconds to capture (WARDOGS Hub: ~30 s, "loud").

Why it works

IceManIsaac's framing as an attacker: if enemy doors will not open, do not blow them. Find their FOB on the minimap, walk up, and hack it. It is far cheaper than explosives and hands you everything the enemy invested in. DemoMan0351: capturing rather than destroying gives you their mortars and drones.

refs: eR3U1uR6Wn8-26, Msg78ysR_hQ-32, 4E30BgJq52A-28, BrTNezWMpuk-37, RNt9B5cB5a0-17
Climbing, vaulting and roofs
CONFIRMEDFOBs & Building4 creators; Maplewood adds that attackers should try mantling before spending explosives, because builders rarely check their walls from outsidebuilderpatch risk low

Vertical entry is a real route, not a theoretical one: clutter, vehicles, crates, parachutes and helicopters all get attackers over or onto your walls.

Step by step

  1. Two-block walls are climbable from any clutter; three-block walls are jumpable from a truck roof.
  2. Anything dropped outside a base wall becomes a ladder - crates, vehicles, scenery. Small crates accidentally dropped outside a wall by a helicopter are the classic case. Be careful where logistics drops land.
  3. Do not leave obstacles around the outside of your base that enemies can parkour on.
  4. Roofs are an unguarded doorway that arrives by air. Enemies parachute onto a roof or land a helicopter on it and drop straight down inside.
  5. Doors on every bunker to stop vaulting entry.
  6. Barbed wire on top of a climbable surface denies the route more cheaply than building it closed.
  7. Test your own jumps while building. "If I can make this jump, the enemy can."
  8. Attackers try the free way first. Maplewood mantles onto a base's structures before spending explosives and has jumped into bases many times, because builders never check their own walls from outside.

Numbers

2 blocks = climbable from clutter; 3 blocks = jumpable from a truck roof.

History

refs: rNZhaDGmiIk-03, rNZhaDGmiIk-05, d9AJbrQiQ9I-24, BrTNezWMpuk-38, HkruVf6lIs8-09, HkruVf6lIs8-06, HkruVf6lIs8-07, M7WH9QQeHZs-41, tLf_OoOJsGw-05, seNduUq_8Ck-39
Doors, gates and prying
CONFIRMEDFOBs & Building5 creators + wikibuilder, infantrypatch risk low

Doors auto-close after 30 seconds. Gates never auto-close. Doors can be pried open; gates cannot.

Step by step

  1. Doors auto-close after 30 seconds. Gates never auto-close. This is the single most common way a well-built base is left open, confirmed by jackfrags and RageGamingVideos independently.
  2. Doors can be pried open. Gates cannot. The tools are the Halligan bar ($1,100, level 0, durability 5,000, "Ineffective Against Gates"), a crowbar, or the Large Hammer, which has a pry function built into its head.
  3. The crowbar lasts four or five doors and Gigabeef calls it badly overlooked: "for getting into defended fobs, it's absolutely invaluable."
  4. Peeking: ADS at a door or gate and the prompt changes from Open to Peek. Tap F and it cracks open just enough to see and shoot through. To close it, release ADS first - pressing F while still aiming widens the gap instead.
  5. A peeked door can be pushed the rest of the way open by anyone walking into it, from either side. A peeked gate cannot. Prefer gates for peeking positions.
  6. Airlocks. Build double doors, not single. RageGamingVideos recommends relying on doors rather than gates precisely because doors self-close. iMaTT builds the same thing independently.
  7. A door buys warning, not immunity. Explosives, crowbar and heavy hammer all defeat it, but all three make noise. For a solo operator that noise is the whole value.
  8. Improvised blocking: drop an object in front of a doorway to obstruct it, useful when a door has been pried or destroyed.

Numbers

Door auto-close 30 seconds. Halligan bar $1,100, level 0, durability 5,000. Crowbar lasts four or five doors. Airwingmarine says the Halligan unlocks at assault level 1; the wiki lists level 0 - minor conflict, immaterial.

Why it works

The attacker's shortcut: kill a base-builder near their tower and loot their Large Hammer. Builders almost always carry one, and it pries the interior doors of their own base. Airwingmarine notes FOB defenders are usually unarmoured.

Where it falls apart

TheTacticalBrit's optimistic framing - "they cannot open your gates. They cannot open your doors" - is wrong as stated. Enemies have three ways in: one you left open, explosives, or prying. Only the gates are actually pry-proof.

refs: uumlRZ4zUYQ-31, 5CsJz4KC9dQ-59, d9AJbrQiQ9I-01, d9AJbrQiQ9I-02, d9AJbrQiQ9I-03, d9AJbrQiQ9I-04, d9AJbrQiQ9I-05, RcJjcjSc730-66, RyeL_HZXAAc-04, tLf_OoOJsGw-06, HkruVf6lIs8-04, 1iu0_rgIHEg-07, BrTNezWMpuk-36, LIBNkZE1aGI-48, 6RGWKiTVvhA-11, 1gl4NEHtzhI-35
Indirect fire
CONFIRMEDFOBs & Buildingbuilderpatch risk low

Mortars and artillery are the counter that walls cannot answer.

Step by step

  1. Overhead cover: doors across walkways with Hescos stacked on top, per Garen's Discord tip, untested on camera.
  2. The Indirect Fire Shelter (61 build supply, Large Hammer) - TheTacticalBrit says the Large Hammer uniquely provides buildings that shield your position from enemy mortars and missiles.
  3. Internal dividers turning the bastion into grenade traps.
  4. Hide the position indoors (iMaTT).
  5. Counter-battery - build your own mortar and shell theirs.

Numbers

Indirect Fire Shelter: 61 build supply, Large Hammer.
refs: 1gl4NEHtzhI-14, 1gl4NEHtzhI-13, BrTNezWMpuk-55, HkruVf6lIs8-12, 9X8U-eHCMgI-25, rNZhaDGmiIk-30
Bait the flares
CONFIRMEDFOBs & Building2 creators, one of whom repeats it as his single best tipsupport, builderpatch risk medium

Lock on, wait about a second for the pilot to burn his flares, then fire.

Numbers

Wait about one second after the lock before firing.

Why it works

The lock tone alone panics pilots into dumping countermeasures. Flares have a cooldown, so the actual missile arrives with nothing left to defeat it. AquaFPS films pilots crashing themselves in panic before the missile even reaches them. Bonus mechanic: you are credited with an assist just for having a rocket in the air when the helicopter goes down - pilots who crash while evading, or who are finished by someone else, still pay you.

Where it falls apart

Anomaly worth knowing: iMaTT films the SAM killing a helicopter that successfully flared and calls the emplacement overpowered. Either flares are unreliable against this specific launcher or the payout registers on the resulting crash. Unresolved.

refs: RNt9B5cB5a0-03, RcJjcjSc730-25, RNt9B5cB5a0-07, HkruVf6lIs8-17
Barbed wire: what it does and does not do
CONFIRMEDFOBs & BuildingCONFIRMED for the doctrine (Get Gud with Garen, RadioGLHF, Blitz Ops, RageGamingVideos), SINGLE-SOURCE for the specific counters; DemoMan0351 dissents on friendly-fire groundsbuilderpatch risk medium

Wire's job is standoff, not damage. "Any dead zone that you can't see from above should be blocked by barb wire." It denies enemies the ability to press against your own wall and shelter behind it, and it holds them at a distance where the corner towers can see them.

Numbers

A player can punch through wire in 12-13 presses of X, and it makes very little noise.

Why it works

The crossfire payoff: an enemy pinned at the wire is visible to the near tower and has his back to the tower on the opposite corner.

Where it falls apart

Two hard limits RadioGLHF found on camera: vehicles drive straight through barbed wire - it deflates tyres and slows them down but does not stop them ("Flat tyres are cold comfort when a squad has already jumped your wall"); and a player can punch through wire in 12-13 presses of X with very little noise, so defenders get no audio cue. Wire is a delay, not a lock. Garen has never hit an object placement limit and recommends wiring the whole perimeter, but treat "no object limit" as unconfirmed - he hedges it himself, and if an undocumented cap exists this is the claim most likely to be wrong. Wire can cost you money: SwoleBenji, on the beta build, says any player can kill himself on your fence again and again and each death fines the fence's owner $3,000-4,000 [BETA], with no penalty to him. Nobody else reports it and it is not shown on camera (see Glitches). Keep wiring; if your balance drops by thousands every time someone dies on a section, dismantle that section. The dissent, and how to settle it. DemoMan0351 says wire damages teammates and lets them grief you by walking into it, and advises skipping it unless necessary. Blitz Ops takes the opposite line, that wire alone would fix most bases he sees, and RageGamingVideos wires everything except the entrance funnels. Nobody disputes the friendly damage; they disagree on whether it is worth it. It is, if you place it right: wire the dead space outside the walls and the approaches, never a route your own team walks. RadioGLHF now doubles his lower wall with Hesco instead of wire because wire is easy to punch through, and LiteralWedgeOfCheese treats wire as the cheap stand-in for a second Hesco layer that gives none of the height.

History

  • 2026-09-14 · Wording changedLiteralWedgeOfCheese (Tower FOBs), Blitz Ops, RageGamingVideos (39 Tips), RadioGLHF (Portable AA) and DemoMan0351 (20 Advanced Tips) added. The wording now reflects what they report.
  • 2026-09-13 · Patch label changedSwoleBenji (Best Start) added. Patch labels on the figures were corrected.
refs: rNZhaDGmiIk-06, rNZhaDGmiIk-08, rNZhaDGmiIk-13, rNZhaDGmiIk-14, rNZhaDGmiIk-28, 1gl4NEHtzhI-31, S1HARqxz4zU-66, DuSDibKAg3E-04, DuSDibKAg3E-14, 7W0KgoBf-wM-43, 3AU8RyTWpMI-12, 2kcqFQstVBc-12, xp1h96dJQ8A-14
Drill build order: fortify first, activate second
CONFIRMEDFOBs & Building2 creators state it as the sequence, a third states the consequencebuilder, squad-leaderpatch risk low

Fortify first, activate second. Doing it in that order means the incoming attention hits a finished fortress rather than a construction site.

Step by step

  1. Buy the FOB, the Large Hammer, and two pallets - one supply, one fuel.
  2. Load them on a Ural and drive to where you want the drill.
  3. Deploy the FOB if you need one.
  4. Unload the pallets inside the FOB's build radius. G once per pallet.
  5. Look at each unloaded pallet and hold F to move its contents into the FOB inventory.
  6. Build the drill with the Large Hammer. Expect a long X-minigame - it is one of the biggest structures in the game.
  7. Build out your defences and armament. This is the step people skip.
  8. Wait the cooldown once it is ready.
  9. Confirm your team is positioned to receive the hotzone, then activate.

Why it works

TheTacticalBrit's version is the same in one line: FOB on or near a tower, heavily supplied, heavily armed and armoured, then activate. Legacy Gaming's prerequisite is explicit: corner bunkers with full sight lines down the external walls, plus walls stacked tall enough to block snipers, before you run your own drills.

Where it falls apart

Pulling the hotzone draws a large number of enemy players to attack you - from both other factions, since this is a three-faction game. TheTacticalBrit's judgement is that a strong enough fortification makes this perfectly manageable, and that the guaranteed points are worth it. Placement: somewhere advantageous for your team but not right next to all your other buildings, because activating pulls the hotzone to the drill and you have to think about where your team can actually hold.

refs: RcJjcjSc730-13, RcJjcjSc730-15, BrTNezWMpuk-45, BrTNezWMpuk-46, LIBNkZE1aGI-43, LIBNkZE1aGI-44
What it does
CONFIRMEDFOBs & Buildingwiki + 5 creatorsbuilder, squad-leaderpatch risk medium

The wiki's in-game description is the authority: "When active, pulls the Hotzone to its location, matching the behavior of an active drill tower. Requires Fuel supplies in the FOB to activate."

Why it works

That is the whole value proposition: instead of fighting into every tower to assemble the match code, a well-protected base builds its own drill and drags the double-value hotzone onto ground you already hold.

Anchoring the yellow X by standing at maximum reach
CONFIRMEDFOBs & Buildingfive creatorsbuilderpatch risk mediumglitch

RadioGLHF, The Beard Guys, RageGamingVideos, Wardogs Building Community, DemoMan0351. Exploits a deliberate design rule (the X always spawns within reach), so almost certainly intended-adjacent rather than a bug.

Where it falls apart

Not patched. Safe and fair.

History

refs: xp1h96dJQ8A-22
Hammer animation cancel (~2x build speed)
CONFIRMEDFOBs & Buildingeight independent creatorsbuilderpatch risk mediumglitch

Release the input the instant the hammer contacts an X, then re-press. Reported by Legacy Gaming, RageGamingVideos, The Beard Guys, RadioGLHF, Wardogs Building Community, SwoleBenji, DemoMan0351 and LiteralWedgeOfCheese - eight independent creators, so the behaviour is real.

Numbers

~2x build speed.

Where it falls apart

Presented as a "trick", and SwoleBenji says he does not think it is intended, so likely patchable. DemoMan0351 reports the developers said in beta they would fix it. Not patched as of Season 1 or Patch 0.11, neither of which lists it. Fair to use: it is pure input timing, exploits no game state, and the game already rewards active building.

History

refs: 2kcqFQstVBc-08, xp1h96dJQ8A-12
Buildables crash fix
CONFIRMEDFOBs & Buildingofficial Season 1 changelogbuilderpatch risk mediumpatched

Season 1 changelog lists a crash originating from buildables as fixed (one of five crash fixes). FIXED 9 Sep 2026.

Church roof position
CONFIRMEDFOBs & Buildingofficial changelog + 2 creatorsbuilderpatch risk mediumpatchedexploit

Closed in Season 1 ("Fixed an exploit that let players reach an unintended position on the church roof"). Confirmed by Airwingmarine and Molixatus. FIXED.

Where it falls apart

Any guide recommending the church roof as a build or sniper site is out of date.

Supply-crate low-value item XP farm
CONFIRMEDFOBs & Buildingofficial Season 1 changelogbuilderpatch risk mediumpatchedexploit

Selling crate items under $75 paid 25 XP; Season 1 cut it to 1 XP and rescaled the purchase XP curve from 25-250 to 1-200 to prevent abuse. NERFED 9 Sep 2026.

Numbers

Items under $75: 25 XP -> 1 XP. Purchase XP curve 25-250 -> 1-200.

Where it falls apart

Do not build a Support levelling plan around it.

Dropped items no longer affect navigation
CONFIRMEDFOBs & Buildingofficial Season 1 changelogbuilderpatch risk mediumpatched

Season 1 changelog. FIXED. Relevant because dropped clutter was both a climbing aid and a pathing problem.

The three tiers
CONFIRMEDFOBs & Buildingwiki item pages + Season 1 Updates + 5 creators; GhostGaming reads the same four hammer changes off the Season 1 patch notessupport, buildernumbers may be stale

Three hammer tiers. Small builds sandbags, hedgehogs, camo/recon tents and barbed wire - the only four things you can build without a FOB at all. Medium adds Hesco blocks, gates, doors, Bremer walls and the loudspeaker, all FOB-gated. Large builds everything, fastest, across four pages, and has a crowbar built into the head.

Numbers

Small Hammer: unlock level 0, no blueprint, $100 per buy, durability 800, inventory 2x1, slow. Medium Hammer: Support 3, blueprint $25,000 (was $10,000), $800 per buy, durability 1,500, inventory 2x3, moderate. Large Hammer: Support 8 (was 7), blueprint $75,000 (was $25,000), $2,400 per buy (was $1,600), durability 3,000, inventory 4x2, fastest. Season 1 Updates: Support track Large Hammer 7 -> 8; Medium Hammer blueprint $10,000 -> $25,000; Large Hammer blueprint $25,000 -> $75,000; Vendor track Large Hammer $1,600 -> $2,400.

Why it works

Large Hammer page two gains Bremer walls; page three has the refuel station, repair station, Drill Rig, Vanguard anti-air gun, mortar, loudspeaker and UAV/Stingray station; page four is the heat-seeking AA missile station (the Talon). The built-in crowbar pries doors, which makes it dual-purpose and makes builders worth killing.

Where it falls apart

The wiki's own item infoboxes still show the pre-patch numbers and are stale. On the $75,000 [S1]: Airwingmarine is the only creator who pushes back on the "it's only one more level" framing, and he is right. The level is trivial - Support 8 [S1] sits below the part of the XP curve Season 1 doubled. The $75,000 [S1] blueprint is the real gate, and most players will hit Support 8 [S1] long before they have $75,000 [S1] spare alongside armour, guns and vehicles. SwoleBenji's new-player guide, published on launch day, still says Support 7 [BETA] unlocks the Large Hammer along with the anti-air, anti-ground and anti-tank buildings; he states he filmed it on the beta build before 10 Sep, so 7 is the beta value and the changelog's Support 8 [S1] stands.

History

refs: 1iu0_rgIHEg-02, _YbhJ9sXxIE-10, oA09eaxgcng-48, oA09eaxgcng-36, oA09eaxgcng-33, BrTNezWMpuk-16, BrTNezWMpuk-53, BrTNezWMpuk-54, BrTNezWMpuk-55, 4E30BgJq52A-08, 4E30BgJq52A-09, 4E30BgJq52A-10, 5CsJz4KC9dQ-18, RcJjcjSc730-08, Msg78ysR_hQ-27, 1y5uNoJ7ciA-33, S1HARqxz4zU-24, ZO7H54kLhqM-19, ZO7H54kLhqM-24
The L81 mortar
CONFIRMEDFOBs & Buildingcreator + 3 web sourcessupport, builderpatch risk medium

Requires the Large (tier 3) hammer - it is on page three of the build menu, left-hand side, and smaller hammers do not have it at all.

Numbers

91 build supply to place; 30 ammo supplies per shell (a three-shot barrage is 90 ammo); effective range roughly 700 m. Wardogs Zone puts the envelope at 50 m to 700 m with a ~50 m dead zone, 6.5 s reload, 120 damage, 10 m blast radius.

Why it works

Fortify the mortar pit. It ships with sandbags around it, which is partial cover while you are exposed on the tube. Add Hescos or T-walls, because a mortar's firing signature invites counter-battery and raids. This is the explicit exception to Garen's open-courtyard doctrine: mortar pits and anti-tank pits get walled in, specifically as protection from enemy artillery. Every ranging shot tells the enemy a mortar exists and sends them hunting for it - that is the tactical reason first-round accuracy matters, separate from the ammunition cost.

Where it falls apart

Disputed: SwoleBenji claims you can have a mortar "within your first hour of playing". That conflicts directly with the Large Hammer requirement, which is Support 8 plus a $75,000 blueprint. Take SC Haulers' version - SwoleBenji is either misremembering or was using a FOB someone else built. Never build anything directly in front of your mortar: your own outgoing round detonates on it and can kill you, especially on long-range low-elevation shots. Razor wire and walls in the line of fire will be destroyed by your own fire.

refs: wiWNoWiQy_Q-01, wiWNoWiQy_Q-03, wiWNoWiQy_Q-25, 9X8U-eHCMgI-24, 9X8U-eHCMgI-28, M7WH9QQeHZs-44
Building as a low-risk income and XP route
CONFIRMEDFOBs & Building9 creators; LiteralWedgeOfCheese (Level Support) adds the placer-earns and support-weapon routessupport, builderpatch risk medium

TacticalNed's framing is the right one: building FOBs is a much safer, lower-risk way to earn, though slower than the fast methods. You trade volume for survivability.

Why it works

You can level Support entirely without fighting. Airwingmarine: hang back in the FOB, buy dropped crates out to fill the FOB (this pays support XP), unload the big pallets, build fortifications, and repair them when mortars damage them. "It's honest work and it pays well." Support XP comes from building, repairing vehicles, supplying logistics, and fighting with shotguns - four routes, none of which require good aim. The highest-value version is build-then-operate: build the FOB from the ground up yourself and then personally operate the emplacements you placed in it. You are paid for the construction and paid again for every kill the emplacements get. Splitting the two roles across players splits the income. The fastest start is somebody else's FOB. Geck0: ask in proximity or mic chat who is heading out to build, ride along, and offer to hammer whatever they place; both of you collect XP and cash quickly, and you take the hammer free from the FOB's own inventory. SwoleBenji's new-player guide levels support first for the same reason and pushes straight for the Large Hammer level, which he gives as Support 7 [BETA]; he filmed on the beta build, and Season 1 moved it to Support 8 [S1]. Once there, his no-combat alternative to shooting down helicopters is building Drill Rigs, which he says pay heavily in money and XP and need fuel that you are also paid to haul. LiteralWedgeOfCheese confirms Geck0's pairing from the other side: whoever places a buildable is paid each time a teammate swings on it and again when it completes, so two builders placing for each other both collect twice. Every support weapon also pays support XP, launchers, shotguns and LMGs as well as the hammer and drill, and he rushes the heavy hammer because only it builds the emplacements whose actions pay the big chunks. RageGamingVideos' progression version (same channel as his other video here): build until every last supply is spent, then find another FOB and do it again.

Where it falls apart

When not to bother: do not run FOB emplacement play if eight people are already on the mortars with nobody supplying or spotting. Guess-firing at the sound of gunfire nets a few kills occasionally, not enough to be worthwhile. Maximum FOB income requires three things at once - a recon spotting for you, enemy helicopters in the air, and someone keeping you supplied. The method's weakness is that it depends on other people doing their jobs.

History

refs: 1y5uNoJ7ciA-31, 1y5uNoJ7ciA-32, 1y5uNoJ7ciA-36, 1y5uNoJ7ciA-37, 1y5uNoJ7ciA-39, RyeL_HZXAAc-29, 3ubf2twZumk-29, 5CsJz4KC9dQ-53, BrTNezWMpuk-35, BrTNezWMpuk-08, LIBNkZE1aGI-06, M0dhrSMKfLs-24, I9rkQ7U-Tzk-22, S1HARqxz4zU-24, S1HARqxz4zU-72, 7W0KgoBf-wM-41, IO7-_TwxpII-09, IO7-_TwxpII-10, IO7-_TwxpII-13
The minimum viable opening
CONFIRMEDFOBs & BuildingCONFIRMED for the no-Large-Hammer opening (FOB, cheap vehicle, supply, the free medium hammer): Imagine Baggins, Gigabeef, SwoleBenji, Wardogs Building Community, LiteralWedgeOfCheese and RageGamingVideos independently; SirSmoken's Large Hammer list is still one creatorsupport, buildernumbers may be stale

SirSmoken (222K views) ran one shopping list at the start of every beta match: a Large Hammer, a FOB, a Ural, and two pallets of building supplies, driven straight to where the team's first FOB should go. You do not need the Large Hammer to start.

Step by step

  1. No Large Hammer: buy a FOB ($7,500) into a cargo-capable vehicle: enter the vehicle, press B, go to Items, then the Building tab.
  2. Make sure you are wearing a backpack bigger than the free starter bag. Move the FOB from vehicle storage into the backpack; it binds to a number quick slot.
  3. Drive to your site. Flat ground, inside the zone for your first attempt, with as much usable real estate around the placement point as you can get.
  4. Place the FOB. Take the medium hammer out of the FOB's own inventory - it is free and it builds Hesco, gates, doors and Bremer walls.
  5. Build with the 1,250 build supply you already have. At 10-14 supply per Hesco block and 14 per door, that is roughly eighty blocks' worth. That is a real perimeter.
  6. Right-click to open the build wheel, place the ghost, confirm, then hammer the yellow X's using the animation cancel and the max-reach trick.
  7. When you run out, hover your own FOB on the map to confirm the stock, then get a pallet delivered or drive one yourself.
  8. With the Large Hammer: buy FOB + Large Hammer + Ural + two pallets. Take one supply and one fuel pallet if you intend to run a drill, or two supply pallets if you are fortifying.
  9. Drive to the spot and deploy the FOB.
  10. Unload pallets with G - once per pallet - making sure they land inside the build radius.
  11. Walk to each dropped pallet and hold F to transfer its contents straight into the FOB.
  12. Build the emplacement first if you are alone and time-limited, defences first if you have help.
  13. Keep building. Ask on comms for a resupply before you are actually empty.

Numbers

Season 1 prices: roughly $7,500 (FOB) + $2,400 (Large Hammer) + $5,000 (Ural) + pallets. FOB starting stock 1,250 build supply; 10-14 supply per Hesco block, 14 per door - roughly eighty blocks' worth.

Why it works

Gigabeef notes you can skip buying a FOB entirely by building inside a pre-existing friendly FOB zone, and iMaTT abandons his own site hunt the moment he finds his team's established FOB. If your team already has a decent base in the zone, the cheapest first FOB is somebody else's. Bring a hammer, add doors (iMaTT's pick for highest value per supply spent on a half-built base), and build your emplacement inside their walls.

Where it falls apart

Building in a shared FOB means sharing the stockpile - see "Solo versus squad" below. And a pre-existing FOB has already attracted enemy attention. Two more ways to spend less. Every map has at least one free spawn truck per team, some maps more, and SwoleBenji takes it straight to the nearest tower to build rather than buying a Ural or waiting for a helicopter ride (beta build). Wardogs Building Community sometimes finds a free FOB already sitting on top of a tower, which saves the $7,500 [S1] outright, or covers you if you forgot to buy one. LiteralWedgeOfCheese's first-match list is the same route with a cheaper truck: take the free weapon, the larger 2x8 backpack and a FOB, buy an SUV, fill a small crate with build supply for when the FOB's 1,250 runs out, and drive to the tower. Do not buy a hammer; the FOB's medium hammer builds walls, gates and doors. RageGamingVideos (Season 1) picks the tower nearest your own side, which usually stays quiet through the opening.

History

  • 2026-09-14 · Rating changedLiteralWedgeOfCheese (Level Support) and RageGamingVideos (OP Money) added. Rating moved from LIKELY to CONFIRMED: CONFIRMED for the no-Large-Hammer opening (FOB, cheap vehicle, supply, the free medium hammer): Imagine Baggins, Gigabeef, SwoleBenji, Wardogs Building Community, LiteralWedgeOfCheese and RageGamingVideos independently; SirSmoken's Large Hammer list is still one creator.
  • 2026-09-13 · Patch label changedSwoleBenji (Best Start) and Wardogs Building Community added. Patch labels on the figures were corrected.
refs: nL7dAQVa5ig-01, nL7dAQVa5ig-02, 4E30BgJq52A-03, 4E30BgJq52A-12, 4E30BgJq52A-14, RcJjcjSc730-07, RcJjcjSc730-13, eR3U1uR6Wn8-24, eR3U1uR6Wn8-13, HkruVf6lIs8-02, HkruVf6lIs8-03, 7gr8hwvS3xU-14, 7gr8hwvS3xU-15, S1HARqxz4zU-31, S1HARqxz4zU-34, s55B5GhLTSg-23, IO7-_TwxpII-04, IO7-_TwxpII-05, Cuq8Sk5hn1E-19
Pallets versus crates versus backpacks
CONFIRMEDFOBs & Building8 creators (RadioGLHF counted once) + 2 web sourcesdriver, pilot, builderpatch risk medium

Three methods, in ascending order of efficiency: backpack, crates, pallets.

Step by step

  1. Backpack. Least efficient by a wide margin. A backpack of supplies is trivial relative to a FOB's appetite, and carrying supplies triggers the weight mechanic so you move very slowly. Last resort.
  2. Crates. A basic truck carries one deployable supply crate; a Little Bird carries two. Buy the crate into the vehicle, fill it, and kick it out with G. The cost is unloading: each person has to pull items into their own inventory, walk to the FOB, and load them back in one at a time. If you are stuck with crates, drop them as close to the FOB as possible and throw the builders a big backpack. Crates are fragile and have a height and speed limit above which dropping them destroys them.
  3. Pallets. The efficient method. One pallet is 1,800 units of a single resource. A pallet dropped inside the build radius unloads entirely with one held button press.

Numbers

One pallet = 1,800 of a single resource. Imagine Baggins films his FOB going from 1,250 to 3,050 after unloading one pallet, which is exactly 1,800; RadioGLHF and dq7reimagined give the same figure; TheTacticalBrit's "nearly 2,000" is the same number rounded. A Ural holds two pallets. A Ural carries four large crates at 1,750 supplies each = 7,000, versus two pallets at 1,800 each = 3,600. A basic truck carries one crate; a Little Bird carries two. Rooftop bases are the worst case for crates, since every backpack load has to be carried up the stairs (RadioGLHF, Offensive Building). SwoleBenji fills the free truck's own inventory with build supply on top of the crate.

Why it works

Large crates move nearly twice the resources per trip. RadioGLHF still prefers pallets, because crates must be emptied into the FOB by hand with large backpacks while a pallet unloads in one interaction. Take crates only when time is not the constraint. TheTacticalBrit names the Ural and the Blackhawk (Z20 Lakota) as the only two assets that currently deploy full pallets, and the Ural has armoured and protected variants. Use the truck cab as extra cargo: with the bed full of pallets you can still load items into the front of the truck via the Items menu - the two spaces are separate.

Where it falls apart

Pallets cannot be moved after unloading. There is no way to shift them manually and no way to put them back on the truck. If you drop one outside the build radius you have thrown the money away.

History

refs: BrTNezWMpuk-57, BrTNezWMpuk-58, BrTNezWMpuk-61, BrTNezWMpuk-62, 4E30BgJq52A-13, 4E30BgJq52A-04, 4E30BgJq52A-12, 4E30BgJq52A-20, 4E30BgJq52A-21, rNZhaDGmiIk-01, RcJjcjSc730-14, d9AJbrQiQ9I-22, LIBNkZE1aGI-40, LIBNkZE1aGI-41, LIBNkZE1aGI-38, LIBNkZE1aGI-36, 3ubf2twZumk-58, 3ubf2twZumk-61, gPNtdv9e5lM-05, S1HARqxz4zU-33
Where FOBs can and cannot go
CONFIRMEDFOBs & Building3 creators + community sourcesbuilderpatch risk low

You can put a FOB essentially anywhere on the map. The only hard exclusions anyone reports are the enemy's direct spawn (the game will not let you stand there more than 20 seconds) and, for the Drill Rig only, outside the wider combat zone. TheTacticalBrit's phrasing is that you can build "in the middle of Narnia".

Step by step

  1. Inside the zone, always. TacticalNed calls building outside the zone the single most common FOB mistake: it does not count toward zone control, your mortars cannot reach most of the map, and everything you do there pays very little.
  2. Hidden, outside, but in range. TacticalNed's own advanced version and Gigabeef's: away from towers, somewhere enemies have to search, but close enough that your mortars reach the towers and the contested ground, and positioned under the enemy's helicopter routes.
  3. Right on the zone edge. Gigabeef's compromise for the Stingray: you still collect passive zone income while firing outward and staying off the obvious search pattern.

Numbers

Enemy direct spawn: the game will not let you stand there more than 20 seconds.

Why it works

Recommendation: for your first few FOBs, build inside the zone next to your team - you want the traffic and the shared defence. Once you have the Large Hammer and are building a single-purpose asset (SAM, Stingray, mortar), go hidden and out of the zone, and accept the income hit. Placement on flat ground makes everything downstream easier.

Where it falls apart

Option 3 assumes zone income is worth enough to justify the exposure. Gigabeef himself warns that builders cluster near the zone precisely because they earn build cash and zone cash simultaneously, and that this laziness is why their emplacements get shelled.

refs: RcJjcjSc730-18, RcJjcjSc730-04, RcJjcjSc730-59, RcJjcjSc730-70, 1y5uNoJ7ciA-43, 1y5uNoJ7ciA-41, BrTNezWMpuk-06, BrTNezWMpuk-41, 7gr8hwvS3xU-26, 4E30BgJq52A-06, M7WH9QQeHZs-04
Read the FOB before you load the truck
CONFIRMEDFOBs & Building5 creators; Loknik adds re-checking through the matchdriver, pilotpatch risk low

Hover any friendly FOB on the map - side FOB or tower FOB - and it shows exactly which of the four supplies it currently holds.

Why it works

jackfrags demonstrates it on a FOB rich in build supplies but short on fuel, ammo and mechanical. IceManIsaac says he wishes he had known it sooner. Do this before every run: delivering what a FOB does not need wastes the whole trip, and it works as a sanity check even with no voice comms.

Where it falls apart

Loknik's pilot habit is the same check repeated: keep looking at the FOBs through the match, not once at the start.

History

refs: eR3U1uR6Wn8-13, uumlRZ4zUYQ-22, 5CsJz4KC9dQ-47, 6RGWKiTVvhA-20, r8y58CrCj8g-14
The SAM operator is defenceless
CONFIRMEDFOBs & Building5 creators, including one filmed failuresupport, builderpatch risk low

This is the counterweight to the entire strategy. Anyone can walk up and shoot you off it: AquaFPS was killed on his by a man with a revolver.

Step by step

  1. Anyone can walk up and shoot you off it. The operator is stationary, distracted, tied to the seat, and often tabbed out.
  2. Expect organised revenge after two or three downed helicopters. Have an escape (the Ural) or a plan to fight.
  3. The final counter is artillery. Once small arms fail and the enemy knows where you are, a static position on a known hill gets counter-battery fire. AquaFPS' run ends exactly this way.
  4. Enemies who reach your remote FOB capture it along with the SAM and shoot your helicopters down with it.
  5. Pair the SAM operator with a sniper. iMaTT: "what I need is like a sniper. I can sit back, snipe, spot people." The operator is blind to ground threats.
  6. Have a teammate lay anti-vehicle mines on the approach roads. Cut off their helicopters and they drive instead.
  7. Expect to be hunted the moment you make noise, and treat it as near-certain if you have disabled their mobile spawn vehicle where it cannot be recovered.
  8. Do not site AA in view of several towers. SwoleBenji: an emplacement within line of sight of multiple towers loses its gunner to a single enemy sniper on any one of them.

Numbers

SAM ammo is finite. AquaFPS reads shot counts down from 57 to 10 before calling a resupply. dq7reimagined puts it at 50 ammo supply per missile, which with two ammo pallets plus the FOB's starting stock is about 74 missiles.

Why it works

Either way, the SAM strategy is a two-person job: one gunner, one logistics runner.

History

refs: RNt9B5cB5a0-16, RNt9B5cB5a0-17, RNt9B5cB5a0-18, RNt9B5cB5a0-12, RcJjcjSc730-26, HkruVf6lIs8-19, tLf_OoOJsGw-12, tLf_OoOJsGw-13, S1HARqxz4zU-77
Park the spawn vehicle inside an Indirect Fire Shelter
NewCONFIRMEDFOBs & BuildingWardogs Building Community, DemoMan0351 and LiteralWedgeOfCheese independently; the roof-spawn behaviour is Wardogs Building Community alonebuilder, driverpatch risk medium

Build an Indirect Fire Shelter, dismantle two inner Hesco blocks, and drive the spawn vehicle in. Enclose it fully and teammates spawn on the roof, so wall the roof.

Step by step

  1. Build an Indirect Fire Shelter (61 build supply, Large Hammer, per the web table).
  2. Dismantle two of the inner Hesco blocks to hollow it out.
  3. Drive the spawn vehicle in.
  4. Optional: enclose the rest of the shelter. Respawning teammates now appear on top of the roof, like an elevator.
  5. If you did step 4, fortify the roof, because every respawn lands there.
  6. Vehicle still partly exposed? LiteralWedgeOfCheese joins two Indirect Fire Shelters with extra Hesco walls on top to enclose it fully.

Numbers

2 inner Hesco blocks removed; 2 shelters joined for a full enclosure (LiteralWedgeOfCheese).

Why it works

The parked spawn vehicle's antenna and dish are the weak point that ends a forward respawn (Legacy Gaming). A shelter takes it out of marksman and mortar view. DemoMan0351 and LiteralWedgeOfCheese both say the roof defeats the two things that normally kill a parked spawn vehicle, mortars and UAV drones.

Where it falls apart

The roof-spawn behaviour is an observation, not a documented rule, and an unwalled roof spawn is a spawn-camp waiting to happen. Dismantling refunds nothing, so the two carved blocks are lost supply. Nobody films a mortar or drone actually hitting the roof, so the protection is asserted by three creators rather than tested.

History

  • 2026-09-14 · Rating changedLiteralWedgeOfCheese (Tower FOBs) and DemoMan0351 (20 Advanced Tips) added. Rating moved from SINGLE-SOURCE to CONFIRMED: Wardogs Building Community, DemoMan0351 and LiteralWedgeOfCheese independently; the roof-spawn behaviour is Wardogs Building Community alone.
  • 2026-09-13 · New entryNew in the 13 Sep 2026 refresh, from Wardogs Building Community.
refs: s55B5GhLTSg-10, s55B5GhLTSg-11, xp1h96dJQ8A-13, 2kcqFQstVBc-14
Squad mechanics that matter for builders
CONFIRMEDFOBs & Buildingsquad-leader, builderpatch risk low

Press Escape to create or join a squad. Squadmates appear on your map and you get a private voice channel the enemy cannot hear.

Why it works

Proximity chat is audible to nearby enemies, so plan in squad chat. There is no squad size limit, and server browsers let you stack a server with as many friends as you want.

refs: 7gr8hwvS3xU-10, uumlRZ4zUYQ-23, 50LO5xjceGg-03
What each of the four supply types feeds
CONFIRMEDFOBs & Building4+ creators + wiki item pagesbuilder, driverpatch risk low

Build supplies feed all construction; ammunition feeds mortars, the Talon SAM and the Vanguard CIWS; fuel feeds the Drill Rig and refuelling/rearming at the Refuel Station; mechanical parts feed Stingray drones and the Repair Station.

Numbers

Stingray drones: 900 mechanical parts each. Imagine Baggins describes players staring at a counter reading 100/900.

Why it works

Running out of build supplies stops building but does not stop already-built emplacements. If your FOB's job is shooting, ammo is your uptime. A base running both a drill and refuelling burns fuel fast. The wiki confirms the mapping from the structure side: Drill Rig "Requires Fuel supplies in the FOB to activate"; Repair Station "Allows friendly vehicles to repair within the FOB radius providing Spare Parts Logistics supplies are stored at the FOB".

Where it falls apart

The classic beginner trap: a weapon system does not necessarily need ammo. The drone station needs mechanical parts, not ammo. And when a FOB asks for "ammo" it means the green ammo-supply boxes under logistics, not your magazines.

refs: BrTNezWMpuk-50, BrTNezWMpuk-49, BrTNezWMpuk-51, BrTNezWMpuk-52, LIBNkZE1aGI-35, Msg78ysR_hQ-31, 4E30BgJq52A-17, d9AJbrQiQ9I-23
Towers, codes and the hotzone
CONFIRMEDFOBs & Building5 creators + 3 web sources; Maplewood's beginner guide describes the same drill-and-code loopany, squad-leaderpatch risk medium

Each map has fixed capture towers. Capture one and you receive one digit of a master code; assemble every digit as a team, enter the full code at a keypad on a tower you control, and the "Hot Zone Magnet" drags the hotzone to that tower.

Step by step

  1. Climb the tower and clear it.
  2. Go to the ops room, usually one floor above your entry.
  3. Hold F on the main console until the capture bar fills. The tower turns your faction colour and you receive one digit of a master code.
  4. Post your digit in team chat the moment you hack a tower.
  5. Assemble every digit as a team and enter the full code at a keypad on a tower you control.

Numbers

Tower count reported variously as two to five (Legacy Gaming), five (Gigabeef), and three to five (games.gg, Overgear). MetaForge confirms the count is configurable per match. The hotzone doubles cash for everything done inside it and each player in it counts as two for zone presence.

Why it works

Each tower only carries one digit, so it is a team effort by construction and it fails silently if nobody shares. Maplewood's beginner guide describes the same loop from the team's side: either build FOBs and pull the zone toward the towers with drills and codes, or build a FOB out in the open and fortify it to protect a drill.

History

refs: LIBNkZE1aGI-04, LIBNkZE1aGI-03, RcJjcjSc730-03, Msg78ysR_hQ-35, 7gr8hwvS3xU-12, 3ubf2twZumk-36, BrTNezWMpuk-05, 1y5uNoJ7ciA-04, 3ubf2twZumk-35, seNduUq_8Ck-02
The unloading sequence
CONFIRMEDFOBs & BuildingImagine Baggins, Legacy Gaming, SwoleBenji; Wardogs Building Community adds the backpack shortcutdriver, builderpatch risk low

Drive in, press G once per pallet, get out and hold F on each dropped pallet.

Step by step

  1. Place the FOB before you unload anything. SwoleBenji: FOB first, then pallets into it, and you are paid at each step.
  2. Drive into the FOB's build radius.
  3. Stay in the vehicle and press G - once per pallet. Two pallets means two presses.
  4. Get out, walk to the dropped pallet, and hold F. The contents transfer straight into the FOB with no manual inventory work. Identical for all four supply types.
  5. For supplies in your backpack, open the FOB menu and right-click each stack to move it in, instead of dragging (Wardogs Building Community).

Where it falls apart

Supplies in your truck are unusable. The build UI shows your total building supplies and the required amount in the middle of the placement circle; if that total is low, your pallets are still on the truck. This is the most common beginner failure in the corpus. games.gg puts it well: "A pallet sitting outside the gate does nothing for the mortars."

History

refs: 4E30BgJq52A-12, 4E30BgJq52A-14, LIBNkZE1aGI-41, S1HARqxz4zU-69, s55B5GhLTSg-03
The FOB itself
CONFIRMEDFOBs & Buildingwiki Updates page + 11 creators; Wardogs Building Community, Geck0 and SwoleBenji independently confirm the free medium hammer inside; GhostGaming reads the same FOB line off the Season 1 patch notes, and LiteralWedgeOfCheese adds the free medium hammer as a reason not to buy a hammer on match oneany, buildernumbers may be stale

A Forward Operating Base is a deployable module that creates a square build zone wherever you drop it. Everything worth building in WARDOGS other than sandbags, wire, hedgehogs and recon tents requires you to be standing inside some FOB's build radius. It is not a respawn point.

Numbers

Vendor price $7,500 [S1]; beta value $2,500 [BETA]; official Updates line "Forward Operating Base $2,500 -> $7,500". From a supply crate in the field: $9,375 [S1] (RadioGLHF, Season 1 footage). Inventory footprint 3x2 blocks (Gigabeef and Legacy Gaming render it 2x3, same rectangle). Starting stock 1,250 building supply, 100 fuel, 100 ammo, 100 parts. Also inside: a small and a medium hammer, bandages, a few smokes, a couple of wrenches. No large hammer. Wardogs Building Community, Geck0 and SwoleBenji each confirm the free medium hammer independently (Geck0: a level 1 and a level 2 hammer plus bandages), and RadioGLHF's Offensive Building video repeats the 1,250 build supply. Nothing, walls included, can be placed until the FOB is down. A Talon SAM at 601-801 supply fits inside the starting 1,250.

Why it works

The free medium hammer inside means you never have to buy a hammer to start building, and RageGamingVideos argues it lets you skip the Medium Hammer unlock in the Support tree entirely. The 1,250 build supply is deliberately sized so a lone player can stand up one meaningful emplacement with zero logistics.

Where it falls apart

The $7,500 figure is the vendor blueprint line from the patch notes. Soulgrot quotes $7,500 in a beta-era video, which is coincidence, not confirmation. RageGamingVideos' "2.4K, 4K" is mangled auto-caption and should be ignored. Anyone telling you FOBs are $2,500 is quoting beta.

History

  • 2026-09-14 · Sources updatedRageGamingVideos (39 Tips), LiteralWedgeOfCheese (Level Support) and GhostGaming reported the same thing, so they are now cited.
  • 2026-09-13 · Numbers changedSwoleBenji (Best Start), Wardogs Building Community, RadioGLHF (Offensive Building) and Geck0 added. The figures now include what they report.
refs: _YbhJ9sXxIE-09, 7gr8hwvS3xU-14, 1iu0_rgIHEg-03, 1iu0_rgIHEg-01, RcJjcjSc730-06, RcJjcjSc730-09, 4E30BgJq52A-07, 5CsJz4KC9dQ-54, 5CsJz4KC9dQ-55, LIBNkZE1aGI-31, BrTNezWMpuk-56, gPNtdv9e5lM-04, gPNtdv9e5lM-09, s55B5GhLTSg-01, I9rkQ7U-Tzk-22, S1HARqxz4zU-37, ZO7H54kLhqM-18, IO7-_TwxpII-05, 7W0KgoBf-wM-39
Hit the yellow X
CONFIRMEDFOBs & Building7+ creators + 2 web sourcesany, builderpatch risk low

Place the silhouette, confirm it, then swing at the yellow X marks that appear at random points on the structure.

Numbers

~1-2% per blank swing; ~10% per X hit. Progress per X scales inversely with the structure's cost - on a 901-part UAV station Imagine Baggins was getting only 1-2% per X and the build took roughly 20 minutes solo.

Why it works

jackfrags films the A/B comparison; ignoring the X's "feels so slow". The cost scaling is the mechanical argument for bringing two or three people to any big emplacement.

History

refs: wiWNoWiQy_Q-02, uumlRZ4zUYQ-35, LIBNkZE1aGI-33, 4E30BgJq52A-16, 4E30BgJq52A-25, 50LO5xjceGg-01, eR3U1uR6Wn8-24, S1HARqxz4zU-38
You need a backpack
LIKELYFOBs & Building2 creatorsbuilderpatch risk low

The FOB does not fit in the specialist slot. It goes in a backpack, and the free starting bag is too small.

Why it works

AquaFPS films a player failing to take a FOB out of a crate for exactly this reason, forcing a teammate to dump his own gear. Once it is in the bag it binds to a number quick slot and you place it from there. Sort the backpack before the run, not at the drop site.

refs: 4E30BgJq52A-05, RNt9B5cB5a0-09
Build onto what is already there
LIKELYFOBs & BuildingTheTacticalBrit + iMaTTbuilderpatch risk low

Block off windows with Hesco walls; use an existing warehouse as the shell of your position. TheTacticalBrit says it is entirely possible to make something borderline impenetrable from map geometry plus a small amount of building.

Why it works

Sandbags stack on a wide variety of surfaces and are the go-to filler for awkward gaps Hesco will not take. And leave yourself a walkable firing line - iMaTT's own post-mortem was "this is not built good. I can't move. Next time I'll just line up sandbags there so I can run across them." Mobility between firing ports matters as much as the cover.

Where it falls apart

iMaTT's caveats from actually doing it: you cannot delete the architecture, so a gap you can shoot through is also a gap they can shoot you through; some world clutter is indestructible (a cardboard box, in his case) and can block a firing position, so check your line of fire before committing; and roofs are an entry route - enemies parachute onto them or land a helicopter, then drop straight down inside. Seal the top.

refs: BrTNezWMpuk-48, HkruVf6lIs8-09, HkruVf6lIs8-10, HkruVf6lIs8-11, HkruVf6lIs8-18, HkruVf6lIs8-23
The order to build things in
LIKELYFOBs & Buildinggames.gg + Get Gud with Garen's centre-out doctrinebuilderpatch risk low

games.gg's launch-day order, which matches Garen's centre-out layering: FOB -> core walls -> gate/choke -> outer HESCO -> doors -> wire -> towers -> advanced emplacements.

Why it works

Garen's version starts from your highest point: tower first as the centre, then a surrounding perimeter wall, then bastions and ravelins beyond. One firm rule from both: protect the FOB terminal first, expand second. Everything you built transfers to whoever captures that terminal.

refs: M7WH9QQeHZs-03
Full list with supply costs
LIKELYFOBs & Buildingtwo web sources with an identical table, corroborated piecemeal by creatorsbuilderpatch risk medium

Overgear and Skycoach publish the same supply-cost table, so treat them as one source, not two. These are beta-era figures.

Numbers

Small Hammer, no FOB needed: Barbed Wire 5; Recon Tent 5; Sandbag Wall 10; Hedgehog (tank trap) 14. FOB required: HESCO Block (small) 10 Medium; Bremer Wall 10 Medium; Builder's Radio 13 Medium; HESCO Block (large) 14 Medium; Door 14 Medium; HESCO Wall 46 Medium; Gate 52 Medium; Bunker 61 Large (assumed); Recon Tower (sniper tower) 61 Large (assumed); Indirect Fire Shelter 61 Large; Loudspeaker 61 Medium; L81 Mortar 91 Large; Stingray (anti-armour UAV) 91 build supply + 900 mechanical per drone, Large; Refuel Station 121 Large; Repair Station 121 Large; Talon 9K-SAM 601 Large; Vanguard CIWS (AA gun) 901 Large; Drill Rig 1,351 Large. Gigabeef gives the hedgehog as 19 supplies, stacking to 50 in a personal bag. Dexerto's wiki counts 19 buildables but omits the Drill Rig and the Stingray, so the true count is at least 21.

Why it works

Hedgehogs are the cheapest thing in the game and a handful of them completely blocks a bridge to vehicles until someone brings a hammer or explosives.

Where it falls apart

Disputes worth knowing. Talon: the table says 601; Gigabeef, testing on camera, says 801, and dq7reimagined independently reports 801 - take 801 as the planning number, it still fits inside a fresh FOB's 1,250. Drill Rig: the table says 1,351; Gigabeef's auto-caption renders his figure as "1,81", most plausibly 1,810 - both exceed the FOB's built-in 1,250, so you cannot build a drill on a fresh FOB's own stock, bring a pallet. Stingray/UAV station: Imagine Baggins reads "901 mechanical parts to build the station" and 900 spare parts per drone; TheTacticalBrit independently confirms 900 mechanical parts per drone - the table's 91 is probably the build-supply component and the 900/901 the mechanical-parts component, both are real. Hedgehog 19 is DISPUTED against the table's 14. Do not treat 19 buildables as authoritative.

refs: RcJjcjSc730-43, RcJjcjSc730-20, RcJjcjSc730-10, RcJjcjSc730-58, 4E30BgJq52A-17, BrTNezWMpuk-51, wiWNoWiQy_Q-01
Compartmentalization, wire and funnels
LIKELYFOBs & BuildingGaren's doctrine, with RadioGLHF independently reaching the same conclusions on wire; Blitz Ops and RageGamingVideos independently back the wire funnel, but not the wider compartment layoutbuilderpatch risk low

Compartmentalization means dividing your base so a breach is contained, exactly like a ship's bulkheads. The goal is asymmetric mobility: reduce the enemy's ability to rotate while maximising your own. If a design slows both sides equally, it is a bad design.

Step by step

  1. Perpendicular barbed-wire barricades. The requirement is that you can see over them and the enemy cannot hide behind them. Anything opaque creates the dead space you are trying to remove.
  2. Centreline spokes. Run 3 to 5 barbed-wire segments straight out from the centre of your base, like the spokes of a wheel, ideally one from each bastion tip. Garen calls this his favourite and simplest trick, and the single best way to improve a bastion's own defence given that bastions cannot fight outward.
  3. Perimeter wire 100-200 yards out. Go well outside the walls, look at the cover and terrain an attacker will actually use - they will not walk the open road your bastions already cover - and wire that.
  4. Wire right against your walls still has a job, but only one: denying the dead space at the wall base. It does nothing to shape the approach.
  5. Funnels. Wire off the covered approaches to create predictable channels. Never fully seal the channel - leave a deliberate gap, positioned where you want the enemy to emerge, typically in the open between two bastions where they take maximum mutual fire support.
  6. Wire maze with dead ends, optional: attackers without explosives hit a dead end and must backtrack under fire.
  7. Bulwark compartment: a compartment an attacker who breaches into it cannot easily rotate out of.
  8. The line-of-sight audit. Stand outside your own base, walk the attacker's approach, find where your sight lines fail, and plug exactly those spots with wire or barricades.

Numbers

3 to 5 centreline wire spokes; perimeter wire 100-200 yards out.

Why it works

Courtyard doctrine: keep the courtyard open and control it with barbed wire and gates rather than interior walls, so your next line of defence can rake the majority of the base and the enemy has nowhere to hide and heal. The one exception: wall in your mortar pits and anti-tank pits, specifically as protection from counter-battery fire, because they are expensive entrenchments.

Where it falls apart

Terrain overrides all of it. Garen's worked counter-example: a tower on a hillside in the sunflower fields with an open field on the left flank. Most players would wall that flank; he says that is terrible there - walling it hands the enemy dead space to rotate behind and hit your rear. Leave it open, cover it with tank traps, barbed wire and centreline wire runs. "Sometimes not using walls is actually the best thing you can do." Also: you can trap yourself in your own barbed wire by placing it underneath you while standing on a surface. iMaTT has nearly died this way. Place from the side. Blitz Ops and RageGamingVideos land on the same funnel: wire every approach except the one you can cover, so attackers cannot hug the wall and have to walk into your fire. That is Garen's leave-a-gap rule, not a sealed funnel.

History

  • 2026-09-14 · Wording changedRageGamingVideos (39 Tips) and Blitz Ops added. The wording and rating note now reflect what they report; the rating itself is unchanged.
refs: M7WH9QQeHZs-05, M7WH9QQeHZs-22, M7WH9QQeHZs-23, M7WH9QQeHZs-24, M7WH9QQeHZs-29, M7WH9QQeHZs-30, M7WH9QQeHZs-32, M7WH9QQeHZs-34, M7WH9QQeHZs-36, M7WH9QQeHZs-37, M7WH9QQeHZs-40, M7WH9QQeHZs-43, M7WH9QQeHZs-44, M7WH9QQeHZs-16, 1gl4NEHtzhI-24, 1gl4NEHtzhI-25, 1gl4NEHtzhI-26, 1gl4NEHtzhI-27, 1gl4NEHtzhI-28, 1gl4NEHtzhI-29, 1gl4NEHtzhI-30, HkruVf6lIs8-08, rNZhaDGmiIk-13, rNZhaDGmiIk-28, DuSDibKAg3E-04, 7W0KgoBf-wM-43
The core problem
LIKELYFOBs & BuildingLIKELY on the principle (dead space; never a wall you cannot shoot along): Get Gud with Garen, Blitz Ops and RageGamingVideos independently; the Omaha clip and boxes-inside-boxes are Garen alone, so the card as a whole stops short of CONFIRMEDbuilderpatch risk low

Most player FOBs are, in his words, "fish in a barrel shooting boxes". A plain walled box concentrates your team where the enemy can lob explosives with impunity.

Numbers

His worked example: a player called Omaha with a compound bow and C4 locked down a base of roughly twelve defenders for about twenty minutes, climbed two towers unopposed, hid in dead space to heal, and only stopped when he ran out of arrows.

Why it works

His beta experience was being fragged, mortared and artilleried more often inside friendly bases than outside them. Three technical concepts drive everything else: dead space (ground near your base no firing position covers), defence in depth, and standoff distance.

Where it falls apart

Two absolute rules: never build a wall you cannot shoot along the length of - "It's better to not have a wall than to build a box that you die in"; and never place a wall that creates cover for an attacker. The biggest mistake he saw in playtesting: boxes inside boxes. Nesting solid interior structures inside your walls adds dead space and blocks your own fire. It gives you two boxes to die in. Blitz Ops gives the cleanest definition in the corpus: dead space is ground you can neither see nor hit from inside, where an attacker hides, heals and sneaks, and cutting it down is the central job of base design. He walks the camera along one of his own flush walls as the example of what not to do. RageGamingVideos' practical version: throw a square round the FOB anyway because you need cover now, then press V to delete the corners and replace them with bastions.

History

  • 2026-09-14 · Rating changedRageGamingVideos (39 Tips) and Blitz Ops added. Rating moved from SINGLE-SOURCE to LIKELY: LIKELY on the principle (dead space; never a wall you cannot shoot along): Get Gud with Garen, Blitz Ops and RageGamingVideos independently; the Omaha clip and boxes-inside-boxes are Garen alone, so the card as a whole stops short of CONFIRMED.
refs: M7WH9QQeHZs-01, M7WH9QQeHZs-02, M7WH9QQeHZs-06, M7WH9QQeHZs-18, M7WH9QQeHZs-19, M7WH9QQeHZs-31, M7WH9QQeHZs-42, M7WH9QQeHZs-21, DuSDibKAg3E-01, DuSDibKAg3E-12, 7W0KgoBf-wM-42
Corner towers and the sniper turret
LIKELYFOBs & BuildingRadioGLHF, who contradicts himself; LiteralWedgeOfCheese independently backs towers on the outer walls and walling the tower off from outsidebuilder, reconpatch risk mediumglitch

Principle two of his castle: put towers on the corners so they stick out past the wall line, letting defenders lean out and clear anyone hugging the wall. A flush tower cannot see along the wall face.

Step by step

  1. Place the sniper turret first.
  2. Run the walls up to it so you can walk out into the turret and still see past them.
  3. There is a small hump in the middle at this point - remove it.
  4. Tall Hesco blocks in the corners: these cover you from sniper fire from every angle except directly behind.
  5. Sandbags filling the sides, covering people shooting at ground level.
  6. Barbed wire around the outside of the corner to clear the dead zone, forcing enemies into full view of anyone looking over the sandbags.

Why it works

Also: sandbags along the catwalk edges so defenders walking the wall have cover, even if only enough to lie down behind. He gives a specific use - a single sandbag on a wall railing perfectly blocked the sightline from one particular enemy sniper tower.

Where it falls apart

Three sniper-turret problems, all his: you cannot build blocks too close to the turret's ladder, which forces a short Hesco off to one side and leaves a gap (destroying the ladder clears the restriction, but destroying the ladder also destroys the floor inside the turret and its sandbags - cascading destruction that is almost certainly a bug, and he speculates this is how enemies were getting into his base through the turret corner); sniper turrets have a small pass-through gap inside them that you must block during construction, "or you're giving your enemies a secret little tunnel"; and orientation matters - place the turret backwards and the ladder ends up on the outside of your base (RadioGLHF did exactly this and only noticed six minutes later). Self-contradiction, flagged: later in the same video he reverses and says he would now build a tall Hesco block to completely wall off the sniper turret, because enemies were somehow getting in there and he does not know how. Take the corner-turret design as unresolved. He also wonders aloud whether a bunker can be placed on top of a sniper turret and flags it untested. LiteralWedgeOfCheese settles the direction: put sniper towers on the outer walls so the enemy cannot use your walls as cover (an idea he credits to Get Gud with Garen), and wall off each tower's bottom floor from the outside with Hesco, because open hallways through towers were the most common hole he saw.

History

  • 2026-09-14 · Rating changedLiteralWedgeOfCheese (Tower FOBs) added. Rating moved from SINGLE-SOURCE to LIKELY: RadioGLHF, who contradicts himself; LiteralWedgeOfCheese independently backs towers on the outer walls and walling the tower off from outside.
refs: rNZhaDGmiIk-12, rNZhaDGmiIk-15, rNZhaDGmiIk-17, rNZhaDGmiIk-18, rNZhaDGmiIk-19, rNZhaDGmiIk-21, rNZhaDGmiIk-22, rNZhaDGmiIk-23, 1iu0_rgIHEg-05, 2kcqFQstVBc-07, 2kcqFQstVBc-10
Dismantling refunds nothing
LIKELYFOBs & Building2 creators on the zero refund; DemoMan0351 and RageGamingVideos' second video use the remove key in matches; Blitz Ops could not dismantle in the beta firing rangebuilderpatch risk low

Hold V with a hammer equipped to dismantle anything you placed. You get 0% of the materials back.

Numbers

0% refund. A misplaced Drill Rig is 1,351-1,810 supply gone.

Why it works

Plan the position before you commit, and use the free firing range's simulated full map to rehearse layouts at no cost.

Where it falls apart

Blitz Ops, building in the beta firing range, says repeatedly he could not dismantle anything he had placed. RageGamingVideos presses V to delete wall corners and DemoMan0351 removes Hesco blocks from a shelter, so dismantling works in matches; the likeliest reading is a firing-range or older-build limit. If V does nothing, the placement is permanent, which is one more reason to plan it first.

History

  • 2026-09-14 · Wording changedRageGamingVideos (39 Tips), DemoMan0351 (20 Advanced Tips) and Blitz Ops added. The wording now reflects what they report.
refs: wiWNoWiQy_Q-04, 5CsJz4KC9dQ-58, eR3U1uR6Wn8-24, LIBNkZE1aGI-18, 7W0KgoBf-wM-42, xp1h96dJQ8A-13, DuSDibKAg3E-13
Gates, doors and bunkers
LIKELYFOBs & BuildingGaren + RadioGLHF + iMaTT converge; SwoleBenji agrees on logistics accessbuilderpatch risk low

Bunkers go on corners, never mid-wall; gates go perpendicular to the centreline and are always covered from a bunker or window slit; doors go on every bunker and between layers.

Step by step

  1. Bunkers go on corners, never mid-wall. "You put the bunkers on the corners of the walls. Do not put the bunker in the middle." A mid-wall bunker creates dead space on both sides and is easier to attack; a corner bunker gives you the maximum length of wall to shoot down and creates no dead space. Ring corner bunkers with barbed wire.
  2. Put doors on all your bunkers to stop enemies vaulting straight into your firing positions. An open bunker is a free entry point.
  3. Gates perpendicular to the centreline, so a tower firing position looks straight down the gate's length and can rake it. Do not align gates with the centreline where the enemy can use them to rotate; offset them so your team knows the route and an attacker who gets into the gate area is stuck there.
  4. Always cover each gate with a bunker or window slit so you can clear the airlock without opening the gate. If an enemy is standing in your gate lock and your only answer is to open the gate, you have designed it wrong.
  5. Double gates / airlock with a bunker beside them. RadioGLHF's reason is specific: tanks tear through gates, so the gates are a delay, and the bunker lets a defender throw C4 onto a tank from an angle its turret cannot traverse to. Put a door on that bunker.
  6. A bunker doubles as a staircase up to your wall while also being a covered position overlooking the gate airlock.
  7. Inter-layer doors: put a door from the fortress core out onto the rampart of the second layer so defenders rotate between layers instantly.
  8. Doors where allies need them. RadioGLHF's third principle: limit enemy movement without restricting your own. His specific case is a teammate arriving with the spawn vehicle or supplies while an enemy runs up to C4 it - put a door on that approach and accept that the enemy might waste C4 on it.
  9. Leave the base drivable for your own spawn vehicle. A base your own APC cannot enter is over-fortified. SwoleBenji makes the same point for a new base: keep it roomy enough that trucks can drive in and helicopters can land with people and supplies.

History

refs: M7WH9QQeHZs-20, M7WH9QQeHZs-25, M7WH9QQeHZs-33, M7WH9QQeHZs-38, M7WH9QQeHZs-39, M7WH9QQeHZs-41, rNZhaDGmiIk-18, rNZhaDGmiIk-20, rNZhaDGmiIk-27, rNZhaDGmiIk-29, HkruVf6lIs8-04, HkruVf6lIs8-05, LIBNkZE1aGI-43, 1gl4NEHtzhI-13, S1HARqxz4zU-41
Stacked Hesco auto-fills the bottom with sandbags at no cost
LIKELYFOBs & Buildingtwo independent creatorsbuilderpatch risk mediumglitchbug-abuse

Imagine Baggins, discovered same-day, RPG-tested with no weakness found; Wardogs Building Community independently triggers it on purpose for elevation and gets the same fill by dropping unsnapped buildables onto props. Looks unintended - free material - and WBC expects it may be patched after launch.

Where it falls apart

Unknown status. Medium confidence. Mild bug-abuse risk; it is a structural convenience rather than a power spike.

History

Hide the FOB away from the gun
LIKELYFOBs & BuildingGigabeef and RadioGLHF (Portable AA) independently put the module away from the gun, for different reasonsbuilderpatch risk low

Since a SAM FOB will not build anything else, exploit the size of the build square: FOB module at one edge, SAM at the other. Enemies who find the SAM do not immediately find the terminal that would hand them the SAM.

Why it works

Two reasons point the same way. Gigabeef: an enemy who finds the SAM does not immediately find the terminal. RadioGLHF: the module's antenna sticks up and blocks your own shots, so put it on the side you will not fire over, ideally the side you are walling against snipers.

Where it falls apart

On a small tower build the radius is only a few blocks, so you get the antenna benefit but little concealment.

History

  • 2026-09-14 · Rating changedRadioGLHF (Portable AA) added. Rating moved from SINGLE-SOURCE to LIKELY: Gigabeef and RadioGLHF (Portable AA) independently put the module away from the gun, for different reasons.
refs: RcJjcjSc730-22, 3AU8RyTWpMI-04, 3AU8RyTWpMI-19
Mortar superiority is a race
LIKELYFOBs & BuildingRadioGLHF alone for the 600 m ring; SwoleBenji and RageGamingVideos independently on killing the enemy's mortars firstbuilder, supportpatch risk medium

Put down a mortar ring immediately and continuously shell any enemy FOB within 600 metres.

Numbers

600 metres. The L81's stated maximum is roughly 700 m; 30 ammo per shell.

Why it works

Mortars are the biggest threat to a well-built base, and no amount of walls fixes being mortared. The side that establishes mortar coverage first can suppress the other's base indefinitely. SwoleBenji reaches the same conclusion from the receiving end: "if your base is getting nuked, you have to build one of these bad boys and nuke them back." RageGamingVideos (Season 1) turns it into a priority order: the moment the enemy starts building mortars, those are your first target, so they never get to return fire.

Where it falls apart

600 m is close to the L81's stated 700 m maximum, so this only applies to enemy FOBs that are already nearly on top of you. It also assumes you have the ammo logistics to sustain it at 30 ammo per shell.

History

  • 2026-09-14 · Rating changedRageGamingVideos (39 Tips) and RageGamingVideos (OP Money) added. Rating moved from SINGLE-SOURCE to LIKELY: RadioGLHF alone for the 600 m ring; SwoleBenji and RageGamingVideos independently on killing the enemy's mortars first.
refs: rNZhaDGmiIk-30, 9X8U-eHCMgI-25, Cuq8Sk5hn1E-20, 7W0KgoBf-wM-44
Never carry a FOB without a real backpack
LIKELYFOBs & Buildingbuilderpatch risk medium

Never carry a FOB without a real backpack. It is a 3x2 block and the free starter bag will not take it.

Numbers

FOB inventory footprint 3x2 blocks.
Bastions defend their neighbours, not themselves
LIKELYFOBs & Buildingbuilder, squad-leaderpatch risk medium

Bastions defend their neighbours, not themselves. If the north wall is hit, run to the east and west bastions.

Enemies capture FOBs by holding F for about 30 seconds
LIKELYFOBs & Buildingbuilderpatch risk medium

Enemies capture FOBs by holding F for about 30 seconds with a loud siren. Everything you built transfers with it. Fortify the FOB terminal itself, not just the perimeter.

Numbers

~30 seconds to capture.
Doors auto-close after 30 seconds, gates never do
LIKELYFOBs & Buildingbuilderpatch risk medium

Doors auto-close after 30 seconds. Gates never do. Close your gates.

Numbers

Door auto-close: 30 seconds.
The Drill Rig pulls the hotzone and needs fuel
LIKELYFOBs & Buildingbuilderpatch risk medium

The Drill Rig pulls the hotzone onto you and needs 1,200 fuel minimum, up to ~6,000. Fortify first, activate second.

Numbers

1,200 fuel minimum; up to ~6,000 maximum.
A FOB is $7,500 and ships with supplies and two hammers
LIKELYFOBs & Buildingbuilderpatch risk medium

A FOB is $7,500 at the vendor now, up from $2,500 in beta. It ships with 1,250 build supply, 100 each of fuel/ammo/parts, and a small and a medium hammer inside.

Numbers

$7,500 (was $2,500 in beta); 1,250 build supply; 100 fuel / 100 ammo / 100 parts; small + medium hammer.
Hide the FOB module away from the emplacement
LIKELYFOBs & Buildingbuilderpatch risk medium

Hide the FOB module at one edge of its own build radius and put the expensive emplacement at the other.

Large Hammer is Support 8 and $75,000
LIKELYFOBs & Buildingbuilderpatch risk medium

Large Hammer is Support 8 (was 7), $75,000 blueprint (was $25,000), $2,400 per buy (was $1,600). It gates the mortar, Talon SAM, CIWS, Stingray and Drill Rig.

Numbers

Support 8 (was 7); blueprint $75,000 (was $25,000); $2,400 per buy (was $1,600).
No bastion, no base
LIKELYFOBs & Buildingbuilderpatch risk medium

No bastion, no base. A plain wall you cannot shoot along the length of is a box you die in.

One pallet is 1,800; a Ural takes two
LIKELYFOBs & Buildingbuilderpatch risk medium

One pallet is 1,800 of one resource. A Ural takes two pallets, or four large crates at 1,750 each (7,000) if you have time to hand-unload.

Numbers

1 pallet = 1,800 of one resource; Ural = 2 pallets (3,600) or 4 large crates at 1,750 each = 7,000.
Supplies in your truck do nothing
LIKELYFOBs & Buildingbuilderpatch risk medium

Supplies in your truck do nothing. Drop the pallet inside the build radius, then hold F on it to deposit.

Build four blocks high
LIKELYFOBs & Buildingbuilderpatch risk medium

A two-block wall is climbable from any clutter, a three-block wall is jumpable from a truck roof. Build four blocks: stack two-tall on two-tall.

Numbers

2 blocks = climbable; 3 blocks = truck-jumpable; 4 blocks = 2-tall stacked on 2-tall.
Wire the dead space and run centreline spokes
LIKELYFOBs & Buildingbuilderpatch risk medium

Barbed wire everywhere you cannot see from above, plus 3-5 spokes radiating out along the centreline to stop attackers rotating around you.

Numbers

3 to 5 centreline barbed-wire spokes.
Hit the yellow X marks and animation-cancel
LIKELYFOBs & Buildinganypatch risk mediumglitch

Hit the yellow X marks: about 10% per X versus 1-2% for a blank swing. Do not hold the mouse button; click each swing to animation-cancel, and back off to max reach so the X stays in one place.

Numbers

~10% per X hit; ~1-2% per blank swing.
Forward refuel and repair
LIKELYFOBs & Buildingcreator + wiki + repair-tier detail; WarDoggin adds the carry-your-own-kit run; LiteralWedgeOfCheese adds drill repairs on friendly vehicles as a support XP sourcedriver, builderpatch risk low

Build the Refuel Station and Repair Station (121 build supply each) at a forward FOB so vehicles do not drive back to main base.

Step by step

  1. Three repair tool tiers: Wrench ($150, level 0, slow), Light Drill ($600, Support 1, moderate), Heavy Drill ($1,300, Support 28, fastest). The drills run on battery charge and are reloaded with purchased battery packs via R.
  2. Vehicles have separate repair points - each tyre, the engine, the fuel tank. Aim at the component. Engine repair restores overall vehicle life. Identical for tanks and helicopters.
  3. A damaged vehicle destroys itself over time if you do not repair it. SwoleBenji's artillery tank broke a fuel line, he neglected it, and it was destroyed outright.
  4. Every APC comes with a wrench. Use it to repair blown tracks or a shot-out antenna - a damaged antenna stops teammates spawning in.
  5. Build around the parked APC, because its rooftop satellite dish is the weak point. If it is visible from outside your walls one marksman ends your forward respawn.

Numbers

Refuel Station and Repair Station: 121 build supply each. Wrench $150, level 0. Light Drill $600, Support 1. Heavy Drill $1,300, Support 28. Fuel Can $150, level 0, holds 40, refills at Faction Deployment Zones.

Why it works

The wiki confirms the Repair Station "allows friendly vehicles to repair within the FOB radius providing Spare Parts Logistics supplies are stored at the FOB". Fuel is drawn for refuelling. Pilots can also drop fuel to you by crate. Carry your own repair kit on a logistics run: WarDoggin (Season 1) takes the free backpack, buys a wrench and a fuel can, and repairs and refuels just short of HQ so he does not pay for it at base. He says self-repair and refuelling also pay support XP and cash on top of the saving.

Where it falls apart

Unresolved oddity: Get Gud with Garen's squad found they could not refuel vehicles at their own base and had to request fuel cans. Unexplained on camera - possibly a missing structure, possibly a bug.

History

refs: 1y5uNoJ7ciA-91, 3ubf2twZumk-51, 3ubf2twZumk-52, 3ubf2twZumk-54, 9X8U-eHCMgI-31, eR3U1uR6Wn8-28, LIBNkZE1aGI-57, 1gl4NEHtzhI-39, 7Vj9U-eawv4-03, 7Vj9U-eawv4-13, 7Vj9U-eawv4-14, IO7-_TwxpII-11
Placement: line of sight is everything
LIKELYFOBs & BuildingGigabeef + AquaFPSsupport, builderpatch risk low

The launcher needs clear sky. Trees, buildings, pylons and pillars break the lock. Ideal placement is the edge of a forest overlooking a flight path rather than directly beneath it.

Step by step

  1. Trees, buildings, pylons and pillars break the lock. The launcher needs clear sky.
  2. You can place a SAM too high to depress onto low-flying helicopters. Gigabeef found a mountain top and an out-of-zone tower and was not confident the launcher could look down far enough. Test the depression before you commit 601-801 supply.
  3. The range is finite. The Talon will not lock helicopters that are very far away.
  4. Placement in the FOB zone is otherwise unfussy - throw it down anywhere inside the radius, including right on an edge. No orientation requirement, unlike the sniper tower.
  5. Parked planes on the map are scenery. You cannot shoot them down. Do not waste SAM ammo.

Numbers

601-801 build supply at risk per placement. AquaFPS' group believes helicopters de-render entirely at roughly 1,000 m and cannot be engaged at all - uncertain, flagged suspect. The near-HQ variant (LiteralWedgeOfCheese): two abandoned towers roughly 150 m from Lonestar's HQ; take the higher-elevation one to the northeast; the second is 200-300 m directly west and 150-200 m from HQ.

Why it works

The ambush concept (Gigabeef): the map is large and helicopters are the only good way into the combat zone besides the spawn vehicle, so the enemy flies a predictable straight line from their base to the centre. A SAM in the middle of that line intercepts them. One player alone can do this and cause disproportionate damage. The outside-the-zone variant (AquaFPS): pick a hill with commanding sightlines, drop the FOB and supplies there rather than in the contested area, build a SAM - low enemy foot traffic, still covering their flight paths. With a squadmate, take one tower each for overlapping coverage; everything the enemy fields passes you twice.

Where it falls apart

The 1,000 m de-render figure is uncertain and flagged suspect.

refs: RcJjcjSc730-23, RcJjcjSc730-24, RcJjcjSc730-26, RcJjcjSc730-19, RNt9B5cB5a0-08, RNt9B5cB5a0-10, RNt9B5cB5a0-13, RNt9B5cB5a0-15, tLf_OoOJsGw-03, tLf_OoOJsGw-08
The shared stockpile problem
LIKELYFOBs & BuildingRadioGLHF and SwoleBenji independently, each from a match they filmedbuilderpatch risk low

Any teammate who picks up a hammer can spend your FOB's stockpile. There is no ownership and no lockout. RadioGLHF: "somebody else grabs a hammer and starts building stuff with my resources."

Why it works

A solo build plan therefore needs either surplus resources or fast execution before randoms drain the pot. The counter is AquaFPS': a FOB you drop yourself away from the main effort is yours alone. Placing off the beaten path gives you exclusive use of the emplacement and its ammo. SwoleBenji (beta build) hits the same wall independently: a griefer ate all his build supply. His answer is not to fight over it but to start a new FOB elsewhere near base. The same goes for the hammer: take the medium hammer out of the FOB crate the moment the supplies are unloaded, before a teammate walks off with it, and keep your own hammer at the very bottom of your inventory, where players who do not scroll will not take it.

Where it falls apart

You trade the team's walls and defenders for control of your own supply.

History

  • 2026-09-13 · Rating changedSwoleBenji (Best Start) added. Rating moved from SINGLE-SOURCE to LIKELY: RadioGLHF and SwoleBenji independently, each from a match they filmed.
refs: 1iu0_rgIHEg-06, RNt9B5cB5a0-11, S1HARqxz4zU-63, S1HARqxz4zU-37, S1HARqxz4zU-65
Turn snapping off for angled walls and firing slits
NewLIKELYFOBs & BuildingLiteralWedgeOfCheese (Tower FOBs) and Blitz Ops independently, both beta footagebuilderpatch risk medium

Snapping only joins pieces at right angles. Turn it off, stand on the corner of the neighbouring piece and inch the ghost out until it catches, to angle bunkers and sniper towers or to leave sandbag firing slits between Hesco blocks.

Step by step

  1. Turn snapping off.
  2. Stand on the corner of the structure you are building from and get as close to the neighbouring wall as you can.
  3. Inch the placement ghost out until the corner you want lines up, then place.
  4. For a firing slit, leave a gap between two Hesco blocks this way and fill it with sandbags.
  5. Not worth the fiddle? A sandbag run is as long as two Hescos, so build two Hescos long instead.

Numbers

1 sandbag run = 2 Hesco blocks long.

Why it works

Snapped pieces only meet square, which is what leaves corners you cannot see past. Free placement lets you point a bunker or tower along the wall that needs covering, and LiteralWedgeOfCheese says it sometimes gains a little height too.

Where it falls apart

Both creators call it fiddly. Closing a wall circuit gets awkward once pieces are off-grid, and a free-placed block leaves cracks enemies shoot through (Solo rooftop build: audit every sightline). Snap the long straight runs and free-place only the angles.

History

refs: 2kcqFQstVBc-06, DuSDibKAg3E-10, DuSDibKAg3E-11
Solo bases: skip the door, use Hesco
NewLIKELYFOBs & BuildingRadioGLHF across two videos, Wardogs Building Community independently; the C4 count is RadioGLHF's guess; RadioGLHF's portable AA tower video repeats the no-door, about-four-C4 reasoning (same channel)builderpatch risk medium

On a base you are defending alone, build no doors. Close every opening with Hesco, put a second block behind each side entry, and knock out one block when you need to get out.

Step by step

  1. Wall the base completely with Hesco. No doors, no gates.
  2. Put a second Hesco block behind each side entry point, placed so it also blocks line of sight through any crack if the outer block breaks.
  3. Need the pallets sitting outside? Dismantle one block you do not need, fetch the supplies, and place a fresh Hesco straight back in the hole.
  4. A teammate wants in: break a wall section and rebuild it behind him rather than leaving a door in.
  5. If a spawn vehicle or transport helicopter will keep delivering people inside, build a Hesco staircase up and over instead of a door (Wardogs Building Community).

Numbers

A door dies to 1 C4. RadioGLHF thinks a Hesco block takes about 4 C4 and says he is not sure. Resealing a hole takes him about 3 seconds.

Why it works

A door is the cheapest breach in the base, one charge or a pry bar with no charge at all. A Hesco block has far more health and cannot be pried, so every entry costs the attacker several charges, and the second layer doubles that.

Where it falls apart

This is solo doctrine and it runs against the team doctrine in this chapter. RadioGLHF's own Advanced Building video, Garen and RageGamingVideos all want doors (airlocks, doors on bunkers, doors where allies arrive) because a team base needs defenders moving in and out. Use doors when teammates rotate through; go doorless when you are the only one inside. RadioGLHF also admits he only doubled up one side, and dismantling refunds nothing, so every open-and-reseal costs a block of supply. RadioGLHF's portable AA tower video repeats the no-door, about-four-C4 reasoning for a tower deep behind enemy lines (same channel, so no change in tier).

History

refs: gPNtdv9e5lM-10, gPNtdv9e5lM-18, gPNtdv9e5lM-22, gPNtdv9e5lM-23, gPNtdv9e5lM-35, frGH2_OxyVA-08, s55B5GhLTSg-14, 3AU8RyTWpMI-08
Free extra height from stacked Hesco
LIKELYFOBs & BuildingImagine Baggins, then Wardogs Building Community independentlybuilderpatch risk mediumglitch

Attach a Hesco block to the top of another Hesco block and the game fills the bottom section with sandbags at no apparent extra cost.

Step by step

  1. Place a single Hesco block.
  2. Snap an unbuilt Hesco blueprint above it, so the ghost hovers off the ground.
  3. Place it. The gap underneath fills with sandbags.
  4. Keep snapping upward from that new height.

Why it works

He fired RPGs at the fill without finding a weakness, so it appears to be as strong as a real Hesco block. If it holds up, it is a cheap route to a taller solid wall section. Wardogs Building Community documents the same fill and triggers it on purpose for elevation. The same fill appears when you unsnap a buildable and drop it onto small props or rough geometry that would normally reject placement, so it also gets you building in spots the game otherwise refuses.

Where it falls apart

Flagging as possibly unintended: it is free material. WBC says this may be patched out after launch depending on whether the developers want to keep it.

History

  • 2026-09-13 · Rating changedWardogs Building Community added. Rating moved from SINGLE-SOURCE to LIKELY: Imagine Baggins, then Wardogs Building Community independently.
refs: 4E30BgJq52A-27, s55B5GhLTSg-19, s55B5GhLTSg-20
The Stingray anti-armour UAV
LIKELYFOBs & BuildingGigabeef + Imagine Baggins independentlysupport, buildernumbers may be stale

A fixed-wing drone fired out of a mortar tube. It needs a FOB, the Large Hammer, and the Stingray emplacement (91 build supply, within a fresh FOB's stock). It one-shots a tank.

Step by step

  1. Click to launch and wait through the climb.
  2. You gain control on the descent. You can brake and boost, but boost drains the battery fast - save it until you are locked on.
  3. The UAV only detonates if it is locked onto the target at the moment of impact. If the battery dies first, or the lock (the icon turning red as you descend) breaks, the drone is wasted.
  4. Gigabeef's steering method: ping the target first, fire out of the zone, then use the wide turning circle to come back around and guide the drone onto the ping.

Numbers

Station: 91 build supply; reported as ~901 mechanical parts to construct. Each drone costs 900 mechanical parts and $5,000. A Ural with two mechanical pallets is 3,600 mechanical, which is only four drones.

Why it works

Imagine Baggins tested it on camera against both a tank and an artillery vehicle; both died to a single drone. This is the answer for a team with no dedicated anti-armour. Because it turns slowly, firing outward gives you room to swing back over the whole zone. Build the launcher outside the zone to avoid being found, or right at the zone edge if you want the passive zone income - the drone launches high enough to cover the whole combat zone regardless.

Where it falls apart

At 900 mechanical and $5,000 a shot with four shots per Ural-load, this is the most logistics-hungry thing in the game per unit of effect. TheTacticalBrit calls it outright expensive. It needs a dedicated mechanical-parts chain, not opportunistic resupply. Both creators say it is hard to control and takes practice.

refs: RcJjcjSc730-58, RcJjcjSc730-59, RcJjcjSc730-60, 4E30BgJq52A-01, 4E30BgJq52A-22, 4E30BgJq52A-23, 4E30BgJq52A-17, BrTNezWMpuk-51
Wall height is the whole game
LIKELYFOBs & BuildingLIKELY for the four-block rule: RadioGLHF and LiteralWedgeOfCheese independently, both citing a vehicle parked at the wall; The Beard Guys and iMaTT back the principle; the stack ceiling is Wardogs Building Community alonebuilderpatch risk medium

Two blocks high is decorative, not defensive. Three blocks is jumpable from a truck roof. Four blocks is "the castle" and above truck-jump range.

Step by step

  1. Two blocks high is decorative, not defensive. Any two-block wall can be climbed using almost any world object - railings, cars, barrels, scattered clutter.
  2. Three blocks high is jumpable from a truck roof. This is also the height of the map's stone walls, which means the stone walls are not actually a barrier either.
  3. Four blocks is "the castle" and above truck-jump range. Build it by stacking two-tall Hesco on top of two-tall Hesco rather than placing single four-tall blocks side by side.
  4. If you are stuck with a three-high wall you cannot raise, place tank traps outside the barbed wire to push vehicles far enough back that a truck roof is no longer in jump range.
  5. Do not site your base next to something four blocks tall or higher - a tall adjacent structure gives attackers a vantage straight into you.
  6. The stack has a ceiling. Wardogs Building Community puts the maximum at three tall Hescos with three single Hescos on top, measured in the beta build, and expects the developers to rebalance it.

Numbers

2 blocks = climbable from clutter; 3 blocks = jumpable from a truck, same height as stone walls; 4 blocks = 2-tall stacked on 2-tall, above jump range; maximum stack 3 tall Hesco + 3 single Hesco (Wardogs Building Community, beta build).

Why it works

Corroborating failure mode: The Beard Guys notes that anything dropped outside a base wall - crates, vehicles, scenery - becomes a climbing aid, and that a base only two blocks high with no wire on top is not a base. iMaTT's habit is the practical version: while building, physically try to make the jumps an attacker would. "If I can make this jump, the enemy can." His cheap fix for a climbable ledge is barbed wire on top of it rather than walling it closed.

Where it falls apart

LiteralWedgeOfCheese builds outer walls two Hesco walls high so nobody drives up and climbs over off a vehicle roof, and adds the limit: only where the height does not blind your own sniper towers. The extra height also denies enemy snipers an angle into the base. RadioGLHF's portable AA tower video states the cost of skipping it: a truck, a hop over the wall, and the FOB is theirs.

History

  • 2026-09-14 · Rating changedLiteralWedgeOfCheese (Tower FOBs) and RadioGLHF (Portable AA) added. Rating moved from SINGLE-SOURCE to LIKELY: LIKELY for the four-block rule: RadioGLHF and LiteralWedgeOfCheese independently, both citing a vehicle parked at the wall; The Beard Guys and iMaTT back the principle; the stack ceiling is Wardogs Building Community alone.
  • 2026-09-13 · Numbers changedWardogs Building Community added. The figures now include what they report.
refs: rNZhaDGmiIk-03, rNZhaDGmiIk-05, rNZhaDGmiIk-09, rNZhaDGmiIk-10, rNZhaDGmiIk-24, d9AJbrQiQ9I-24, HkruVf6lIs8-06, HkruVf6lIs8-07, BrTNezWMpuk-38, s55B5GhLTSg-07, 2kcqFQstVBc-12, 3AU8RyTWpMI-11
What to haul, and when
NewLIKELYFOBs & BuildingLoknik, 28K views, a pilot's view of logistics; RageGamingVideos independently puts build supply first for early builderspilot, driverpatch risk low

Build supply first until the FOB's structures are standing, then add fuel and mechanical parts, then switch to ammo and meds for the front once the FOBs are healthy. Never wait for a counter to hit zero.

Step by step

  1. Opening: talk to whoever is building and make build supply the top delivery until their structure is up.
  2. Early to mid game: start mixing fuel and mechanical parts into your runs.
  3. Mid game: keep checking each FOB, top up whatever it is short of, and once they are in good shape push ammo and meds to the front line.
  4. Resupply when a stock is trending down, not when it is already empty.
  5. Late game: work out which of two patterns you are in. Either the FOBs swallow every pallet you bring and still never feel stocked, or teams abandon their FOBs to chase the moving circle. Stop feeding a FOB the team has left.

Why it works

The four supply types are needed in sequence. Nothing is built without build supply, drills and repair stations only burn fuel and parts once they exist, and ammo matters most where the fighting is.

Where it falls apart

One pilot's cadence, not a tested rule, and he gives no way to tell the two late-game patterns apart beyond judging each match. It agrees with the resupply-before-empty step in the first-FOB build order. RageGamingVideos adds why helicopter crate drops fail: randoms do not see or use crates. Check the target FOB on the map first, mark the crate, and talk to the builders; early on, what they mostly want is build supply.

History

  • 2026-09-14 · Rating changedRageGamingVideos (OP Money) added. Rating moved from SINGLE-SOURCE to LIKELY: Loknik, 28K views, a pilot's view of logistics; RageGamingVideos independently puts build supply first for early builders.
  • 2026-09-13 · New entryNew in the 13 Sep 2026 refresh, from Loknik.
refs: r8y58CrCj8g-05, r8y58CrCj8g-11, r8y58CrCj8g-14, r8y58CrCj8g-15, r8y58CrCj8g-21, r8y58CrCj8g-22, Cuq8Sk5hn1E-13
Do drills share a cooldown? The corpus flatly disagrees
DISPUTEDFOBs & BuildingThis is the single most consequential unresolved question in this clusterbuildernumbers may be staleintel

RadioGLHF, stated as tested fact: "You can have more than one in your base. No, they do not share a cool down." Legacy Gaming, stated as a mechanic: all drills on the map share pull timers regardless of faction, so you cannot counter an enemy pull with your own.

Numbers

RadioGLHF's winning game used three oil rigs. The limit, on his account, is resources: up to 6,000 fuel each to run, so three rigs is up to 18,000 fuel. Legacy Gaming's own advanced tip is to get four drills up and alternate their cooldown timers.

Why it works

Best reading: cooldowns are almost certainly per-drill, not global, and Legacy Gaming's "shared timers" line is either a misunderstanding or is about something narrower (perhaps a cooldown on the hotzone itself after any pull). Weight RadioGLHF slightly higher here: he states a specific tested configuration with a specific outcome, and Legacy Gaming's own follow-up tip presumes the opposite of his own rule.

Where it falls apart

Legacy Gaming contradicts himself in the same video: his four-drill staggered-cooldown tip is impossible if all drills share one global timer. What would settle it: build two drills in one FOB, activate one, and check whether the second's activate prompt is available immediately. Two players on the same team could do this in one match.

refs: rNZhaDGmiIk-31, LIBNkZE1aGI-47, LIBNkZE1aGI-46
Numbers, and where they conflict
DISPUTEDFOBs & BuildingDISPUTED on the exact figures, CONFIRMED on the shapebuildernumbers may be stale

Every drill figure in the corpus, with its source and its conflict.

Numbers

Build cost 1,351 build supply (Overgear/Skycoach table) versus ~1,810 build supply (Gigabeef, auto-caption "1,81", flagged suspect). Minimum fuel to activate 1,200 (Gigabeef, dq7reimagined). Maximum fuel capacity ~6,000 (Gigabeef, Legacy Gaming, MetaForge). Runtime 220 s (~3 min 40 s) per 1,800 fuel (Gigabeef, one confirmed test; dq7reimagined). Zone restriction: must be inside the combat zone (Gigabeef, dq7reimagined). MetaForge reports the tower Drill Site requires 6,000/6,000 fuel to activate. One supply pallet is 1,800. Build effort roughly 125 X hits, far more than a wall section (SwoleBenji, his own estimate, beta build).

Why it works

Either build cost exceeds the FOB's built-in 1,250, so a FOB on its own cannot build a drill. You must bring at least one supply pallet (1,800), plus a fuel pallet to run it. Airwingmarine adds a useful UI fact: the expected duration is displayed when you go to activate the drill, and scales with stored fuel. Legacy Gaming's advice is to always pull for maximum duration when the fuel is there, which puts a standing demand on logistics runners.

Where it falls apart

The one conflict that matters: MetaForge reports the tower Drill Site requires 6,000/6,000 fuel to activate, which contradicts Gigabeef's 1,200 minimum. Most likely explanation: MetaForge is describing the tower drill and Gigabeef the player-built Drill Rig, and they have different rules. Do not plan around 1,200 being enough on a tower drill.

History

refs: RcJjcjSc730-05, RcJjcjSc730-10, RcJjcjSc730-11, RcJjcjSc730-04, RcJjcjSc730-13, RcJjcjSc730-15, LIBNkZE1aGI-45, LIBNkZE1aGI-44, 3ubf2twZumk-38, Msg78ysR_hQ-36, BrTNezWMpuk-44, S1HARqxz4zU-73
Open question: what exactly does a structure completion pay?
DISPUTEDFOBs & Buildingtwo web sources a factor of eighty apartbuilderpatch risk mediumintel

PC Gamer says $1,200-$1,500, Skycoach says ~$15. A factor of eighty apart.

Numbers

$1,200-$1,500 versus ~$15 per structure completion.

Where it falls apart

Somebody should read the kill/action feed on a single completed Hesco wall.

Open question: do Drill Rigs share a cooldown?
DISPUTEDFOBs & Buildingtwo creators flatly disagreebuilderpatch risk mediumintel

RadioGLHF says no, tested, and ran three in one base. Legacy Gaming says all drills on the map share timers regardless of faction - then immediately advises running four drills on staggered cooldowns, which his own rule forbids.

Where it falls apart

Test: build two drills in one FOB, activate one, check whether the second's activate prompt is immediately available. One player, one match, settles it.

Open question: Drill Rig build cost, 1,351 or ~1,810?
DISPUTEDFOBs & Buildingtable against one creator's garbled captionbuilderpatch risk mediumintel

Same situation as the Talon: the table says 1,351, Gigabeef's figure reads as ~1,810.

Numbers

1,351 versus ~1,810 build supply. Both exceed 1,250, so the operational answer is unchanged, but 460 supply is a quarter of a pallet.
Open question: Talon build cost, 601 or 801 build supply?
DISPUTEDFOBs & Buildingtable against two creatorsbuilderpatch risk mediumintel

The Overgear/Skycoach table says 601; Gigabeef and dq7reimagined both say 801.

Numbers

601 versus 801 build supply. Both fit inside a fresh FOB's 1,250.

Where it falls apart

It only matters for planning a multi-emplacement FOB. Test: read the requirement off the placement UI.

Open question: tower drill fuel, 1,200 minimum or 6,000/6,000 required?
DISPUTEDFOBs & Buildingweb source against two creatorsbuilderpatch risk mediumintel

MetaForge reports 6,000/6,000 for the tower Drill Site; Gigabeef and dq7reimagined report 1,200 minimum for the constructible rig.

Numbers

1,200 minimum versus 6,000/6,000 required.

Where it falls apart

Probably two different structures with two different rules, but nobody states that explicitly. Test: stand at a tower drill with under 6,000 fuel in the FOB and see if the activate prompt appears.

Open question: can the FOB be bought from a static base vendor, or only through a vehicle buy menu?
DISPUTEDFOBs & BuildingGigabeef against Imagine Baggins and SwoleBenjibuilderpatch risk mediumintel

Gigabeef describes a base vendor; Imagine Baggins and SwoleBenji (beta build) both buy it through a vehicle's B menu, and Imagine Baggins thinks it changed.

Where it falls apart

Thirty seconds at a vendor screen settles it.

History

Should you build on a tower? Genuinely disputed
DISPUTEDFOBs & BuildingGigabeef and SwoleBenji against; TacticalNed, TheTacticalBrit and LiteralWedgeOfCheese for, the last now with a whole video arguing it (one creator, two videos)builderpatch risk low

Against (Gigabeef, 183K views): "Spoiler alert, I think they are highly overrated." For (TacticalNed): "which isn't horrible. They're set up perfectly for it."

Why it works

Gigabeef: building at a tower forfeits the main tactical benefit of FOBs - that you can put them anywhere. The enemy already knows where your base is, because it is under the most obvious landmark on the map. It is the first place they check, anything good you build there gets shelled by artillery and mortars, and recon players circling the map edges pick off unarmed builders there for easy kills. Towers are "strategically awful places to build drills, mortars or UAVs". He then contradicts himself, and honestly: the genuine upsides are a free drill with its code, natural defensive high ground, and denying the enemy that tower's code. TacticalNed: the towers are purpose-built for FOB placement and are a route to pulling the hotzone; he simply prefers hidden placement himself. Also against, SwoleBenji (beta build): build in the contested middle circle rather than on a tower your team might lose. Building inside the circle multiplies your money and XP and helps the team hold it. His own opening in the same video drives to the nearest tower to start building, so he uses the tower as a destination while arguing against staking the base on it. Also for (LiteralWedgeOfCheese, Tower FOBs): a whole video arguing tower FOBs are better than their reputation; his play-test favourite is a full tower build rather than an open-field star fort (Tower FOB with outer walls). Same creator as the roof-FOB guide, so it strengthens his position, not the count.

Where it falls apart

Recommendation: if the team is contesting a tower anyway and will hold it, build there - the code and the high ground are real and the drill is free. If you are building a single expensive asset you want to survive (SAM, Stingray, mortar), build somewhere boring. The deciding factor is whether anyone else is defending it.

History

refs: S1HARqxz4zU-35, 2kcqFQstVBc-18
What building pays
DISPUTEDFOBs & BuildingDISPUTED on the per-action build figures, LIKELY on the conclusion and on the pallet delivery payout (Skycoach in beta, WarDoggin in Season 1); LiteralWedgeOfCheese confirms the structure without figures: every swing pays XP and cash, and completion pays a second, larger chunkbuilder, supportnumbers may be stale

Two beta-era sources give per-action numbers and they do not agree. Do not plan around either; plan around the aggregate observations instead.

Numbers

Per-action [BETA], PC Gamer versus Skycoach: hammer swing $15 versus ~$1; marked (X) build point - versus ~$6; structure completion $1,200-$1,500 versus ~$15 [BETA]. Aggregates: a player who did nothing but build finished a match with $80,000 [BETA] (Get Gud with Garen, single anecdote); SirSmoken ended the beta with over $1 million [BETA] across many matches. Logistics income, beta-era (Skycoach): a pallet costs $400 [BETA], delivery pays ~$2,500 [BETA], supply-usage bonus adds ~$1,800 [BETA], roughly $3,900 [BETA] net per pallet. Season 1 check (WarDoggin, 11 Sep): a build-supply pallet delivered to a FOB paid $2,500 [S1]; unloading the vehicle's carried supplies paid a further $1,800 [S1] and 360 support XP [S1]. Skycoach's $1,800 [BETA] usage bonus and WarDoggin's $1,800 [S1] on unload may be the same payment under two names; do not count it twice. Emplacement income: downing a loaded helicopter with a SAM paid $8,000 [BETA] and $14,500 [BETA] in one iMaTT session. Season 1 cost of entry: FOB $7,500 [S1], Large Hammer $2,400 [S1] per buy on top of a $75,000 [S1] one-time blueprint, Ural $5,000 [S1] plus a $35,000 [S1] unlock (reduced from $50,000 [BETA]), pallets ~$400 [BETA] each. Season 1 nerfs: supply-crate items sold under $75 [S1] now give 1 XP [S1] instead of 25 XP [BETA], and the crate purchase XP curve was rescaled from 25-250 XP [BETA] to 1-200 XP [S1].

Why it works

Skycoach's per-unit numbers elsewhere match Wardogs Zone closely, which is mild evidence for their scale; PC Gamer's "$1,200-$1,500 for completing build" may be describing a whole FOB rather than a single structure. Helping build up the team's FOB earns back most of the money you spent on the FOB kit, plus a lot of support XP (SirSmoken). Everything done inside the hotzone pays double, explicitly including building fortifications in a FOB. Builders near the zone earn build cash and passive zone cash simultaneously. RageGamingVideos' refinement is worth the extra clicks: buy the supplies yourself and place them into the FOB, because that is what attaches the credit to you - "anyone that uses your ammo you put in directly converts to XP and money for you." Pilots should land and stock the FOB personally rather than just dropping a crate. Gigabeef's break-even maths: one downed helicopter covers the FOB plus materials; two or three cover the Ural and the hammer too.

Where it falls apart

Every payout figure above is beta except WarDoggin's Season 1 pallet figures. Season 1 did not touch build payouts in the changelog, but it did nerf two adjacent farms. If you were planning to farm support XP by stuffing crates with cheap items, that is dead. Gigabeef warns against choosing an obvious build spot purely to capture the simultaneous zone income. Geck0: a crate filled entirely with build supply and dropped at a FOB pays for itself plus a profit with no buyer lined up, but for any other cargo confirm the order in chat (who, what, where) before you buy, because supplies nobody buys are a straight loss.

History

refs: 1gl4NEHtzhI-42, nL7dAQVa5ig-01, nL7dAQVa5ig-02, nL7dAQVa5ig-04, 1y5uNoJ7ciA-04, RcJjcjSc730-70, RcJjcjSc730-27, HkruVf6lIs8-16, 5CsJz4KC9dQ-41, 5CsJz4KC9dQ-46, RyeL_HZXAAc-25, BrTNezWMpuk-60, 7Vj9U-eawv4-05, 7Vj9U-eawv4-09, 7Vj9U-eawv4-10, I9rkQ7U-Tzk-42, I9rkQ7U-Tzk-43, IO7-_TwxpII-06
Where you actually buy it
DISPUTEDFOBs & BuildingGigabeef says base vendor; Imagine Baggins and SwoleBenji both buy it through a vehicle menubuilderpatch risk medium

Gigabeef says you buy the FOB "from the vendor in the base". Imagine Baggins says flatly that you cannot buy a FOB from a regular vendor, and demonstrates the exact path.

Step by step

  1. Get into a vehicle that can hold items.
  2. Press B.
  3. Go to Items (below Ammo and Logistics).
  4. Open the Building tab.
  5. The FOB is there.

Why it works

Most likely both are true and the vehicle buy menu is the reliable path: the FOB is a 3x2 item that has to end up in cargo anyway. Use Imagine Baggins' route, since it is the one demonstrated step by step on camera. An ATV will not work because it cannot hold items. SwoleBenji's guide, filmed on the beta build just before launch, is a second independent demonstration of the vehicle route: from the free spawn truck, press B at its small crate, open logistics, and buy the FOB plus a load of build supply. He calls it free because you are the vendor; what that means is that the crate stock is already paid for, so you are not charged a second time for taking it out.

Where it falls apart

Imagine Baggins himself thinks this differed in beta, so this specific menu path is the single most likely thing in this section to have moved. The dispute stays open only because nobody has filmed a base vendor screen; two creators against one now favour the vehicle menu.

History

refs: 4E30BgJq52A-02, 4E30BgJq52A-03, RcJjcjSc730-06, S1HARqxz4zU-32
Three airlocks in depth, with the spawn vehicle behind them
NewSINGLE-SOURCEFOBs & BuildingBlitz Ops, beta firing-range build; double-door airlocks are already CONFIRMED (Doors, gates and prying), three layers and the fallback plan are his alonebuilder, squad-leaderpatch risk medium

Behind the large front gate, build three separate airlocks so one C4 buys the attacker one compartment, and park the spawn vehicle behind the last of them.

Step by step

  1. A large gate at the front.
  2. Three airlocks in sequence behind it. His complaint about common bases is that one or two C4 opens everything.
  3. Set the second airlock lower than the positions around it: snipers outside cannot see into it, and defenders above shoot down into anyone who got through the first gate.
  4. Give every compartment several firing positions onto the same approach: from above, through a gap, from a hide, and prone covering the door. Losing one position must not open the route.
  5. Park the spawn vehicle behind the airlock sequence or deeper. If the first two gates fall, defenders rally at the third, which still covers the vehicle.

Numbers

1 large front gate; 3 airlocks.

Why it works

Each layer turns a charge into one compartment gained, and the attacker who gets through arrives in a pit your own positions overlook. The spawn vehicle is what the base exists to protect, so it sits behind the most layers.

Where it falls apart

Shown in the firing range with no attacker. Three airlocks cost gates, doors and supply a first FOB does not have (The minimum viable opening), and every layer slows your own defenders too, so keep one fast route for them. Against a tank or a mortar, depth only buys time.

History

refs: DuSDibKAg3E-05, DuSDibKAg3E-06, DuSDibKAg3E-07, DuSDibKAg3E-08
Anti-vehicle mines as a Support levelling route
NewSINGLE-SOURCEFOBs & BuildingLiteralWedgeOfCheese (Level Support), 41K views, beta, with play-test progression he himself says was sped upsupportnumbers may be stale

LiteralWedgeOfCheese's favourite Support levelling method: rush anti-vehicle mines at Support 25 [BETA], lay them on vehicle routes at $600 [BETA] each, and let them pay out while you do other things, because they stay when you respawn.

Step by step

  1. Rush the anti-vehicle mine unlock, Support 25 [BETA].
  2. Buy in bulk: he lays $40,000 [BETA] worth in one go.
  3. Lay them on roads enemy vehicles actually use, including the approaches to your FOB and the gates you never open (Mine the gates you do not use).
  4. Carry on playing. Mines survive your death, so each one keeps working after you respawn.

Numbers

$600 [BETA] per mine; unlock at Support 25 [BETA]; $40,000 [BETA] laid at once on camera; no placement cap found.

Why it works

A mine is a one-off cost that keeps its vehicle-kill value for as long as it sits there, unlike a launcher round you spend and lose each life.

Where it falls apart

Beta price and level from a play-test with condensed progression, so check the Season 1 Support tree before committing. A mine pays only when a vehicle drives over it, so $40,000 [BETA] on a quiet road is a straight loss. The missing cap may not survive Patch 0.11, which fixed unlisted cash exploits (see Glitches).

History

refs: IO7-_TwxpII-14, IO7-_TwxpII-15, IO7-_TwxpII-16
Concrete bastion build order
SINGLE-SOURCEFOBs & BuildingGet Gud with Garen, demonstrated in the warogs.zone builder with beta in-game footagebuilderpatch risk medium

The simplified bastion Garen draws, in order, from base course to overhead bunker.

Step by step

  1. Base course. Four Hescos running straight down each face, extended as far as you need for coverage. Those runs are the walls the neighbouring bastions will cover.
  2. Side Hescos. Place Hescos on the flanks so they stick out past the face. "The key to a bastion is putting in these side Hescos here."
  3. Second layer. Stack two-high Hesco pieces directly on top of those jutting side Hescos. This raises the shoulders of the firing port.
  4. Front wall. A wall of three Hescos across the front of the bastion, tying the two raised flanks together.
  5. Firing slit. Place a small (one-high) Hesco between the two two-high Hescos. That leaves a slit at eye level - a genuine shooting port, the modern equivalent of crenellations.
  6. Fill the last gap with either a one-high (leaves another firing position) or a two-high (closes it to solid cover), depending on how you want the interior fighting positions laid out.
  7. Internal divider. Run a wall across the middle of the bastion, splitting it in half. "This creates grenade traps or the ability to protect you from mortar fire." One frag no longer clears the whole position.
  8. Fighting positions. Line the interior with sandbags, including sandbags on top for overhead protection, so shooters have hard cover at each port rather than standing in an open box.
  9. Optional overhead bunker. Place door objects across the internal walkways and stack Hescos on top of the doors for overhead cover against mortars and artillery.

Numbers

4 Hescos per face (simple) or 5 wide with 3 across the front (his real build); 3 Hescos front wall; one small Hesco between two two-high Hescos for the slit; one internal divider per bastion.

Why it works

Depth matters as much as cover. Line sandbags along the low Hescos so shooters sit back from the port, the same way a sniper sits back from a window. The deeper you are from the aperture, the less of you is exposed. For machine guns specifically, build very tiny narrow ports, not wide openings.

Where it falls apart

The overhead bunker step is credited to a Discord member and is explicitly not shown in the accompanying footage, so untested on camera. The bastion he actually built in beta was five Hescos wide with three Hescos across the front, not the simplified four-wide - the extra width gives defenders room to move inside.

refs: 1gl4NEHtzhI-06, 1gl4NEHtzhI-07, 1gl4NEHtzhI-08, 1gl4NEHtzhI-09, 1gl4NEHtzhI-10, 1gl4NEHtzhI-11, 1gl4NEHtzhI-12, 1gl4NEHtzhI-13, 1gl4NEHtzhI-14, 1gl4NEHtzhI-15, 1gl4NEHtzhI-17, 1gl4NEHtzhI-18, 1gl4NEHtzhI-19
Big emplacements need bodies
SINGLE-SOURCEFOBs & BuildingImagine Baggins, with a timed observationbuilder, supportpatch risk medium

Build progress per X hit is scaled to the structure's cost, not fixed. Bring two or three people to any of the expensive emplacements (Talon, CIWS, Stingray, Drill Rig).

Numbers

On the 901-part UAV station he was getting only 1-2% per X, and the build took roughly 20 minutes solo.

Why it works

This is the mechanical argument against solo towers on the big stuff - and it is separate from the argument about whether solo towers are profitable.

refs: 4E30BgJq52A-25
Bremer outside, Hesco inside, Bremer on top
NewSINGLE-SOURCEFOBs & BuildingWardogs Building Community, 137K viewsbuilderpatch risk medium

A Bremer wall takes more than twice the damage of a Hesco from tanks, C4 and other explosives; Hesco places faster in bulk and stacks higher. Face the enemy with Bremer, back it with Hesco, cap it with Bremer.

Step by step

  1. Outer layer, facing the enemy: Bremer wall.
  2. Inner layer: Hesco, stacked to the height you want.
  3. Cap: Bremer again, on top of the Hesco.

Numbers

Bremer takes more than 2x the explosive damage of Hesco before breaking (WBC's description, no test shown). Web table: Bremer Wall 10 build supply, Hesco blocks 10-14, so the extra strength costs no extra supply.

Why it works

Nothing stacks on top of a Bremer wall, which is why the order is Bremer outside and on top rather than Bremer at the bottom of a stack. The tough material ends up where the charges and shells hit.

Where it falls apart

No wall health value is published anywhere in this corpus, and WBC points to a separate episode on the channel for the full layering demonstration rather than testing it here. Strength does not fix height: a Bremer layer on a three-block wall is still jumpable from a truck roof.

History

refs: s55B5GhLTSg-12, s55B5GhLTSg-13
Build fast, mid-fight
SINGLE-SOURCEFOBs & BuildingAbneyDudebuilder, squad-leaderpatch risk low

Field fortification does not require a planned base. If your squad is pinned in an exposed position, shout for walls - AbneyDude does it live and a random teammate immediately starts building. A hammer and a few supplies stabilise a position in the middle of a fight.

Where it falls apart

Counter-rule: do not build in your own team's firing lines. Garen catches a defender on comms complaining "can someone tell this guy building walls right there? He's going to get shot by me."

refs: srDzIFGc0EI-16, 1gl4NEHtzhI-36
Consolidate loose supplies
SINGLE-SOURCEFOBs & BuildingGet Gud with Garen, from live command chatterbuilder, squad-leaderpatch risk low

Have builders deposit the loose supplies lying around the base into the FOB, so logistics runners do not haul in materials the base already has. "If you find a spare moment, please submit all of the supplies around."

refs: 1gl4NEHtzhI-34
Make attackers crawl
NewSINGLE-SOURCEFOBs & BuildingWardogs Building Communitybuilderpatch risk low

Door, recon tent on the floor, a single Hesco each side, barbed wire across their tops, second door: anyone pushing into the FOB has to crawl through slowly.

Step by step

  1. Place a door.
  2. Behind it, lay a recon tent on the floor.
  3. Put a single Hesco block on each side of the tent, running toward you.
  4. Run barbed wire across the tops of those two Hescos.
  5. Place a second door at the far end.

Why it works

It is Garen's asymmetric-mobility idea in one corridor. An attacker who breaches the first door is stuck moving slowly in a known lane.

Where it falls apart

It slows your own defenders exactly as much, so put it on an entry your team does not use. Two doors are still only two C4. Shown as a build, not under attack.

History

refs: s55B5GhLTSg-22
The defensive rotation rule
SINGLE-SOURCEFOBs & BuildingGet Gud with Garen; importance: very highbuilder, squad-leaderpatch risk low

"You do not run to the north bastion to defend the base. You run to the east bastion and to the west bastion." If the callout is "north side under attack", the north bastion is not the position that defends it - the two flanking bastions are.

Why it works

Garen flags this as the most counter-intuitive rule in the video and warns that a team that does not understand the geometry will defend the base wrongly by reinforcing the point of contact.

Where it falls apart

If you build a star fort with randoms, say this on comms before the fight, not during it.

refs: 1gl4NEHtzhI-23
The delayed-turret ambush, flagged as probably not applicable
SINGLE-SOURCEFOBs & BuildingSINGLE-SOURCE, demonstrated in Rustbuilderpatch risk mediumintel

Garen describes setting roughly three-minute delays on turret doors in Rust so attackers push deep believing the base is unmanned, then everything opens at once.

Numbers

Roughly three-minute delays (in Rust).

Where it falls apart

Whether WARDOGS emplacements support timed activation is never stated. Do not plan around it without testing.

refs: M7WH9QQeHZs-27
Deliberate emplacement placement
SINGLE-SOURCEFOBs & BuildingGigabeefbuilderpatch risk low

Be deliberate about where you place the UAV, mortar and SAM instead of lobbing them down next to the tower.

Why it works

Lazy placement beside the map's most obvious landmark is the most common reason expensive emplacements get blown up.

refs: RcJjcjSc730-71
The enclosed Vanguard nest
NewSINGLE-SOURCEFOBs & BuildingWardogs Building Community, crediting a member of its Discord; DemoMan0351 independently covers the gunner with a lighter build, not this onebuilderpatch risk medium

Raise the Vanguard on a 4x4 block of tall Hesco, hug the gun with tall Hescos and put a door on the way in, so the gunner sits fully enclosed.

Step by step

  1. Build four tall Hesco walls into a 4x4.
  2. Add two more tall Hesco walls on the seams at the far left and far right.
  3. Place the Vanguard on top of the 4x4 block.
  4. Unsnap two more tall Hescos and place them tight against either side of the gun.
  5. Put a door at the start of the entry corridor.

Numbers

A 4x4 base of tall Hesco walls, plus 2 seam walls and 2 side walls.

Why it works

The gunner, not the gun, is what dies first (The SAM operator is defenceless; Silk's attack order). Enclosing the seat removes the ground-level and flank shots.

Where it falls apart

Shown as a build, not tested under fire. It is the same idea as LiteralWedgeOfCheese's four-Hesco platform taken further. The door is still one C4, and nothing here stops a pilot diving into the open arc. DemoMan0351's lighter version when supply is short: one low Hesco plus one sandbag in front of the CIWS is the right height to fire over while the operator stays covered. He corroborates covering the gunner, not this build, so the tier stays single-source.

History

refs: s55B5GhLTSg-15, xp1h96dJQ8A-11
Bunkers stick out from the wall and sit one block up
NewSINGLE-SOURCEFOBs & BuildingBlitz Ops, 39K views, a beta firing-range build; the stick-out rule matches Get Gud with Garen's bastion and RadioGLHF's corner towers, the one-block elevation is Blitz Ops alonebuilderpatch risk low

Never build a bunker flush with the wall: push it out past the wall line so defenders can shoot along the face. Then raise it one Hesco block so an attacker who reaches it cannot fire into your base.

Step by step

  1. Put a bunker either side of the front gate so defenders can shoot anyone running up with explosives or a vehicle.
  2. With snapping on, lay a 4x4 square of Hesco where each bunker goes, projecting out from the wall line.
  3. Place the bunker on top of the square, one block off the ground.
  4. Build a small Hesco staircase on the raised bunker, jump up and ring its top with sandbags for a second firing level.
  5. Walk the outside of the wall. Any spot you can stand in that no position can see or hit is dead space; fix it before the enemy finds it.

Numbers

2 bunkers flanking the gate; 4x4 Hesco base; 1 block of elevation.

Why it works

A flush bunker leaves the whole wall face as dead space because nobody can look along it; he walks the camera down exactly such a wall as the thing not to do. One block of height flips the fight at the bunker: an attacker at its foot has no angle into the base, and you shoot down onto him.

Where it falls apart

A firing-range build with no attacker, and he could not dismantle anything at the time, so some placements are admitted mistakes. Garen puts bunkers on corners, never mid-wall; Blitz Ops puts them mid-wall beside the gate. Both agree the failure is a flush bunker. A corner bunker covers two faces for one build, so use corners by default and flank the gate when the gate is the threat.

History

refs: DuSDibKAg3E-02, DuSDibKAg3E-03, DuSDibKAg3E-09, DuSDibKAg3E-12
Unable to refuel vehicles at their own base
SINGLE-SOURCEFOBs & Buildingsingle source, unresolved on camerabuilderpatch risk mediumglitch

Get Gud with Garen's squad, unresolved on camera, possibly a missing structure rather than a bug.

Where it falls apart

Unknown.

Gates can trap and kill the builder
NewSINGLE-SOURCEFOBs & Buildingsingle source, beta buildbuilderpatch risk mediumglitch

SwoleBenji, beta build: stand in the wrong spot while a gate's geometry updates and you end up inside the wall and die.

Where it falls apart

Unknown status. Not an exploit; place gates from well clear of the footprint.

History

refs: S1HARqxz4zU-39
Two stacked Hesco blocks pass a height limit a Hesco wall hits
NewSINGLE-SOURCEFOBs & BuildingLiteralWedgeOfCheese (Tower FOBs), beta, hedged: he says he does not know whybuilderpatch risk mediumglitch

A Hesco wall sometimes refuses to place because of a height restriction, while two Hesco blocks stacked on each other in the same spot go up. Reported as an inconsistency, not a rule. Unknown status.

Where it falls apart

Likely a bug in how the height check treats walls against blocks. It sits next to the stacked-Hesco sandbag fill and Wardogs Building Community's stack ceiling (Wall height is the whole game), so test it in the firing range before designing a tall wall around it. Mild at most as bug-abuse: it only lets you build higher than a wall would allow.

History

refs: 2kcqFQstVBc-17
No placement cap found on anti-vehicle mines
NewSINGLE-SOURCEFOBs & BuildingLiteralWedgeOfCheese (Level Support), beta, hedgedsupportnumbers may be staleexploit

LiteralWedgeOfCheese could not find a limit on how many anti-vehicle mines one player can place, and they persist through respawn. Unknown status after Season 1 and Patch 0.11.

Numbers

$600 [BETA] per mine; $40,000 [BETA] placed at once on camera.

Where it falls apart

Possibly unintended: an uncapped, persistent placeable paying vehicle-kill value is the kind of thing that gets capped. Laying a lot of bought mines is legitimate play, so it reads as clever-play rather than bug-abuse, but Patch 0.11 fixed various unlisted cash exploits. It also bears on the open question about an object placement limit.

History

refs: IO7-_TwxpII-16
Punching through barbed wire in 12-13 presses of X with very little noise
SINGLE-SOURCEFOBs & Buildingone creator, tested on camerabuilderpatch risk mediumglitch

RadioGLHF. Probably intended as a mechanic, but the near-silence is what makes it exploitable - defenders get no audio cue.

Numbers

12-13 presses of X.

Where it falls apart

Not patched. Fair play; it is a documented input.

A SAM missile striking a window frame beside the operator and failing to detonate
SINGLE-SOURCEFOBs & Buildingsingle source, speculativebuilderpatch risk mediumglitch

iMaTT, speculative - he cannot distinguish an intentional arming delay from geometry clipping.

Where it falls apart

Unknown.

Sources

Firing a SAM into a nearby surface kills the operator
SINGLE-SOURCEFOBs & Buildingsingle sourcebuilderpatch risk mediumglitch

iMaTT has seen other players die this way. Probably intended splash.

Where it falls apart

Defensive knowledge, not an exploit.

Sources

SAM missiles hitting helicopters that successfully flared
SINGLE-SOURCEFOBs & Buildingsingle source, unresolvedbuilderpatch risk mediumglitch

iMaTT: "How did that hit when he flared? This thing's OP." Either flares are unreliable against the Talon or the payout registers on the crash.

Where it falls apart

Not patched. Not something you can deliberately abuse.

Sources

Barbed wire removed from the tops of stone walls while the tooltip still claims it is there
SINGLE-SOURCEFOBs & Buildinghedged by the creator himselfbuilderpatch risk mediumglitch

RadioGLHF, hedged - he asks the audience whether it was restored for the beta test. You cannot add it manually.

Where it falls apart

State-of-build note rather than a settled mechanic; the tooltip mismatch is itself a bug. Unknown status.

Destroying a sniper turret's ladder also destroys the turret's interior floor and sandbags
SINGLE-SOURCEFOBs & Buildingone creator, observed on camerabuilderpatch risk mediumglitchbug-abuse

RadioGLHF. Cascading destruction, almost certainly unintended, and he suspects it is how attackers were entering his base.

Where it falls apart

Not patched. This one is a defender's problem, not an exploit to use, but attackers could weaponise it deliberately - that would be bug-abuse.

Sniper turret pass-through gap
SINGLE-SOURCEFOBs & Buildingone creator, observed on camerabuilderpatch risk mediumglitchbug-abuse

RadioGLHF: a small gap inside the turret that gives enemies "a secret little tunnel" into your base unless you block it during construction.

Where it falls apart

Not patched. Block it; using it as an attacker is bug-abuse.

An unbuilt sandbag as a firing step
NewSINGLE-SOURCEFOBs & BuildingLiteralWedgeOfCheese (Tower FOBs), crediting a Reddit post, so third-hand and hedgedbuilder, reconpatch risk mediumglitch

Place a sandbag, leave it unbuilt, and stand on it: the extra height lets you aim further down from a sniper tower. Unknown status.

Where it falls apart

Probably unintended collision on an unfinished structure, and it arrives through a creator relaying a Reddit find. The angle costs you more head exposure. Bug-adjacent but mild: it buys an aiming angle, not a way through anyone's walls.

History

refs: 2kcqFQstVBc-11
Vehicles self-destructing while idle
SINGLE-SOURCEFOBs & Buildingsingle source, speculativebuilderpatch risk mediumglitch

SwoleBenji, speculative, and he treats it as unexplained. Relevant to FOB refuel/repair stations: it may simply be undocumented damage-over-time on already-damaged vehicles rather than a bug.

Where it falls apart

Unknown. Repair your parked vehicles.

Grab as much ground as you can
SINGLE-SOURCEFOBs & BuildingGet Gud with Garen, 269K viewsbuilderpatch risk low

Where you drop the module decides how much ground you can ever fortify, because the build square is fixed around it. Garen's rule is to capture as much real estate as possible: more ground means more standoff distance and fewer grenades coming over your walls.

Why it works

Gigabeef uses the same fact differently - put the FOB module at one edge of its radius and the expensive emplacement at the far edge, so an enemy who finds the gun does not immediately find the terminal that hands him everything.

refs: M7WH9QQeHZs-04, RcJjcjSc730-22
Do not plan to melee with it
SINGLE-SOURCEFOBs & BuildingGigabeef, 183K viewsbuilderpatch risk low

The Large Hammer swings as a melee weapon but the input is easy to fumble. Gigabeef got caught without a gun, could not remember how to swing, and died. Carry the free rifle.

refs: RcJjcjSc730-28
The hidden and indoor SAM site
SINGLE-SOURCEFOBs & BuildingiMaTT, 663K views - the largest channel in this corpus, and it is his own innovationsupport, builderpatch risk low

Put the missile site inside a building instead of on a roof. You trade range and field of view for not being mortared.

Why it works

His reasoning, from repeated experience: every previous time he set up anti-air, the thing that killed him was relentless mortar and artillery fire on the roof. He commits to the indoor site while calling it "probably going to be a terrible decision" - and it works. He can still see and engage helicopters, still reaches targets over the stadium, and stays alive far longer than an exposed site would.

Where it falls apart

Caveat he states himself before committing: "Obviously, not much range." This is a deliberate trade, not an oversight. If the enemy has no indirect fire, an open roof outranges you and kills more helicopters. Danger: firing a SAM at something too close, or into a surface in front of you, can kill the operator. iMaTT is careful which way he traverses inside the building because certain angles would kill him, and he has watched other players die this way. Separately, one of his missiles hit the window frame beside him and did not detonate; he speculates an arming delay, but cannot rule out luck.

Sources

refs: HkruVf6lIs8-12, HkruVf6lIs8-13, HkruVf6lIs8-14, HkruVf6lIs8-15
Many small FOBs versus one big base
SINGLE-SOURCEFOBs & BuildingGigabeefbuilderpatch risk medium

Gigabeef's position: FOBs are cheap enough, and come with enough built-in supply, that you should run multiple small single-purpose FOBs rather than one big base.

Numbers

Each FOB ships with 1,250 supply. WARDOGS Hub reports one player claiming a maximum of nine FOBs per match and finds no team FOB cap beyond a proximity rule - unverified.

Why it works

Because each FOB ships with 1,250 supply, an individual player can take enough equipment to stand up a SAM site alone. The requirement is that teammates understand what each FOB is for.

Where it falls apart

Gigabeef said this when a FOB cost $2,500. At $7,500 the arithmetic is three times worse, and the Season 1 dev note says outright that the increase exists "to make FOB placement more of a choice" because players were spamming them. His conclusion may simply have been patched out.

refs: RcJjcjSc730-69, _YbhJ9sXxIE-09
Mine the gates you do not use
SINGLE-SOURCEFOBs & BuildingRadioGLHFbuilderpatch risk low

If your base has three sets of gates and your logistics always come from one direction, mine the other two. It costs you nothing and turns the inevitable tank breach into a kill.

Where it falls apart

Requires your own team to be disciplined about approach direction, which is the weak point of the plan with randoms.

refs: rNZhaDGmiIk-32
Open question: how many C4 does a Hesco block take, and a Bremer wall?
NewSINGLE-SOURCEFOBs & Buildingone hedged guess plus one ratio, no measurementbuilderpatch risk mediumintel

A door is one C4. RadioGLHF guesses about four per Hesco and says he is unsure; Wardogs Building Community says a Bremer wall takes more than double a Hesco's damage, which would put it at eight or more if both hold. No wall health value is published.

Numbers

Door 1 C4; Hesco about 4 C4 (RadioGLHF, unsure); Bremer more than 2x Hesco (WBC).

Where it falls apart

Test: place one of each in the firing range and count charges.

History

  • 2026-09-13 · New entryNew in the 13 Sep 2026 refresh, from RadioGLHF (Solo Mortar Base) and Wardogs Building Community.
refs: frGH2_OxyVA-08, s55B5GhLTSg-12
Enemy pilots sweep for your AA before it is finished
NewSINGLE-SOURCEFOBs & BuildingSilk, 137K views, Season 1 helicopter guidebuilder, pilotpatch risk medium

Good attack pilots fly every usual enemy FOB spot straight out of spawn and keep re-checking, because a Vanguard still under construction dies quickly even to miniguns. Build AA away from your team's habitual spot, finish it fast, and put cover up first.

Step by step

  1. Do not build AA where your team always builds. Silk's Bakarani example: red plays the church, green plays the shipping-container yard or the towers behind it, and those are the first places he flies.
  2. Bring enough hammers to finish the emplacement quickly. The build window is when it is weakest.
  3. Get walls and sandbags round the gun position before or while the gun goes up.
  4. Once it is built, expect a low pass that kills the gunner first, then a circle strafe on anyone running to man or defend it, and only then fire on the gun itself.

Numbers

A finished Sea Whiz (Vanguard) took about 500 minigun rounds on a circle strafe, or about 18 rockets, to destroy [S1].

Why it works

The emplacement is only dangerous with someone in it, so pilots kill the gunner and deny the seat, and an unfinished one goes down far faster than a finished one.

Where it falls apart

One pilot's estimates, and they are about the Vanguard; Silk gives no figures for the Talon. The long solo build window is worst on the expensive emplacements (see Big emplacements need bodies).

History

refs: 4CHoWpu4Imw-22, 4CHoWpu4Imw-23, 4CHoWpu4Imw-24, 4CHoWpu4Imw-31, 4CHoWpu4Imw-33
Plan it out of game
SINGLE-SOURCEFOBs & BuildingGet Gud with Garenbuilderpatch risk low

There is a community base builder at warogs.zone (made by a creator called Thunder) that Garen uses to design his star forts before a match.

Where it falls apart

It does not reproduce every in-game snap behaviour - he demonstrates a sandbag placement the builder rejects but the game allows - so treat it as a planning aid, not a simulator.

refs: 1gl4NEHtzhI-03, 1gl4NEHtzhI-16
The portable AA tower: a one-person Talon perch
NewSINGLE-SOURCEFOBs & BuildingRadioGLHF, 45K views, one build filmed start to finish and posted on launch day, most likely beta footage; his other building videos are the same channel, not a second sourcebuilder, supportpatch risk medium

Carry a Large Hammer, a FOB and a backpack of build supply to a hilltop, stack Hesco into a small walled tower with no doors, and put the Talon on top inside a Hesco crow's nest. One player builds all of it from the FOB's own stock.

Step by step

  1. Loadout: the tier 3 (Large) hammer, a FOB, a gun with a spare magazine and loose ammo, bandages, the best armour you can afford, and build supply in every other slot.
  2. Pick the high ground, a hilltop in the area you want to cover. The point of the build is seeing helicopters over the terrain while staying out of sniper view.
  3. Place the FOB module on the side you will not be shooting over, because its antenna blocks your own shots. If one direction worries you for snipers, use that side: the module then sits under the wall you raise against them.
  4. Line the walls up off the module. A FOB is three Hesco blocks wide; start with a four-block wall that overhangs by one so everything after it snaps on cleanly.
  5. Build a wall, a wall, then a recon tower snapped in between them with its ladder facing your own side.
  6. Close the hallway under the tower with Hesco rather than a door, so nobody gets into the undercarriage.
  7. Raise the outer walls two sets of tall Hesco high, four blocks in all, and double the lower wall with Hesco instead of barbed wire. Any lower and a truck parks, someone hops the wall and takes the FOB.
  8. Build no doors. Climb by a one-way ladder, skipping the lowest Hesco because the FOB module works as the first step. Where there is no ladder, build two Hesco stacks side by side and alternate: half-build one, climb it, finish the other, climb that, drop back and finish the first, then add the next block.
  9. Place the Talon on top of the finished platform. Put a block behind you, back off to maximum build range so the X stays put, and the slowest build in the game goes noticeably faster.
  10. Ring the top with Hesco: the walls on two sides and two tall Hesco blocks in the middle. That crow's nest stops anyone below getting an angle on the operator. Wall off its top on the sniper side.

Numbers

FOB footprint 3 Hesco blocks wide; first wall 4 blocks with 1 overhanging; outer walls 2 sets of tall Hesco = 4 blocks high; with no door he reckons an attacker needs about 4 C4 to get in, against 1 C4 for a door. Talon build cost 601-801 build supply, inside a fresh FOB's 1,250. Kit at Season 1 prices: FOB $7,500 [S1] ($2,500 [BETA]), Large Hammer blueprint $75,000 [S1] and $2,400 [S1] per buy.

Why it works

Everything comes out of one FOB and one backpack, so nobody has to run logistics. Height does the work walls do on flat ground: the operator sees over terrain, and the four-block walls plus the missing door deny the two cheap ways in, a vehicle hop and a single charge.

Where it falls apart

One channel's design, filmed somewhere quiet and not shown surviving an assault. RadioGLHF has shelled this exact tower with artillery in another video, which is the honest counter: no Hesco stops indirect fire, and the operator is still defenceless against a mortar or a patient sniper (The SAM operator is defenceless). No doors means no quick exit, and every reseal costs supply because dismantling refunds nothing. The 4 C4 figure is his estimate, not a test (see the Hesco C4 open question).

History

refs: 3AU8RyTWpMI-21, 3AU8RyTWpMI-01, 3AU8RyTWpMI-04, 3AU8RyTWpMI-06, 3AU8RyTWpMI-07, 3AU8RyTWpMI-08, 3AU8RyTWpMI-10, 3AU8RyTWpMI-11, 3AU8RyTWpMI-12, 3AU8RyTWpMI-13, 3AU8RyTWpMI-14, 3AU8RyTWpMI-15, 3AU8RyTWpMI-17, 3AU8RyTWpMI-18, 3AU8RyTWpMI-19
Scout the map first
SINGLE-SOURCEFOBs & BuildingiMaTT, with a measured costbuilderpatch risk low

If you are going into a match planning to build, have a site picked in advance.

Numbers

iMaTT went in wanting a FOB with anti-air on a map he had not played, had no idea where to set up, and spent roughly 45 minutes before the anti-air was even started.

Why it works

On a new map, spend a round scouting or use the firing range's simulated full map.

refs: HkruVf6lIs8-01, LIBNkZE1aGI-18
Shooting peeks, and letting the Large Hammer's structures do the walling
NewSINGLE-SOURCEFOBs & BuildingWardogs Building Communitybuilderpatch risk low

With the Large Hammer, build recon towers, bunkers and Indirect Fire Shelters instead of the same footprint in corner walls: faster, and the windows are firing ports. Anywhere else, build a sandbag peek.

Step by step

  1. Place a small Hesco block.
  2. Lay sandbags on the ground beside it.
  3. Place more sandbags on top of the small Hesco, leaning out over the first row.
  4. Repeat on the other side. Shoot out through the slot between.

Numbers

The prefab structures cover about a 4x4 footprint; the web table lists bunker, recon tower and Indirect Fire Shelter at 61 build supply each.

Why it works

Corner walls give cover but no firing position. A structure with windows gives both in one build, which matters when you expect to be pushed.

Where it falls apart

The build-speed comparison is WBC's claim, not timed on camera. A window you shoot out of is a window they shoot in through (iMaTT), and Garen's bunker rule still applies: corners, never mid-wall.

History

refs: s55B5GhLTSg-08, s55B5GhLTSg-21
The sniper-proof AA nest
SINGLE-SOURCEFOBs & BuildingLiteralWedgeOfCheesesupport, builderpatch risk medium

A four-Hesco-block square platform in a roof corner, with the outer edge raised one block and the unused arc sandbagged.

Step by step

  1. Build the four-Hesco-block square as a platform, sited in a corner of the roof rather than the middle.
  2. Raise the outer edge by one more Hesco block for height.
  3. Sandbag the arc you do not intend to point the gun at.

Numbers

Four Hesco blocks for the square; one more block for the raised outer edge.

Why it works

Result: relatively safe from sniper fire with your firing arc still clear. The four-block square is also the general workaround for terrain or rooftops that will not accept an emplacement directly.

refs: tLf_OoOJsGw-18, tLf_OoOJsGw-07
Solo rooftop build: loadout and the first five minutes
NewSINGLE-SOURCEFOBs & BuildingRadioGLHF, Offensive Building, 99K views, beta footage; His portable AA tower video repeats the same loadout (same channel, not a second source)builderpatch risk medium

Bring a Large Hammer, a FOB, a gun with spare magazines, bandages, the best armour you can afford and a parachute, fill every other slot with build supply, hide the truck, and run FOB, then ammo, then walls.

Step by step

  1. Loadout: the tier 3 (Large) hammer, a FOB, a weapon with an extra magazine and ammo, bandages, the highest armour you can afford, a parachute, and build supply in every slot left.
  2. Park the truck in a ditch or behind cover near the building. A hauling truck parked at the foot of a hidden rooftop base gives it away.
  3. Run to the roof first and place the FOB. No wall can go up until it is down.
  4. Run back down, load the ammo supplies into the FOB, then go back up and build the defences.
  5. For later resupply, jump off the roof with the parachute, fetch supplies and come back up, instead of using the stairwell an attacker would watch.
  6. Resupply with ammo pallets rather than crates. A crate has to be emptied into your backpack and carried up the building in trips.

Numbers

Large Hammer Support 8 and a $75,000 blueprint [S1] (Support 7 and $25,000 [BETA]); RadioGLHF had his after about a round and a half of pure building in beta. Parachute about $100 [BETA]. FOB $7,500 [S1].

Why it works

The first few minutes, on the stairs with no walls up, are the exposed part; he calls them the most nerve-racking of the build. Every step in the order shortens that window.

Where it falls apart

Beta footage, and the Large Hammer blueprint tripled at Season 1, so a round and a half of building no longer pays for it. Walls alone do not need it: the free medium hammer inside the FOB builds Hesco, doors and gates, and only the emplacements need the Large Hammer. SwoleBenji's warning applies too: enemies rush builders mid-build, so the gun is not optional.

History

refs: gPNtdv9e5lM-01, gPNtdv9e5lM-05, gPNtdv9e5lM-07, gPNtdv9e5lM-08, gPNtdv9e5lM-09, gPNtdv9e5lM-19, S1HARqxz4zU-40, 3AU8RyTWpMI-01
Solo rooftop build: audit every sightline
NewSINGLE-SOURCEFOBs & BuildingRadioGLHF across two videos; same channel, not independentbuilderpatch risk low

Pick a roof where part of the building blocks the nearest enemy sniper tower, then keep finding and closing the angles you missed. Once the walls are genuinely solid, stop peeking.

Step by step

  1. Choose for defensibility first. RadioGLHF picked his apartment block because its raised centre section blocks the view from the tower next door.
  2. Confirm no sniper can see your firing position before you commit the build.
  3. Place each emplacement, then check it against nearby towers. His missile launcher was visible from the tower, so he moved it back before building on.
  4. Cover every gap in the walls. Enemies below will shoot you through cracks.
  5. On a tight micro-base, line the first Hesco up so one block overhangs the edge of the footprint, and clip the following walls onto it. Free-placed blocks leave cracks.
  6. Expect a second angle. He was later sniped from behind at the same spot and closed it with a couple of sandbags and Hesco walls.
  7. When the fort is finished, trust it. Peeking out to check on snipers is the exact risk the walls exist to remove.

Why it works

One blocked sightline is not a safe position; the tower you planned around is rarely the only one that can see you.

Where it falls apart

This is the solo version of Garen's line-of-sight audit and iMaTT's jump test. It only handles snipers on towers; a helicopter or a mortar ignores all of it.

History

  • 2026-09-13 · New entryNew in the 13 Sep 2026 refresh, from RadioGLHF (Offensive Building) and RadioGLHF (Solo Mortar Base).
refs: gPNtdv9e5lM-06, gPNtdv9e5lM-11, gPNtdv9e5lM-12, gPNtdv9e5lM-13, gPNtdv9e5lM-14, gPNtdv9e5lM-32, frGH2_OxyVA-07
Solo tower viability after Season 1
SINGLE-SOURCEFOBs & BuildingRadioGLHF, 7.4K views - a small channel, but a reproducible step-by-step Season 1 testbuilder, supportnumbers may be stale

RadioGLHF's verdict after a Season 1 match he was kicked out of partway through: "Still profitable. This alone will cover that extra cost for the next 10 rounds."

Numbers

Counter-evidence: AquaFPS' SAM crew finished a match net minus $4,000 and minus $900, while their friend playing conventionally as a sniper/medic made $98,000. LiteralWedgeOfCheese: one player outside the zone with a SAM site, UAV drones or roadside ambushes can stop five to ten enemies from reaching the zone.

Why it works

Weight this above its channel size. It is the only Season 1-era test of the solo build economy in this corpus, it is a specific claim about a specific run, and it directly addresses the objection. LiteralWedgeOfCheese offers the third framing, and it is the one that survives both: you do not need to profit every match. Under a scoring system that counts bodies in the zone, that is a favourable trade even at a personal cash loss. He watched one well-sited SAM break a Lonestar steamroll that neither other faction had been able to slow.

Where it falls apart

AquaFPS' defence is that they spent the round being harassed by three players including a defector. The honest reading is that the solo AA site pays well when you hold the position unmolested and loses money when you do not - which is exactly the variance you would expect from a static position. Squad version: pair up. Two towers, one each, for overlapping coverage. A gunner plus a sniper-spotter. A gunner plus a logistics runner for the ammo. The SAM operator alone is the weakest configuration in the game.

refs: 1iu0_rgIHEg-04, RNt9B5cB5a0-19, RNt9B5cB5a0-06, tLf_OoOJsGw-15, tLf_OoOJsGw-10, tLf_OoOJsGw-11, tLf_OoOJsGw-03, HkruVf6lIs8-19, RNt9B5cB5a0-12
The star fort as a whole
SINGLE-SOURCEFOBs & BuildingGet Gud with Garenbuilderpatch risk low

Four bastions, one projecting from each corner of the perimeter, so every wall face is covered by the two adjacent bastions. His reference design is three layers: a three-point star fortress core containing the tower, a connected perimeter wall, and detached ravelins outside that.

Numbers

Four bastions, one per corner; three layers (core, perimeter wall, detached ravelins); he claims a correctly built star fortress needs only three people online to cover 100% of it. He normally plays with a clan of 20-30. Attackers cover 180 degrees at the wall, 360 degrees once inside the first wall.

Why it works

The layer height rule: each layer of defence can never be higher than the layer behind it. From the innermost tower corner you must still be able to fire down the length of every outer defence. Break this and your own outer wall blinds your tower. Respect it and you can expand outward indefinitely. The payoff: a defender on the tower corner can hit an enemy on any layer, and an enemy who takes an outer work has gained nothing but a new place to be shot from above. Walk outside your own base and check whether it gets more or less dangerous as you approach. That is the test.

Where it falls apart

He built these in Rust, and the "three defenders" figure is a Rust claim. It assumes fast internal rotation routes exist in WARDOGS, which requires doors between layers, and it assumes nobody brings a mortar. Garen himself concedes that outer entrenchments also make the fort offensive - you can flank out at the enemy's raid base rather than turtling.

refs: 1gl4NEHtzhI-01, 1gl4NEHtzhI-05, M7WH9QQeHZs-03, M7WH9QQeHZs-10, M7WH9QQeHZs-11, M7WH9QQeHZs-12, M7WH9QQeHZs-13, M7WH9QQeHZs-14, M7WH9QQeHZs-15, M7WH9QQeHZs-28, M7WH9QQeHZs-45
Mark the drop point with your supply smoke
NewSINGLE-SOURCEFOBs & BuildingWardogs Building Community, hedged on the payoutbuilder, pilot, driverpatch risk medium

From the FOB menu, throw your supply smoke grenade down at the base. It puts a supply drop-off marker on the map so truck drivers, Ural drivers and pilots know exactly where to bring supplies.

Why it works

Runners otherwise guess where to drop, and a pallet dropped outside the build radius cannot be moved again.

Where it falls apart

WBC believes deliveries to the marker also pay the pilots who make them, but does not show it.

History

refs: s55B5GhLTSg-09
How to build a tower FOB properly
SINGLE-SOURCEFOBs & BuildingLiteralWedgeOfCheese, 35K views, step-by-stepbuilderpatch risk medium

Put the FOB on the tower roof so the entire build zone is the roof, then Hesco-wall the whole perimeter and door the ladder approach.

Step by step

  1. Put the FOB on the roof, not at ground level, so the entire build zone is the roof.
  2. Hesco-wall the entire roof perimeter. Full-perimeter Hesco is what removes the sniper angles that otherwise make a tower roof unusable.
  3. Put a door on the ladder approach to stop anyone climbing up on foot.
  4. Check for ledges beside that door on the ladder side that an enemy could use to get over your walls. That is where attackers are already standing.
  5. Build the emplacements. A roof has room for a sniper tower, a drill, and multiple anti-air emplacements together - which means one fortified tower roof can pull the hotzone onto itself and defend the resulting airspace, all inside Hesco.

Numbers

If the roof will not accept an emplacement directly, build a platform out of four Hesco blocks or walls in a square and place on that.

Why it works

He wanted to use an Indirect Fire Shelter for a proper AA bunker but could not get one to place on the tower roofs in that test; the four-block square is the fallback.

Where it falls apart

Accept that the door does not make you safe. It can be defeated with explosives, a crowbar or the heavy hammer - but all three make enough noise to warn you, and for a solo operator staring at the sky that warning is the entire point.

refs: tLf_OoOJsGw-04, tLf_OoOJsGw-05, tLf_OoOJsGw-06, tLf_OoOJsGw-07, tLf_OoOJsGw-16, tLf_OoOJsGw-17
Tower FOB with outer walls: airlock the stairs, gate toward HQ
NewSINGLE-SOURCEFOBs & BuildingLiteralWedgeOfCheese (Tower FOBs), 53K views, play-test footage from the day before launch; his roof-FOB video is the same creator, and the sniper-tower placement is Get Gud with Garen's idea relayedbuilderpatch risk medium

Put the FOB tight against the tower on the side away from enemy artillery, airlock the stairwell, wall the outside two Hesco walls high with sniper towers on the outer walls, and put the gate on the side facing your own HQ.

Step by step

  1. Place the FOB as close to the tower as possible, on the opposite side from where enemy artillery will come. That lowers the hit rate; it does not make the FOB immune.
  2. Before you seal anything, drive a Humvee or Kodiak inside and drop a supply crate full of LMG ammo. Once the airlock is up no vehicle gets in.
  3. Build a central airlock between the outside and the tower stairwell, so an attacker through the outer wall still cannot walk to the stairs or the FOB.
  4. Fortify the upper floors with Hesco but leave deliberate cracks: bipod weapons rest on the Hesco, and players without a bipod still need a gap to shoot out of the windows. You can build out onto the external platforms through the tower windows.
  5. Put sniper towers on the outer walls so the enemy cannot use your own walls as cover, and check how far along each wall a tower can see. Wall off each sniper tower's bottom floor from the outside with Hesco; an open hallway through a tower is worse than an open gate.
  6. Layer the outer walls two Hesco walls high wherever that does not blind the sniper towers. Barbed wire is the substitute when supply or time is short, but it adds no height.
  7. Put the gate on the side facing your own HQ. Attackers have to walk all the way round to reach it, and your logistics drivers get the short, safe approach.
  8. Garage the team's spawn vehicle in joined Indirect Fire Shelters (Park the spawn vehicle inside an Indirect Fire Shelter).

Numbers

Outer walls 2 Hesco walls high.

Why it works

The tower's floors become the fighting positions and the outer wall, the airlock and the stairwell are three separate layers, so a breach buys the attacker one compartment rather than the terminal.

Where it falls apart

Built in a play-test, not a live Season 1 match, and the video argues a thesis, that tower FOBs beat their reputation, which Gigabeef and SwoleBenji reject (Should you build on a tower?). The tower is still the first place enemy mortars look; step 1 only reduces the hits. The unbuilt-sandbag firing step he shows is filed under Glitches.

History

refs: 2kcqFQstVBc-01, 2kcqFQstVBc-02, 2kcqFQstVBc-03, 2kcqFQstVBc-04, 2kcqFQstVBc-05, 2kcqFQstVBc-07, 2kcqFQstVBc-09, 2kcqFQstVBc-10, 2kcqFQstVBc-12
Be first to a tower top for free high-tier gear
NewSINGLE-SOURCEFOBs & BuildingDemoMan0351 (20 Advanced Tips), 50K views, beta; no other creator or wiki page mentions tower-top spawnsanynumbers may be stale

At the very start of a match, the first player to the top of a tower finds special items there. DemoMan0351 names the SV-98, defibrillator paddles and advanced medical gear.

Why it works

Those items normally sit behind unlock grinds, so an opening-minute climb is a free shot at gear a new account cannot buy yet.

Where it falls apart

Beta footage from one creator, with no word on which towers, how many items or whether they respawn, and Season 1 may have changed the loot. Every other opener is heading for the same tower. Check it on your first match: an empty top costs you a minute, not money.

History

refs: xp1h96dJQ8A-16
When the X is out of reach, build to the next 25%
NewSINGLE-SOURCEFOBs & BuildingWardogs Building Community, 137K viewsbuilderpatch risk medium

If the X spawns somewhere you cannot hit, keep swinging until the build crosses its next 25% mark; the structure moves to its next stage and the X respawns within reach.

Numbers

Construction stages change every 25% of total progress. At about 1-2% per blank swing, a full stage is roughly 13-25 blind swings.

Why it works

Each stage change respawns the X in a new position, so you stop chasing it around the structure.

Where it falls apart

Only worth it when the next threshold is close. With more than about 10% of the stage left you are looking at 5 to 10 or more blank swings, and one step to reach the X is faster.

History

refs: s55B5GhLTSg-05
The Vanguard CIWS (the AA gun)
SINGLE-SOURCEFOBs & BuildingSINGLE-SOURCE for the numbers (Imagine Baggins), LIKELY for the capability (Imagine Baggins, Soulgrot, SwoleBenji)support, buildernumbers may be stale

The Vanguard is the gun-based anti-air option, separate from the missile Talon. It draws ammo supplies directly from the FOB and burns them visibly.

Numbers

A sustained burst cost roughly 250 ammo out of a 2,200 stock. Imagine Baggins is unsure whether the drain is one-per-round, and considers 250 "not too bad".

Why it works

It also works very well against Urals - it is a ground weapon as much as an AA weapon. Soulgrot confirms the Large Hammer unlocks both a SAM turret and a heavy machine gun turret that engages helicopters and doubles as ground defence. Silk and Wardogs Building Community call it the "Sea Whiz". SwoleBenji (beta build) backs both halves: it needs manual aim (right-click to spin up, left-click to fire), empties its ammo fast, and is harder to use well than the lock-on Talon. And pointed at walls it shreds a base in seconds: build one just outside a walled base's effective range and one player can strip a builder's entire wall. He says most players do not know this. For a defender, an enemy Vanguard going up within sight of your walls is a priority target, and it is weakest before it is finished.

Where it falls apart

SwoleBenji gives no ammo or damage figures, so the 250-of-2,200 ammo burn is still Imagine Baggins alone.

History

refs: 4E30BgJq52A-26, 7gr8hwvS3xU-16, S1HARqxz4zU-78, S1HARqxz4zU-79
What a bastion actually does
SINGLE-SOURCEFOBs & BuildingGet Gud with Garen alone on the card's main rule, firing across to the adjacent bastion; Blitz Ops and RageGamingVideos independently back only the smaller point that a bastion should stick out from the wallbuilderpatch risk low

A bastion is an angled projection connected to the main perimeter wall. Its firing slit is aimed across the face of the base at the ground in front of the adjacent bastion, not at the ground in front of itself. "The bastion is designed to fire across the other bastions to mutually fire support one another." "Bastions do not fight the enemy that is attacking them."

Why it works

Its own walls deliberately block fire from its tip, because a close-in attacker can line up on a defender in a slit far more easily than the reverse. Enfilade fire is the whole point: fire that runs parallel to your wall face, catching anyone hugging it. "Towers aren't meant to fire outwards. They should be designed to rake the walls."

Where it falls apart

A ravelin is the same shape but detached, reached by a bridge - your expendable outer work. A firing position that does not protrude past the wall face is a firing wall, not a bastion (Garen corrects himself on camera); without the protrusion it still leaves dead space along the wall. Angled works beat rounded towers: a rounded tower always leaves a pocket behind its curve that the adjacent bastion physically cannot cover, and that pocket is where attackers stage, heal and set explosives. Blitz Ops reaches the protrusion rule on his own: a bunker flush with the wall leaves the whole face as dead space, so push it out (Bunkers stick out from the wall and sit one block up). RageGamingVideos swaps a square's corners for bastions so defenders can shoot along the wall line.

History

  • 2026-09-14 · Wording changedRageGamingVideos (39 Tips) and Blitz Ops added. The wording and rating note now reflect what they report; the rating itself is unchanged.
refs: 1gl4NEHtzhI-02, 1gl4NEHtzhI-21, 1gl4NEHtzhI-22, M7WH9QQeHZs-07, M7WH9QQeHZs-08, M7WH9QQeHZs-09, M7WH9QQeHZs-35, DuSDibKAg3E-02, 7W0KgoBf-wM-42
The AA-then-mortar farm: a claimed $250,000 [S1] in one match
NewUNVERIFIEDFOBs & BuildingRageGamingVideos, one match claimed in a Season 1 video, the same build order in his pre-launch video; one channel, and nobody else reports a comparable payoutsupport, builderpatch risk medium

Build anti-air and mortars at one FOB, farm helicopters with the AA, then shell the enemy FOB before it gets going: its AA, its drill, its mortars and above all its parked spawn vehicle. RageGamingVideos says this made him about $250,000 [S1] in one game.

Step by step

  1. With the Large Hammer, skip the wall-building route: drop the FOB on a tower or another extreme angle.
  2. Get anti-air up as fast as possible and farm enemy helicopters.
  3. Build mortars and shell the nearest enemy FOB before its defences are up.
  4. Hit the big-ticket items first: the AA they are building, the drill, and the spawn vehicle parked at each FOB.
  5. The moment they start building mortars, those become your first target so they cannot fire back.
  6. No Large Hammer yet? Take over a mortar a teammate already built and ask the team for ammo runs. He reached the Large Hammer without building anything, on shotgun and hotzone combat XP plus someone else's mortar.

Numbers

About $250,000 [S1] claimed for one match. Entry cost at Season 1 prices: FOB $7,500 [S1]; Large Hammer blueprint $75,000 [S1] and $2,400 [S1] per buy. L81 mortar 30 ammo per shell, roughly 700 m range.

Why it works

Helicopters and spawn vehicles are the most valuable kills on the map, and a mortar reaches the parked spawn vehicle that small arms never get near. Killing their mortars first is the race in Mortar superiority is a race.

Where it falls apart

One claimed match from a channel that calls the method the best in the game, and his two videos are one source. AquaFPS' SAM crew lost money in a match where they were hunted (Solo tower viability after Season 1), so read $250,000 [S1] as a ceiling for an unmolested game, not a rate. It needs enemy helicopters in the air and an enemy FOB inside mortar range.

History

  • 2026-09-14 · New entryNew in the 14 Sep 2026 refresh, from RageGamingVideos (OP Money) and RageGamingVideos (39 Tips).
refs: Cuq8Sk5hn1E-20, Cuq8Sk5hn1E-22, 7W0KgoBf-wM-44
Explosives
UNVERIFIEDFOBs & BuildingLIKELY for the payout, UNVERIFIED-BIG-CLAIM for the one-IED kill; RageGamingVideos adds early C4 runs on enemy FOBs as an XP route, with about four charges on a spawn vehicle as the jackpotbuilder, infantrynumbers may be stale

The IED costs $300 and needs no unlock. DemoMan0351 reports one IED kills an enemy FOB for $2,500 and 500 support XP; WARDOGS Hub independently reports the same payout and describes the single-IED FOB kill as a beta report it explicitly flags Unconfirmed.

Numbers

IED $300, no unlock; reported payout $2,500 + 500 support XP. C4 $250; Remote Detonator $550 (Support 2, $15,000 unlock); RPG-7 (Support 5); MAAWS (Support 20). A FOB costs $7,500. There is no published FOB health value anywhere in this corpus.

Why it works

IED mechanics: plant it, call the detonation, wait - each stage is delayed and the delay is significant. Gigabeef recommends practising in the firing range. Unlike a passive mine, an IED needs you present. It stays armed if the planter is downed and revived, and it attaches to structures, vehicles and ground. Other routes: your own L81 mortar; the SPH-2 artillery. Destroying a FOB removes the build radius, the stored items and resources, the mortar ammo and the drone mechanical parts. The vehicle raid: Get Gud with Garen's three-man flex team destroyed three enemy bases by driving a machine gun truck in with IEDs aboard and blowing the structures. Base defence collapses the moment the defenders leave. RageGamingVideos (39 Tips) runs it as an XP route: take early C4 to an enemy FOB, blow the gate or door, and destroy vehicles, players and structures inside. You rarely get near a vehicle with C4, but about four charges on a spawn vehicle is the jackpot.

Where it falls apart

Treat "one $300 IED deletes a $7,500 FOB" as plausible but unverified. If it is true it is either a deliberate design choice (FOBs are meant to be fragile) or a balance oversight, and it is the strongest argument in the game for the "many small purpose-built FOBs" doctrine. Defensive answer: door discipline, wire to keep the explosive carrier at standoff distance, and Garen's sealing rule - kill the attacker carrying the explosives, then immediately place a new wall in the breach. Raids run on the explosives the attackers brought; once the carrier is dead the attack cannot continue.

History

refs: Msg78ysR_hQ-18, M0dhrSMKfLs-22, RcJjcjSc730-46, 1gl4NEHtzhI-41, M7WH9QQeHZs-26, 7W0KgoBf-wM-46
Single $300 IED destroying a $7,500 FOB
UNVERIFIEDFOBs & Buildingexplicitly flagged Unconfirmed by its own sourcebuilderpatch risk mediumexploit

Reported in beta, flagged Unconfirmed by WARDOGS Hub, no official FOB health published. May be intended balance rather than a bug.

Numbers

IED $300; FOB $7,500.

Where it falls apart

Unknown status. If you use it, you are using a purchasable consumable on a legitimate target, so it is fair play regardless.

Suicide on someone's barbed wire fines the owner
NewUNVERIFIEDFOBs & Buildingsingle source, not shown on camerabuildernumbers may be staleexploitbug-abuse

SwoleBenji, beta build: a player can kill himself on your fence repeatedly, and each death costs the fence's owner $3,000-4,000 [BETA] with no penalty to him.

Numbers

$3,000-4,000 [BETA] fine to the fence owner per death, per SwoleBenji.

Where it falls apart

Unverified. Patch 0.11 (maintenance 14 Sep 2026) fixes "various cash exploits" without listing them, so it may be closed. Doing it deliberately is bug-abuse, and 0.11's policy is a timed ban plus a cash and XP reset for exploit abuse. Keep wiring; dismantle a section if your balance drops every time someone dies on it.

History

refs: S1HARqxz4zU-66
Open question: can a bunker be placed on top of a sniper turret?
UNVERIFIEDFOBs & Buildingexplicitly untestedbuilderpatch risk mediumintel

RadioGLHF wonders aloud and flags it untested.

Open question: is there a cap on FOBs per team or per match?
UNVERIFIEDFOBs & Buildingone player's claim, no confirmationbuilderpatch risk mediumintel

WARDOGS Hub found only a proximity rule and one player's claim of nine per match. Unverified.

Numbers

Claimed maximum nine FOBs per match.
Open question: is there an object placement limit?
UNVERIFIEDFOBs & Buildingtwo creators, each hedged, on different objectsbuilderpatch risk mediumintel

Get Gud with Garen has never hit one and recommends blanketing the perimeter in wire on that basis, while hedging the claim himself. LiteralWedgeOfCheese separately found no cap on anti-vehicle mines in beta.

Where it falls apart

If an undocumented cap exists, wire-heavy designs break. Test: place wire until something refuses.

History

refs: IO7-_TwxpII-16
Open question: is one $300 IED really enough to destroy a $7,500 FOB?
UNVERIFIEDFOBs & Buildingreported in beta, explicitly flagged Unconfirmedbuilderpatch risk mediumintel

Reported by DemoMan0351 and by WARDOGS Hub, who explicitly flag it Unconfirmed. No FOB health value exists anywhere in this corpus.

Numbers

IED $300; FOB $7,500; reported payout $2,500 + 500 support XP.

Where it falls apart

If true it is the single most important balance fact about base building and it makes multiple cheap FOBs strictly better than one expensive one.

Open question: do WARDOGS emplacements support timed/delayed activation?
UNVERIFIEDFOBs & Buildingdemonstrated in Rust onlybuilderpatch risk mediumintel

Garen's delayed-turret ambush is a Rust technique and he never says whether it transfers.

Open question: why were enemies getting into RadioGLHF's base through the sniper turret corner?
UNVERIFIEDFOBs & Buildingunresolved on camerabuilderpatch risk mediumglitchintel

He reversed his own design advice over this and never found the entry method. His own guess is the ladder/floor destruction cascade.

Where it falls apart

Unresolved, and it is the reason his corner-turret design is the least trustworthy thing in his video.

Under-exploited and worth testing
UNVERIFIEDFOBs & Buildingunder-explored across the corpusbuilderpatch risk mediumintel

The stacked-Hesco sandbag auto-fill (free material, RPG-resistant on one test, now used deliberately by Wardogs Building Community); the Indirect Fire Shelter, which TheTacticalBrit says uniquely shields against mortars and missiles, and which Wardogs Building Community, DemoMan0351 and LiteralWedgeOfCheese now build as a spawn-vehicle garage, but which nobody tests under mortar or drone fire; and the Loudspeaker, which appears on three separate menu pages and is never once explained by anyone.

History

refs: xp1h96dJQ8A-13, 2kcqFQstVBc-14
Animation-cancel every swing | WARDOGS Field Manual