Wardogs 1.0 and console release: Dec 2028Not announced: our best guess from Bulkhead's plan to bring Wardogs to PlayStation 5 and Xbox, with 1.0, in 2028.
Best guessBulkhead's launch trailer says Wardogs is "COMING TO CONSOLES IN 2028", and CEO Joe Brammer calls the goal "the 1.0 launch on console", but no date is announced, so we count to the end of 2028, the last day the announced year allows. Bulkhead on Steam

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Building and Fortifications

In Wardogs you build with a hammer and build supplies ($10 each), mostly inside a Forward Operating Base ($7,500), whose radius lets your team build and keeps enemies from building. In Season 2 a Bremmer wall costs 32 supplies for 6,500 health, a mortar 600, a Talon SAM 650 and a Vanguard CIWS 1,200.

Building in Wardogs takes a hammer and build supplies: you pick a buildable, place its outline and swing the hammer at it until it is finished, and most structures can only go up inside your team's Forward Operating Base (FOB). An FOB kit costs $7,500 at the vendor and supplies $10 each, and since Season 2 (update 0.2.0, Oct 15, 2026) Bulkhead wants structures to be "a considered investment rather than something you spam". Walls, gates, bunkers, mortars, anti-air guns and a Hot Zone Magnet all come from the same hammer, and building pays: in the beta every productive swing earned $15, PC Gamer found. Building is the heart of the Support role, but anyone can do it.

Quick facts

Tools Small, Medium and Large Hammer ($100, $800, $2,400)
Supplies Build supplies, $10 each, stacks of 50
FOB kit $7,500, 6.5 kg, 2x3 inventory space
FOB structure 30 supplies, 15,000 health
Toughest wall Bremmer wall, 32 supplies, 6,500 health
Most expensive build Hot Zone Magnet, 2,750 supplies
FOB limit None
Keys V dismantle, R rotate, B snapping

Sources: Dexerto: Large Hammer, Dexerto: Build Supplies, Dexerto: Forward Operating Base, Dexerto: Bremer Wall, GameSpot, Dexerto keybinds, Bulkhead's Season 2 notes.

How building works

Carry a hammer and build supplies (on you or stored in the FOB), choose a buildable, place it and hold the left mouse button to build. Yellow crosses appear on the structure: hitting these critical spots builds much faster, PC Gamer explains, and Eurogamer called them "an ad-hoc game of whack-a-mole". Dexerto lists V to dismantle, R to rotate and B to toggle snapping; the other keys are on Controls and Keybinds.

The hammer sets what you can build. The Small Hammer builds small items (sandbags, hedgehogs, camo tents, barbed wire) slowly; the Medium Hammer builds large and basic structures; the Large Hammer builds everything, fastest, per Dexerto's hammer pages.

Hammer Builds Price Unlock (level, cost)
Small Hammer Small items, slowly $100 Default
Medium Hammer Large and basic buildables $800 Support 3, $25,000
Large Hammer Everything, fastest $2,400 Support 8, $75,000

Sources: Dexerto: Small Hammer, Dexerto: Medium Hammer, Dexerto: Large Hammer.

Season 2 made the Medium Hammer contribute less per swing and gave critical spots a smaller bonus, leaving the Large Hammer unchanged, per Bulkhead's Season 2 notes. Before launch, the Season 1 changelog raised the Large Hammer from $1,600 to $2,400 and its unlock from $25,000 to $75,000.

Forward Operating Bases

The FOB kit is bought at the vendor and placed anywhere except your spawn base and not near an enemy FOB; inside its radius your team can build and enemies cannot, GameSpot explains. It takes 2x3 inventory space, so it will not fit the free pouch, there is no limit on how many a team builds, and each new FOB comes with a free small and medium hammer, some bandages and other supplies. A deployed FOB holds 1,250 build supplies and 100 ammo supplies by default, per Game Rant (Season 1).

The FOB also stores items and resources: Ammo, Fuel and Mechanical Supplies only work inside its radius, and teammates deliver more by truck and helicopter (see Light Vehicles and Trucks). Its price tripled from $2,500 to $7,500 for launch "to make them more of a choice". The default first spot, PC Gamer notes, is the tower nearest your spawn (see Hot Zone and Towers).

Every buildable

Costs are Season 2 build supplies from Bulkhead's Season 2 notes, health from Dexerto's buildable pages. Barbed wire, sandbags, hedgehogs and the Recon Tent need no FOB.

Buildable Type Supplies Health Notes
Barbed Wire Fortification 7 250 Slows and injures infantry; no FOB
Sandbag Wall Fortification 15 735 No FOB
Hedgehog Fortification 22 4,500 Blocks or channels vehicles; no FOB
HBlock (Hesco Block (Small)) Fortification 15 1,600 Also Quad Wall and Tall pieces
Wood Base (Wooden Step) Fortification 15 735 Quarter of a Hesco's height; new in Season 2
Bremmer wall Fortification 32 6,500 "Tall reinforced barrier wall"
Door Fortification 80 2,200 Your team only
Gate Fortification 200 5,320 Lets friendly vehicles in
FOB structure Structure 30 15,000 The base itself
Recon Tent Structure 7 300 Hides occupants; no FOB
Bunker Structure 200 5,000 Partial shelter from indirect fire
Indirect Fire Shelter (Air Raid Shelter) Structure 200 5,000 Four doorways
Recon Tower Structure 200 5,000 Two stories with a ladder
Large Shelter Structure 250 2,250 Covers assets; new in Season 2
Builder's Radio Utility 20 1,000 Plays music at the FOB
Loudspeaker Utility 200 1,000 Climbable; projects your voice
Refuel Station Utility 200 1,600 Needs fuel supplies in the FOB
Repair Station Utility 200 1,600 Needs spare parts in the FOB
L81 Mortar Emplacement 600 3,000 81mm shells from FOB ammo
MG Nest Emplacement 650 3,000 M2 Browning .50 cal; new in Season 2
Stingray Emplacement 650 3,000 Explosive anti-armor drones
Talon 9K-SAM Emplacement 650 3,000 Heat-seeking anti-air missiles
Vanguard CIWS Emplacement 1,200 5,000 Manual 20x102mm anti-air gun
Hot Zone Magnet Objective 2,750 Not listed Pulls the Hot Zone

Sources: Bulkhead's Season 2 notes, Dexerto: Bremer Wall, Dexerto: Bunker, Dexerto: Loudspeaker, Dexerto: Vanguard CIWS, Dexerto: Buildables. Dexerto spells the wall "Bremer Wall"; Bulkhead writes "Bremmer wall". The notes also raise the "crow's nest" to 200 supplies, a buildable Dexerto does not list by that name.

Season 2 made walls and weapons cost more: the Bremmer wall went from 15 to 32 supplies, the Door from 22 to 80, the Gate from 85 to 200, bunkers and shelters from 100 to 200, the L81 Mortar from 150 to 600 and the Stingray from 150 to 650, while the Talon fell from 1,000 to 650 and the CIWS from 1,500 to 1,200. The Wooden Step needs at least the Small Hammer, the Large Shelter the Medium and the MG Nest the Large.

Other Season 2 rules, from the same notes: barbed wire and sandbags can sit on top of Bremmer walls, foundations fit slopes, stairs and walls, unfinished buildables collapse when they lose support, tank traps only go on defined surfaces, barbed wire kills no longer pay, and doors and gates can no longer be breached with a hammer (only the Halligan Bar does it).

Mortars

The L81 Mortar needs the Large Hammer (Support level 8) and its supplies, and fires 81mm shells converted from the FOB's ammo. You aim by heading and range with no map overlay: WASD for coarse moves, the mouse for fine ones, and the camera follows the shell, as PCGamesN's mortar guide teaches. In Season 1 Bulkhead CEO Joe Brammer admitted "a bit of a mortar spam meta", with ammo too cheap; Season 2 answered with the 600-supply cost, a restock of 150 munitions (was 75) and a new animation that drops each shell in by hand to slow the rate of fire, per Bulkhead's Season 2 notes. For the artillery tank, see Tanks and Artillery. In the clip Bulkhead promises the Season 2 nerfs to mortar spam and the drill meta.

Anti-air

Two emplacements guard an FOB against Helicopters. The Talon 9K-SAM fires heat-seeking missiles; Season 2 slowed its reload from 2 to 5 seconds and raised its restock from 50 to 200 munitions. The Vanguard CIWS is a manned 20x102mm gun: after the Oct 2, 2026 hotfix it destroys a Havoc in about 6 seconds instead of 12, and Season 2 retuned it to shred light cover but struggle against heavy fortifications. Game Rant's Support guide also carries the 9K333 Verba launcher for anti-air on foot. In the clip Fallout Plays introduces the SAM and the CIWS as an FOB's answers to enemy helicopters.

The Hot Zone Magnet and Drill Rig

The Hot Zone Magnet, at 2,750 supplies (up from 2,250 in Season 2), is the build that brings the double-cash Hot Zone to your base. Dexerto describes the Drill Rig as pulling the Hot Zone to its location "matching the behavior of an active drill tower", powered by Fuel supplies in the FOB. Season 2 cut its maximum uptime from 375 to 300 seconds, raised the fuel needed to start from 1,500 to 2,000 and added a long cooldown, to stop "multi drill rig builds" dominating. Bulkhead's notes list the two separately and do not say whether the Magnet holds the rig, as of Oct 26, 2026. More on Hot Zone and Towers. The clip is Legacy Gaming's Season 1 guide to running several base drills in turn, the build Season 2 set out to stop.

The best FOB, as guides build it

GameSpot's FOB guide sets the order: wall off the FOB's console first with a single door and double-high HESCO walls, since an FOB can be hacked; then the perimeter (high walls topped with barbed wire, few doors, one main gate); then offense (SAMs, mortars, sniper towers); then the drill; then refuel stations. It warns against putting an FOB on a roof, where one mortar can destroy it and supply drops are harder. In the clip Legacy Gaming builds high perimeter walls from Hesco blocks faced with Bremer walls, against mortars, tank shells and snipers.

Close the doors. GameSpot reported players' complaints about open FOB doors letting enemies walk in. PC Gamer watched one squad build "a super FOB" in 15 minutes with reinforced walls, barbed wire moats, enclosed sniper towers, mortars and a maze of doors.

Do not overbuild. Eurogamer saw teams crowd their FOBs while "the Hot Zone wanders around almost completely uncontested", and PC Gamer's beginner tips say not to sit at your FOB unless building, sniping or firing artillery. Points come from the Control Zone, not the base.

Destroying enemy FOBs

An enemy FOB can be hacked or destroyed. Since Season 2, hacking one pays the hacker $2,500 and 250 XP and teammates in the radius $1,000, and destroying one adds a bonus of up to $7,500 and 250 XP based on the supplies it held (maxed at 25,000), per Bulkhead's Season 2 notes. Each destroyed buildable pays its build cost in cash, so a CIWS is worth $1,200 and a Hot Zone Magnet $2,750.

Use explosives, not bullets: Dexerto's damage table for the L81 Mortar shows bullets at -85% and IEDs at +400%, with C4 at +300%. Every reward and weapon is on Destruction and Launchers and Explosives.

Frequently asked questions

How do you build in Wardogs? Carry a hammer and build supplies, choose a buildable, place it and hold the left mouse button, hitting the yellow crosses to build faster. Most Wardogs buildables must go inside your team's FOB radius.

What is a FOB in Wardogs? A Forward Operating Base is a $7,500 Wardogs kit you place in the field: inside its radius your team can build and enemies cannot, and it stores supplies, items and ammo for mortars and anti-air.

How much does a Bremmer wall cost in Wardogs? A Bremmer wall costs 32 build supplies in Wardogs Season 2 (up from 15) and has 6,500 health, the toughest wall in the game.

How do you build a mortar in Wardogs? Unlock the Large Hammer (Support level 8, $75,000), then build the L81 Mortar inside an FOB for 600 supplies in Wardogs Season 2. It fires shells made from the FOB's ammo supplies.

What is the best FOB build in Wardogs? GameSpot's Wardogs order is a walled console first, then high walls with barbed wire and one gate, then SAMs, mortars and sniper towers, then the drill and refuel stations. Keep doors closed and never build on a roof.

How much do you get for destroying a FOB in Wardogs? Since Season 2, destroying an enemy FOB in Wardogs pays a bonus of up to $7,500 and 250 XP depending on the supplies inside, and hacking one pays $2,500 and 250 XP.

Sources

Moments

Wardogs - Ultimate Beginner’s Guide (Top Gameplay Tips You Need to Know!)

Legacy Gaming

  1. Building in Wardogs takes a hammer and build supplies: you pick a buildable, place its outline and swing the hammer at…
  2. The FOB kit is bought at the vendor and placed anywhere except your spawn base and not near an enemy FOB; inside its…
  3. The Hot Zone Magnet, at 2,750 supplies (up from 2,250 in Season 2), is the build that brings the double-cash Hot Zone…

The Only WARDOGS Guide You Actually Need

Fallout Plays

  1. The hammer sets what you can build. The Small Hammer builds small items (sandbags, hedgehogs, camo tents, barbed wire)…
  2. Two emplacements guard an FOB against Helicopters. The Talon 9K-SAM fires heat-seeking missiles; Season 2 slowed its…

WARDOGS | Road to Season 02

BULKHEAD

  1. The L81 Mortar needs the Large Hammer (Support level 8) and its supplies, and fires 81mm shells converted from the…

Wardogs - Base Building Tips I Wish I Knew Sooner (Gameplay Guide)

Legacy Gaming

  1. GameSpot's FOB guide sets the order: wall off the FOB's console first with a single door and double-high HESCO walls…
  2. Close the doors. GameSpot reported players' complaints about open FOB doors letting enemies walk in. PC Gamer watched…

See also

About this page

Last updated Oct 26, 2026 by the Vi.ki team. Page text CC BY-SA 4.0.

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