Attack a FOB in WARDOGS: Explosives Table
To attack an enemy FOB in WARDOGS you get through the walls, silence the anti-air and destroy the FOB itself. Hammers can no longer breach doors and gates in Season 2, but the Halligan bar ($885) breaches both, so it is the quiet way in. For speed, use an IED or C4: one IED destroys the FOB in a single placement, and C4 stacks to three charges for everything else. Hit half-built structures first, since an unfinished build has far fewer hit points. A FOB that held 25,000 supplies pays its destroyer up to $7,500 and 250 XP.
Get through the walls
Enemy doors and gates cannot be opened normally, but they can be broken. Bring a Halligan bar ($885), which breaches both doors and gates and pays $100 once per door. It has 7 uses, up from 5. Hammers can no longer do this job, so a builder cannot double as a breacher. Two grenades thrown at a door do not destroy it. For speed over stealth, an IED or C4 blows doors and gates open, and a single C4 charge takes a door down outright.
You do not always need an explosive. Where a concrete wall is backed by a tall Hesco barrier stack, the Hesco itself becomes a ladder: climb it and vault the wall without firing a shot or spending a charge. Brimstone concrete walls are impassable without explosives on their own, but the gap where a Brimstone section meets a gate or corner is often wide enough to exploit the same way.
Shut down the anti-air first
The CIWS and the Talon launcher are what keep your helicopters out of the fight, and both depend on a person. The CIWS is fired from a laptop next to it, so kill whoever is standing at the laptop and it goes quiet. The Talon has someone sitting inside it. Take the operator out and the weapon is dead weight until they respawn and run back to it. Note where the CIWS laptop faces before you commit, and approach from the blind side. If you would rather skip the gunfight, both weapons also die to explosives directly: the Talon goes down to a single C4 charge, the CIWS takes three.
Use the CIWS blind spot from the air
If you are flying, the CIWS has a hard limit: it cannot aim straight up. There is a cone directly above it where you are safe. Come in low, pop up over the weapon, and orbit in that cone while you shoot the operator or the CIWS itself. The Talon has the same weakness, and it also loses its lock if you fly past or over it quickly, so speed and altitude beat it.
Break what is half-built
An unfinished structure has far fewer hit points than a completed one, so destroy a CIWS or anti-air launcher while it is still going up. On the ground, priming the assault with mortar fire on their drills and spawn vehicle softens the base before your infantry ever reach the wall. No shell count to destroy a FOB has been measured, so treat mortars as a softening tool and finish the FOB itself with 1 IED or about 5 C4. What shelling can and cannot destroy is in the mortar guide.
IED vs C4 vs RPG: what to actually bring
The three explosives play different roles, so pick by the job.
| Explosive | Unlock | Best use | The catch |
|---|---|---|---|
| IED | Available from game start | One placement destroys the FOB itself outright. The single best tool for ending a base's resupply for good. | Single-use per placement and a slower plant animation than C4, so you are exposed longer while it arms. |
| C4 | Assault level 4 | Stacks up to three charges and detonates instantly on command, which makes it the flexible pick for doors, walls, and equipment. | Needs a Remote Detonator ($650) plus C4 ammo, and most structures need several charges, not one. |
| RPG | Support level 5 | One-shots a door and blows both doors of an airlock-style entry corridor at once. About 8 rounds per magazine. | Takes 3 direct hits to drop a gate. Not worth carrying just to break walls. |
An IED beats C4 for killing a FOB specifically, since one placement ends it, but a mixed kit works best in practice: C4 for doors and gates on the way in, an IED saved for the FOB once you reach it. C4 now sits in the Assault track, with the Remote Detonator at level 4.
What opens each structure without C4
Breaching sets off a raid announcement, and airlock entrances with two or three gates slow you down further. C4 counts are in the table below.
| Structure | IED or RPG | Without explosives |
|---|---|---|
| Door | 1 IED or 1 RPG | Halligan bar |
| Gate | 1 IED | Halligan bar |
| Hesco | 2 IEDs | Climb it instead |
| Barbed wire | Not needed | 14 punches, or about 17 buckshot hits |
What does a raid pay in Season 2?
Destroying a buildable now pays cash equal to its build supply cost, scaled by how finished it was, and the XP goes to the Assault track. The FOB itself pays a bonus on top, scaled by the supplies it held.
| Target or action | Reward |
|---|---|
| Destroy a FOB | Up to +$7,500 and +250 XP, maxed at 25,000 supplies held |
| Hack a FOB | Hacker $2,500 and 250 XP; teammates in the radius $1,000 and 250 XP |
| Capture a hostile drill tower | $1,500 and 300 XP (was $750 and 250 XP) |
| Destroy a mortar, Talon or Stingray | $650 each |
| Destroy a CIWS | $1,200 (was $3,000) |
| Destroy a Hot Zone Magnet | $2,750 (was $4,500) |
| Destroy an MG Nest, Large Shelter | $650, $250 |
| Destroy a gate, door | $200, $100 |
| Breach a door with the Halligan bar | $100, once per door |
| Kill with an assault-class weapon | $2,000 (was $1,500) |
The FOB is the bigger prize: one IED on a base that held 25,000 supplies is worth up to $7,500, against $1,200 for a CIWS. Barbed wire no longer pays its owner kill cash or XP, so a wire ring is a speed bump, not a farm.
How much C4 it takes to drop each part of a base
These counts are Season 1 test values, so use them as a packing guide.
| Target | C4 needed |
|---|---|
| Door | 1 |
| Vehicle gate (both panels) | 2 |
| Talon anti-air | 1 |
| Small Hesco wall, single | 2 (50% HP from the first) |
| Small Hesco wall, double-stacked | 3-4 |
| Large Hesco wall | 4 |
| CIWS | 3 |
| Mortar | 3 |
| Bunker face (Hesco) | 4 |
| Hedgehog (anti-tank trap) | ~6 |
| Brimstone concrete wall | 7 |
| FOB itself | ~5 (or 1 IED) |
The gate is worth flagging on its own: once you blow both panels, they do not reappear when the base is repaired, so a breached gate stays a permanent hole in that FOB's defence.
Solo raiding: what to pack
You do not need a squad to hurt a FOB. Pack a Halligan bar ($885) for doors and gates, an IED for the FOB and C4 for walls and weapons, plus a spotting tool. Level 3 armour ($2,500) is worth it if you can afford it. Watch the base from a distance first, then go in quietly where you can, vaulting a Hesco stack or walking through an unfinished wall line rather than blowing a charge that announces you. If you have to breach, expect a fight right after.
Two target orders work. One goes spawn vehicle first, then the FOB, then mortars and anti-air. The other opens with a stealth entry, then the CIWS, then the FOB to cut off resupply. Both put the base's ability to resupply ahead of kills.
Written by Kaze, who plays WARDOGS and checks the numbers in game before they go on the page. Facts change with each patch. This page was last updated 15 Oct 2026 (Early Access).