WARDOGS FOB Defense: Layout and Anti-Air
You defend a WARDOGS FOB with three heavy weapons the large hammer unlocks: mortars to shell the enemy across the map, an anti-aircraft missile launcher to knock down helicopters, and the CIWS, a heavy gun that shreds both choppers and infantry. In Season 2 the three cost 600 (mortar), 650 (Talon) and 1,200 (CIWS) build supplies, and the ammo is what hurts: a Talon restock is 200 supplies and a mortar restock 150. Keep them supplied, and use them to attack first. The strongest play is to mortar the enemy's base before they finish arming theirs, targeting their anti-air, drills and spawn vehicle.
Everything below needs the large hammer, which unlocks at support level 8. If you are still on the medium hammer, build walls and gates and let a higher-level teammate mount the weapons.
The three defensive weapons, and what each is for
| Weapon | Use it to |
|---|---|
| Mortar | Shell enemy FOBs and stall their push. Your main offensive tool. 600 build supplies, 150 per restock. |
| Anti-air launcher | Lock and destroy enemy helicopters. Denies their air power. 650 build supplies, 200 per missile restock. |
| CIWS | Rapid-fire gun that shoots down choppers and hoses infantry. It also tanks a lot of fire once complete. 1,200 build supplies. |
Build a compact anti-air position
A Forward Operating Base costs $7,500 to place, and from there you can wall in an anti-air position using only what the large hammer and Recon Tower give you, no vehicle base required. This layout leans on Brimstone walls, which are stronger and taller than basic blocks, for the perimeter.
| Step | What you build |
|---|---|
| 1. Foundation | Place the FOB on flat ground, then the Recon Tower (hammer level 3), one block hanging off the left edge. |
| 2. Perimeter | Ring the FOB in Brimstone walls with the slanted face out and the flat face in. Match this orientation exactly or the walls will not snap together right. Leave one gap on the last side for the entrance. |
| 3. Entrance | Open the gap into a doorway and place two doors (160 supplies, up from 44), with the second door facing inward. |
| 4. Roof | Add a Brimstone block inside as a jump-up to the roof, then wall over the space above the entrance. |
| 5. Gunner position | Cut sightline gaps in the roof walls, then build the anti-air launcher from as far back as you can and still reach it, to cut down crosshair drift. |
| 6. Harden | Raise the small Hesco blocks one level higher, and stack extra Hesco at the entrance if you expect a C4 rush. A door takes 1 C4 to breach. |
To reach the gun once it is built, climb the tower, jump onto the Brimstone wall, aim for the corner, and spam the jump key to scramble up onto the AA gun.
Target the enemy's big-ticket builds first
Aiming, range, ammo and whether shells can kill a FOB are all in the mortar guide. From a defender's seat, the question is what to hit. When you shell an enemy FOB, do not spread damage evenly. Hit the things that hurt you most, in order: their anti-air and CIWS, so your helicopters can operate, then their drill, so you steal the Hot Zone fight, and their spawn vehicle, which is worth a lot of money to destroy. If they start building mortars of their own, those jump to the top of the list, because a mortar duel is won by whoever silences the other first.
Build so one shell cannot wipe you
Space your drills and weapons apart. A tight cluster means a single enemy artillery strike deletes all of them at once, and you lose the whole investment in one hit. An unfinished build has far fewer hit points than a complete one, so finish your CIWS and anti-air quickly. Spacing footprints, airlock gates and the core-to-perimeter build order are in the FOB layout guide.
Shelter layout that survives a bombardment
Put your drills, two fit, inside an Indirect Fire Shelter so mortar and artillery splash cannot reach them. Build guard towers on the corners for vision, and strip the tower interior so you have safe access to the roof. Outside the walls, place hedgehogs to stop vehicles climbing over, then barbed wire beyond them. Barbed wire and sandbags can now sit on top of Bremmer walls, which makes a cheap second line on the wall itself. Barbed wire no longer pays cash or XP for kills, so build it to steer attackers, not to farm. Raise the Vanguard CIWS and Talon 9K-SAM on sandbags behind tier-2 walls. If the shelter ceiling gets hit mid-bombardment, repair it from underneath.
For the entrance, use a gated airlock of two or three gates, 400 to 600 supplies at 200 each. Breaching it sets off a raid announcement, which gives you time to react. Hammers can no longer breach gates, but the Halligan bar can, so an attacker no longer needs explosives to get through; the airlock now buys time, not a hard stop.
Layer your anti-air
| Weapon | What to know |
|---|---|
| Talon 9K-SAM | Hold the lock to bait flares. It cannot lock very low or very close targets. |
| Vanguard CIWS | Its bullets ignore flares, it can shoot ground targets, and it holds 2,000 rounds. |
Cover long range with the Talon and short range with the CIWS. One gunner rarely beats a good pilot, but two SAM operators do.
What does anti-air cost to keep firing?
Season 2 made the Talon cheaper to place and four times dearer to feed. The numbers below are straight from the patch: a restock is the ammo supply one missile or shell takes.
| Weapon | Place | Restock | 10 shots in total |
|---|---|---|---|
| Talon 9K-SAM | 1,000 to 650 | 50 to 200 | 1,500 to 2,650 |
| L81 Mortar | 150 to 600 | 75 to 150 | 900 to 2,100 |
The Talon is only cheaper than before for its first two missiles (650 + 2 x 200 = 1,050 against 1,000 + 2 x 50 = 1,100); from the third on it costs more, and its reload went from 2 to 5 seconds. Spend the cheap placement on a Talon you will feed, and let the CIWS carry the close layer. The Vanguard CIWS dropped from 1,500 to 1,200 to place, but it now takes 2.25 times longer to kill a spawn vehicle, so treat it as a helicopter and infantry gun, not an APC killer. Check the FOB's supply bars on the map before a long barrage, since a dry weapon is a dead weapon.
Seed the approaches with cheap deployables
Walls slow a ground rush; mines and traps punish it.
| Deployable | Cost | Unlocks at |
|---|---|---|
| AT Mine | $650 | Support level 25, $75,000 |
| Claymore | $900 | Recon level 23, $90,000 (was level 22, $50,000) |
| IED | $300 | Level 0 |
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).