WARDOGS Super FOB Strategy
The Super FOB is a WARDOGS strategy where you build a heavily fortified FOB in an open field at the edge of the control circle, then place spaced-out drills to drag the Hot Zone onto your own base. Season 2 deliberately weakened it: the Hot Zone Magnet costs 2,750 supplies, a drill needs 2,000 fuel to start and runs 300 seconds at most, so a five-drill base is dear to build and dearer to run. Enemy artillery and a coordinated push can still break it, so it is worth building only if you can keep fuel flowing.
Most of the fight in WARDOGS is a scramble to reach the objective. The Super FOB flips that. Instead of chasing the Hot Zone, you bring it home and defend it.
How the Super FOB works
Pick an open field right at the edge of the control circle and build a large, fortified FOB. Then place several drills and space them apart so one artillery strike cannot wipe them all. Players ran around five in Season 1; at 2,750 supplies each that is 13,750 now (11,250 before), before any fuel goes in. The drills pull the Hot Zone to your position, so you defend a single fortified point with mortars, anti-air like the CIWS, and rocket emplacements instead of fighting across the map for towers.
What it takes to run one
A Super FOB is a logistics job before it is a fight. Each drill is built with the large hammer and runs on fuel supplies, and Season 2 made that bill bigger: a drill needs 2,000 fuel to start (was 1,500), holds up to 10,000, and each unit of fuel now buys 0.03 seconds instead of 0.05. Running a drill for one minute costs 2,000 fuel instead of 1,200, and a full tank lasts 300 seconds instead of 375. The developers also lengthened the cooldown before a destroyed drill can be replaced. Keeping several pulling means someone has to keep hauling fuel while the rest of the squad holds the walls. Wall, gate and drill placement is in the FOB layout guide, and the defense guide covers arming the mortars and anti-air.
Is a Super FOB still worth building in Season 2?
It costs more to build and far more to run, so build it only if your squad can keep fuel arriving. One drill held for 10 minutes takes two full tanks, 20,000 fuel on top of the 2,750 build supplies. In Season 1 the same 10 minutes took 12,000. The Hot Zone Magnet also pays the enemy less when they destroy it ($2,750, down from $4,500), so a lost drill hurts you less in cash, but the fuel in it is gone.
| Drill (Hot Zone Magnet) | Season 1 | Season 2 |
|---|---|---|
| Build cost | 2,250 supplies | 2,750 supplies |
| Fuel to start | 1,500 | 2,000 |
| Seconds per fuel | 0.05 | 0.03 |
| Max fuel | 7,500 | 10,000 |
| Longest run | 375 s | 300 s |
| Fuel for 10 minutes | 12,000 | 20,000 |
A bigger tank also means a bigger fuel haul per run, so a logistics player with a vehicle is worth more to this plan than another rifle on the wall.
How to counter a Super FOB
| Counter | How |
|---|---|
| Artillery & mortars | Out-range it. The drills are spaced, so focus fire and take them down one at a time. Each Magnet pays $2,750 when destroyed. |
| Hack or destroy the FOB | A base stocked for a long hold is worth up to $7,500 and 250 XP to whoever destroys it, maxed at 25,000 supplies held. |
| Attack helicopters | Hit it from the air before its anti-air is finished. |
| Contest the towers | Pull the Hot Zone back off their base by taking towers yourself. |
Facts change with each patch. This page was last updated 15 Oct 2026 (Early Access).