Last updated: 2 October 2026
WARDOGS Towers, FOBs & Logistics How to Capture, Build and Supply
A WARDOGS FOB costs $7,500 from the vendor as of the September 9 "Pre-Load Live & Season 1" patch, and it's the anchor for everything in this guide: towers you capture to pull the Hot Zone toward you, the Hammer tool you need to build the FOB itself, the supply pallets you haul in to keep it stocked, and the mortar you can eventually build to support your team from range. This guide covers what's officially confirmed by BULKHEAD's own patch notes and cross-checked press reporting, so you know what you're actually working with before you commit cash to it.
01What Towers Do and How to Capture Them
Towers are capturable structures scattered inside the Control Zone. PCGamesN's reporting and GameWatcher's coverage both describe the same core loop: clear any enemy players holding the tower, then head to the control room (PCGamesN pins it to the mid-level of the structure) and interact with the terminal to start hacking it. There's a cooldown before the capture locks in — both outlets describe it as a short wait, long enough that a hotly contested tower can take a few minutes to actually flip.
Every tower a faction holds has a cooldown again each time it changes hands, so towers near the edge of a fight tend to see-saw rather than settle immediately.
- Code fragments: capturing a tower hands your faction one piece of a single shared code — it isn't a separate code per tower.
- Hot Zone magnet: once your faction has the complete code, entering it at the tower you've designated as your main one pulls the moving Hot Zone circle toward it.
- Cash while it's active: BULKHEAD's own store description confirms the Hot Zone mechanic pays double cash for actions performed inside it — stacking the magnet toward your own ground compounds that payout.
- Sightlines and staging: towers also work as recon vantage points and, per GameWatcher, as the natural spot to build your main FOB, since that's where you'll want to collect and enter the tower code anyway.
Towers aren't mandatory to win a match — the scoring objective is still holding the Control Zone with more players than the other two factions — but a faction that ignores them is giving up free map control and a cash multiplier to whoever doesn't.
02Building an FOB: Hammers and What It Costs
A Forward Operating Base is the buildable your faction anchors around — walls, defenses and (eventually) a mortar all go up around it. Per BULKHEAD's official September 9 "Pre-Load Live & Season 1 Changelog," the base vendor price for an FOB was raised from $2,500 to $7,500, explicitly "to make them more of a choice" rather than a throwaway early purchase.
You can't build anything without a Hammer equipped. The same patch notes confirm the general-vendor Large Hammer went from $1,600 to $2,400. Separately, the Support progression track sells its own, pricier building tools gated behind Support level: a Medium Hammer rose from $10,000 to $25,000, and a Large Hammer rose from $25,000 to $75,000, with its unlock also moving from Support level 7 to level 8. In short, there's a basic Hammer anyone can afford early, and a more capable Support-track tier that costs a lot more cash and levels to reach.
With a Hammer equipped, approach a friendly FOB zone, open the build menu, and place a structure's blueprint on flat ground. Building isn't instant — it draws down whatever supplies you've stocked at the FOB, which is where pallets come in next.
03Supply Pallets, Crates and Delivering Supplies
PCGamesN's money-making guide describes a dedicated logistics loop that pays cash on its own, separate from combat: buy a supply crate at your spawn — stocked with ammunition, building supplies, or bandages — then drive it out and drop it inside the zone. Anyone else who buys from it "puts cash right back into your account," so running supplies is a legitimate way to earn without ever firing a shot.
The same guide notes that constructing walls, barricades and other defenses at an FOB using those delivered supplies earns Support XP and cash per completed structure — building, not just fighting, is a paying job in WARDOGS.
On what vehicles can carry pallets: BULKHEAD's own patch notes officially name several Driver-track ground vehicles, including multiple URAL configurations (URAL, URAL Covered, URAL Attack) and Kodiak variants (Kodiak Flatbed, Kodiak Assault). The Covered and Flatbed names point to cargo-hauling roles, but Bulkhead hasn't published a specific per-vehicle pallet capacity list — treat exactly which trucks carry how many pallets as something to confirm in-game rather than a fixed, documented number.
A mobile spawn point placed well inside the zone is a related earner: PCGamesN's guide notes that every teammate who spawns on it afterward nets you additional cash, functioning as passive income for the rest of the match.
04Building and Using a Mortar
The mortar is a Support-track buildable, and both PCGamesN's reporting and BULKHEAD's own patch notes agree on the gate: it unlocks at Support level 8 (raised from level 7 in the Season 1 changelog), and it requires the Large Hammer to build.
Beyond that level-and-tool requirement, the specifics below come from PCGamesN's own testing of the mortar, so treat them as reported rather than officially documented line-by-line:
- Secure your FOB before you commit to building a mortar near it — PCGamesN's guide stresses getting your base built and safe first, since a mortar is a static, exposed structure.
- Ammunition for the mortar is purchased at spawn, the same way building supplies are, and needs restocking as you fire.
- Firing comes down to two adjustments — heading (direction) and range (distance) — set with WASD for coarse aiming and the mouse for fine corrections.
- There's no map overlay while aiming, so PCGamesN recommends checking the map and marking targets before you climb into the mortar pit.
- A mortar crew is an obvious target for enemy snipers who can see the pit, so don't linger in the open once you've fired.
05What Update 0.1.2 Changed for Builders and Haulers
BULKHEAD's September 30 "Update 0.1.2" patch notes made several changes aimed squarely at logistics-related exploits, and they're worth knowing even if you're playing straight:
- Destruction rewards now scale with build progress — the patch notes state that "any rewards for destroying buildables now scale with their build progress," so destroying a freshly placed schematic no longer pays out a full reward the way a finished structure does.
- Out-of-zone FOB pallet deposits pay less — "Depositing pallets into a FOB outside the zone now awards reduced rewards," closing off a way to farm cash by hauling supplies somewhere safe rather than where they're actually needed.
- Vehicle fly-through rewards are capped — an exploit around driving through objectives for repeat rewards was fixed, with payouts now capped.
- Revive checks are now fully server-authoritative, closing another exploit path that had been abused alongside the cash farms above.
The same patch is explicit that leniency for these exploits is over: anyone caught abusing cash or XP exploits — or real-money trading — has had progression reset and risks a permanent ban going forward.
06Practical Logistics Tips Near the Control Zone
- Build your main FOB at or near a tower you actually hold — it keeps the tower code-entry terminal and your base in the same defensible spot, per GameWatcher's reporting on tower strategy.
- Deposit supply pallets inside the zone, not outside it — Update 0.1.2 specifically reduced the reward for dropping pallets at an out-of-zone FOB, so there's now a direct cash incentive to haul supplies to where the fight actually is.
- Don't over-invest in a Hammer tier you can't yet use — the Support-track Medium and Large Hammers are both considerably pricier than the general-vendor Large Hammer, and the Large one needs Support level 8 regardless of how much cash you have.
- Keep a crate running even when you're not building — letting teammates buy ammo or bandages off a crate you drove out pays you directly, on top of whatever your FOB earns from completed structures.
- Treat a built mortar as a FOB dependency, not a standalone toy — it needs a secure base nearby for ammo resupply, so don't commit to one before your FOB can actually hold the ground around it.
FAQ
What do towers do in WARDOGS?
Capturing a tower gives your faction one piece of a code; once you've collected the complete code, entering it at a tower you control activates that tower's Hot Zone magnet, pulling the moving Hot Zone circle toward your position. Towers are also strong recon vantage points and a natural place to build your main FOB.
How do you capture a tower in WARDOGS?
Clear any enemy players holding the tower, then reach the control-room terminal (reported as the tower's mid-level) and interact with it to start hacking the tower for your faction. There's a short cooldown before the capture locks in, and it resets again each time the tower changes hands.
How much does an FOB cost in WARDOGS, and how do you build one?
An FOB costs $7,500 from the vendor, raised from $2,500 in BULKHEAD's September 9 Pre-Load Live & Season 1 patch. You also need a Hammer equipped (a general-vendor Large Hammer costs $2,400) and supplies hauled in before you can place and build structures around it.
How do you build and use a mortar in WARDOGS?
The mortar requires the Large Hammer and Support level 8 to unlock (officially raised from level 7). Secure your FOB first, since the mortar is a static structure near it, then buy ammo at spawn the same way you buy building supplies. Firing uses heading and range adjustments — WASD for coarse aim, mouse for fine corrections — with no map overlay, so mark targets on your map before you climb in.
What vehicles can carry supply pallets in WARDOGS?
BULKHEAD's patch notes officially name several Driver-track ground vehicles suited to hauling cargo, including URAL, URAL Covered, URAL Attack, Kodiak Flatbed and Kodiak Assault. Bulkhead hasn't published a specific pallet-capacity figure per vehicle, so treat exact numbers as something to check in-game rather than a documented fact.
What changed for FOBs and logistics in WARDOGS Update 0.1.2?
Update 0.1.2 scaled destruction rewards to a buildable's build progress (so destroying an unfinished schematic pays less), reduced the reward for depositing supply pallets into an FOB outside the Control Zone, and capped a vehicle fly-through exploit's rewards — all aimed at closing cash and XP farms rather than changing core building mechanics.
Sources
Where the facts on this page were checked. If one of them now says something different, we want to know — tell us and we will fix the guide.
- How to capture Wardogs towers PCGamesN
- How to make Wardogs money fast PCGamesN
- How to build a Wardogs mortar PCGamesN
- Wardogs Towers: What They Are and How to Capture Them GameWatcher
- Pre-Load Live & Season 1 Changelog BULKHEAD (Steam News Hub)
- WARDOGS | Update 0.1.2 (Minor Patch) BULKHEAD (Steam News Hub)
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