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Base Building and Destruction - Version 9 vs Version 10
Sep 12, 2026, 12:56 AM
Added the forward operating base vendor price and its Season 1 increase, plus the buildables crash fix
Sep 16, 2026, 03:51 AM
Added the three hammer tiers, the drill as a way of moving the objective, and what breaching fortifications actually takes
11WARDOGS is not played on a fixed arena. The battlefield can be reshaped during a match by both building and destruction, two systems that work alongside the randomised Control Zone to keep every fight on changing ground.223344Building Fortifications5566Players can build fortifications during a match, raising cover and defensive structures to hold a position. A team can go further and stand up a forward operating base to lock down a strategic chokepoint near the contested zone. Building rewards forward planning: a coordinated squad can dig in around the objective before the heaviest fighting reaches it. The cover and structures raised early give a defending side an advantage, though that advantage lasts only as long as the terrain does.778+Building runs through a hammer, and there are three tiers of them, each unlocking more than the last and building faster. The Small Hammer covers infantry cover, the Medium Hammer adds a proper perimeter, and the Large Hammer unlocks the heavy construction and the weapon emplacements, including mortars, anti-air, repair and refuel stations and drill rigs. The full catalogue is under Fortifications and Structures.9+810The forward operating base is bought rather than unlocked. It comes from a vendor instead of a progression track, and its price rose from $2,500 to $7,500 when Season 1 opened on 9 September 2026, alongside a rise in the Large Hammer vendor price from $1,600 to $2,400. The studio said it raised both so they would be more of a choice. A crash involving buildables was fixed in the same update. Prices are covered in more detail under The Cash Economy.9111012Destructible Terrain111312141315At the same time, the battlefield is destructible. Whole buildings can be brought down, with apartment blocks levelled by rocket fire and towns torn apart by tanks, so the terrain that protects a team early on may be gone later in the match. Destruction is tied directly to the game's combined-arms loadout options: rocket launchers carried by infantry and heavy armour such as the long-range artillery tank can flatten the structures a rival team relies on. Combined with the randomised zone location, this keeps every battlefield fluid, since a strong defensive position can be dismantled rather than simply outmanoeuvred.141617+Building That Moves the Objective18+19+The most consequential thing a team can build does not defend anything. A drill, either taken by capturing the map's towers or built on site with the Large Hammer, pulls the Hot Zone toward the base powering it for as long as that base has fuel. That turns a forward operating base from a place to hold into a way of deciding where the valuable fighting happens, and it makes the base itself the fastest thing a rival team can attack to stop it. This is covered under Towers and Drills.20+1521Funding the Fight16221723Building and destruction both reward forward planning and teamwork. A coordinated team can fortify a strong position, while a determined assault can dismantle it, and both the fortifications and the heavy weapons used to tear them down are paid for through the cash economy. Holding ground and supporting teammates earns the funds that let a side keep rebuilding or keep pushing as the match goes on.24+25+What It Takes to Tear Down26+27+Destruction is not uniform, and players have measured the difference. A door or a gate gives way to a single charge, while a heavy barrier wall takes several times as much, and the light options are close to useless against anything substantial: fragmentation grenades and grenade launchers are poor choices for breaking into a fortified base. Anti-armour launchers and demolition charges are what the job actually asks for. Those are player measurements from the launch build rather than published values, but the ordering they describe is consistent, and it is why demolitions is treated as a role a team has to buy into rather than something anyone can improvise. Roles are covered under Combat Roles.