Tower strongpoint
A tower-centered base with a screened core, shelter and a double-gate approach.
Keep the tower entrance and console route open. Move the core to valid ground beside the actual tower.
SIMPLE FOB PLANNER / TRY IT HERE
Drag a structure onto the grid. Drag placed pieces to move them. Structures are on the left; your saved templates are on the right. Clicking and keyboard controls still work.
Right-click the grid for Rotate, Remove, Undo and Clear grid. On touch screens, press and hold.
Keyboard: focus the grid, use arrow keys and Enter. R rotates; Delete removes. Cursor: column 1, row 1.
Save to your account to keep this layout.
Public examples anyone can load and edit. Loading replaces the current grid; Undo brings your previous layout back.
A tower-centered base with a screened core, shelter and a double-gate approach.
Keep the tower entrance and console route open. Move the core to valid ground beside the actual tower.
A standalone core and drill position with a separate unloading area and two gates in sequence.
Stock fuel for the drill and keep defenders ready. The wall in front of the core screens the direct approach.
Repair and refuel stations, a supply yard and an enclosed double-gate entry.
Widen the gates and entrance chamber to suit your vehicles. Check turning room before finishing the walls.
Double-gate idea: Put two gates in sequence with a clear chamber between them, rather than side by side. The offset entrance helps break a direct approach; it does not guarantee protection. Leave enough room to pass both gates and avoid blocking them with parked vehicles. These are planning concepts, not tested builds or measured game footprints.
A simple planning sketch. Shapes show approximate planning space, not exact WARDOGS footprints or costs. The grid is not the FOB’s build radius. Check terrain, access, supplies and all placement rules in game. Walls and sandbags use different colors; dashed shapes mark access or clear ground.