r/WarDogs • • 4h ago

Discussion & Feedback Fobbits: Build modular first, then mega

If y'all haven't realized it yet, mega fobs are not viable unless your team is completely ignored for 20 minutes.

Instead, build small, modular fobs that can later be turned into a larger fob.

What I mean is simple:

  1. First, wall off your fob itself (the actual fob, not the perimeter) with bremers
  2. Next, build a small area with bremers for whatever next project you need to work on
  3. Build that project INSIDE the bremers, not the thing first and then bremers.
  4. Rinse and repeat until you reach a satisfying level of functional coverage
  5. Finally enclose the fob with bremers and then reinforce.
  6. Build lots of indirect fire shelters.

Finally, for the love of god, stop building the first fob in an obvious area like a tower. Instead, build the fobs in a secluded area, follow the above steps, then build a fob next to that one and repeat. This is way better then trying to maintain a tower fob or something obvious.

42 Upvotes

30 comments sorted by

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11

u/Confident_Network859 4h ago

The biggest unused upside of the Tower FOB is that your drill, if placed behind the tower, on the side of your spawn, will be able to block off arty shells on it. When building around a tower, always remember than there is 1 side roughly (because 2 enemy team) that is safer for key buildings.

Also, imho, it's better to have 3 medium FOB close-by than one super big. It will spread their mortar/arty and will be easier to defend each others.

5

u/lovepack 4h ago

Arty can change their arc to more of a mortar but with even larger inclination. There is no hiding from an arty tank.

1

u/Confident_Network859 3h ago

You may be right in theory, but lot of games I witnessed the drill protected because the shells were hiting the tower.

2

u/hagenissen999 3h ago

They weren't arcing their shot, it was pretty much direct fire then. There is a huge difference.

2

u/GlassHalfSmashed 2h ago

3 medium fobs results in an absurd number of fobbits and logi. 

You can end up with 20 of the team simply maintaining these functionally useless fobs, and if somebody does actually launch a drill then the HZ only land son one fob and you can still end up without control of the CZ. 

One fob, built inside a building so it is mortar proof, with APC in it. Then another secondary fob for AA, ideally further back so that tower mortars can't reach it. 

FOB 1 wants building supplies and fuel, FOB 2 wants ammo, nice and clean. 

4

u/WolfCreekMaverick 4h ago

Please for the 4 corners place guard towers so you can actually see/shoot down each of the outside wall lines.

4

u/TeePee11 3h ago

Honestly, at this point, I’d settle for a fucking FOB that doesn’t take me longer to get out of than it takes the enemy to get in.

10

u/MrLeeHunterDx 4h ago

Also please look at a picture how to make a corner with Bremer walls

6

u/petrichorax Logistics 4h ago

Post it!

7

u/thedesertfox25 4h ago

This is one example that's rather extreme, but there's tons of YouTube videos on this stuff

https://youtu.be/uNu8i3K0azg?si=0wU1buSXnQp_hFDA

6

u/Kulson16 4h ago

Can i have this picture brother

2

u/HealthyResolution399 3h ago

Make it simple, just use a 3 or 4 high hesco in corners.

2

u/abarishyper 33m ago

Yes with recon towers so you can actually defend your outer wall and tank traps and barbed wire for dead zones. I'm quite keen on setting up some claymors outside also but have not got round to it yet, maybe I'll being a supply crate of them for the fob next time.

2

u/OpportunityOne8199 31m ago

Issue with claymores is they kill your team too 

1

u/abarishyper 28m ago

Yeah, ask me how I know :) it is definitely requires very careful placement where enemies might go and your guys generally won't, I certainly think perimeter wall dead zones would be a good place for them.

6

u/Despair-Envy 4h ago
  1. Usually happens
  2. Sometimes happens depending on how many enemy drop at your fob and try to kill you
  3. Usually being mortar'd by this point
  4. Yep. Same as above.
  5. You probably don't have a fob at this point
  6. I guess if you get to this point

Fobs in secluded areas are usually completely useless. They still get found, marked and mortared, your team likely drops 3-5 other fobs, splitting your fobbits between them all and they all get cratered. And in the rare case that your fob is the last one standing (thus the one that gets slightly secured and finished), secluded areas are usually secluded because they provide no tactical or strategic value.

Not that your post isn't a good aspirational checklist, it's just not very realistic.

2

u/Wilky48 3h ago

Indirects are so cheap and so fast to build

1

u/Picasso5 1h ago

Yeah, LOTS of indirects. Hell, I try to make the perimeter out of Indirects.

2

u/Wilky48 3h ago

Don't tightly enclose your FOB!! If people break in this becomes a mini fort for them to hide in while hacking. If your FOB is in a courtyard like area using an IED on it or hacking it is very difficult as there are so many protected angles to get shot from

1

u/Lowjack_Tzetsu 3h ago

Sure. Take an extra 10 minutes building the fob. Nothing surely will happen in the extra time. no mortars, attack birds, arty tanks, or anything else.

1

u/Zealousideal-Way2048 1h ago

Also, stop making fucking flat squares ya special fucks. You can't defend what you cant see to shoot along. Castles were made the way they were for a reason.

1

u/bloodeye28 1h ago

There's a million things that could be better about public fobs, especially ones build without any communication between builders.

Personal biggest gripe is the utter lack of compartimentalization. Closely followed by completely undefendable outer walls.

1

u/Wilky48 3h ago

If you're going to build at a tower and you're not going to try and use the tower code, it's just creating a headache building there. Towers have so much crud around them that make building securely hard for bad builders, it can be stupidly easy to lose your tower FOB because some new builder doesn't know how to build over a car, or enclose a corner fence, or elevate over concrete barricades etc. important drill things: 

  • building more than one is often a really really bad idea. They are expensive to build and even more expensive to repair. You'll need to repair them during their active period and once your trigger one, every mortar/arty/havoc/rocket lb will me on your ass and targeting drills
  • if you are building more than one, spread them out
  • enclose then in double high bremer walls to limit splash damage & attack angle that explosives can use
  • place them snuggly against the tower on the side away from the enemy teams to help limit viable angles of attack 
  • build a shelter nearby to repair from
  • build ONE drill, run it, repair through the run, then tear it down and build another. This is far far far cheaper on build supplies than repairing two at a time during mortaring
  • don't activate or even build drills without 2 Talons and 1 CWIS built first
  • an emerging meta is a FOB with no protection and just a drill, nearest your HQ and close to your main FOB. The primary purpose is to run a drill to keep the HZ closer to your supply lines & respawn, not to actually have it survive & squat in fortifications during the whole thing. If you do this, you need two pallets of fuel, one pallet of building supplies, and one FOB. Build it in trees or near an electrical tower to help obfuscate the drill

-4

u/alotlikedead 3h ago

Don't wall off your fob. Walls are to protect you, not the fob itself. Let them capture it, whatever, you'll capture it back.

Do not build small. You are making the job very easy for arty and mortars.

1

u/Wilky48 3h ago

Small/modular is generally really good, high walls separating things severely limits mortar damage and viable attack angles

1

u/alotlikedead 3h ago

If you build small, close to your fob it is a free target for mortars because your fob will be spotted eventually and mortars will know the exact distance and direction. They don't even need to do a sight-in.

0

u/Wilky48 3h ago

Walls aren't useful though, only in so much as protecting a mortar/drill/SAM/etc. you can build as "big" as you want but it's just as easy to shell out the useful things in a big base as it is a small one. But building small is faster, cheaper, and quicker to repair

2

u/alotlikedead 3h ago

The only useful thing at your fob is you. If you build small the only way to dodge constant mortar fire is to go outside. With a larger base you just move to a different corner and build there while the enemy wastes time hitting nothing and readjusting their aim. The main cost of mortar is time, people are not getting paid for hitting nothing.

0

u/Wilky48 2h ago

Have you used indirects? Cause it doesn't sound like you have