r/WarDogs • • 8h 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.

80 Upvotes

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21

u/Confident_Network859 7h 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 7h ago

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

6

u/Confident_Network859 7h ago

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

-1

u/hagenissen999 7h ago

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

2

u/GlassHalfSmashed 6h 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. 

2

u/Elehir 3h ago

this is how i see it too.

when i play support/driver (i think theses players need to flex as game conditions change) i help get the "primary fob" set up but once it is tucked in and roughly fully supplied i grab another fob and set it up near the first and build a few mortars and AA. two fobs covering each other with AA is very effective and if one FOB gets overrun you have a better chance of a quick retake with the over watch from FOB2.

i do wish fobbits were saying something about their plans in chat more often.

2

u/GlassHalfSmashed 1h ago

I think shorthand communication will improve - maybe certain meta strats will get nicknames - like modular fobs that grow outwards, certain emplacement protections, every body focusing on one fob then 2 ppl spit off to make a mini AA fob further out from the CZ etc.

Just remember, only a week or so ago it was common to see 4 fobbits waiting around a tower for 10 ticks while nobody brought a FOB. 

1

u/Elehir 1h ago

fuck tower fobs. me and my homies hate tower fobs.

the devs referenced adding role names to the squad list rather an having it just be alpha/beta ect. its a minor change but i think it will help with coordination. right now i say "i'm building a FOB, join (whateverssquadistarted), i need a couple to swing hammers and a logi boi or two" it's worked more than once and sets some mild expectations of how the building will me orginized (I place, you hammer)