Every “weaknesses and counters” section on FOBplans is written from this side of the wall. If you attack bases, this is the reference; if you build them, it is the list of things your base has to survive.
What each piece takes
C4 does 250 damage in a 6 m radius, costs $250 and needs the $550 remote detonator (Support 2). Counts from post-launch tests (Baum Dings, Skivin) with the planner database HP next to them:
| Piece | HP | C4 | Notes |
|---|---|---|---|
| Door | 500 ‡ | 1 ‡ | the weakest piece in any base |
| Barbed wire | 250 | 1 | or 12–13 melee hits |
| Sandbag wall | 735 | 1 | any vehicle gun kills it |
| HESCO Small | 1,600 | 2 ‡ | |
| Gate | 5,320 | 2 | |
| Drill Rig | 2,500 | 2 | |
| Hedgehog | 4,500 | 3 | vehicles cannot push it |
| HESCO Large | 2,250 | 4 ‡ | |
| FOB console | 15,000 | 5 (1 IED in beta) | pays $5,000, removes zone and stock |
| Bremer Wall | 6,500 ‡ | 7 ‡ | ~2× tank-shell resistance vs HESCO |
| HESCO Wall | 4,600 | 8 ‡ | |
| Bunker / Tower / IFS | 5,000 | 14 | |
| Bremer + two-high HESCO combo | – | 12 | measured on a layered wall |
Other tools: IED $300 (no unlock, remote), RPG-7 (Support 5), MAAWS (Support 20), AT mine $650 (Support 25), the L81 mortar (about two hits per structure), SPH-2 artillery, tank main guns. Bounties: $75 for enemy wire, $100 for an enemy sandbag wall.
The hack
Hold F at an enemy console for about 30 seconds. A loud alarm plays; if nobody stops you, the FOB, its zone, every structure and every supply inside flips to your team. It is the cheapest way to take a base and the reason every FOBplans build starts with a console box: an attacker who reaches the console has already won.
Gate first, door second, wall never
Order of attack on a standard ring:
- Doors (1 C4). Walk the perimeter; most bases have a door on the wrong side.
- Gates (2 C4), especially an outer gate with no inner gate behind it.
- Console (5 C4) if you can reach it; or the hack if you can hold the room for 30 seconds.
- Walls last: 8 C4 for a HESCO wall is four kills’ worth of cash.
A vehicle airlock, an offset console box door and bunkers covering the gate lane are the builds that break this order; see airlocks and gates.
Five defender mistakes
- Door in line with the console. One charge, one hack.
- Single-layer walls at the corners. A truck parks on the diagonal, the roof passenger vaults a two-high wall. Hedgehogs on the corners and a second layer fix it.
- Talon or CIWS with a HESCO lip in front. The missile hits the wall; the gun cannot see you at its feet.
- Mortar in a tall ring. Their own shell detonates on the wall. Look for pits with walls over one block high.
- Spawn vehicle in the open. Two mortar shells and the base has no reinforcements. An IFS garage is the counter.
Ladders and towers
The Recon Tower’s ladder is the only way up. A tower with the ladder facing out and no box around it is a free elevated position for the attacker; a boxed ladder (module) means opening a door in a one-cell box under a deck full of defenders.
When the wall is two high
Two HESCO walls stacked are four block heights: no jump from a vehicle roof gets over. The only ways in are the entrances, the console hack, or explosives at 8 C4 per wall. At that point the attack becomes a logistics problem for the attacker, which is the whole point of the Hot Zone Bastion.
Every C4 count above with a ‡ is disputed between sources (HESCO 2/4 vs 5/10, Bremer 7 vs 8 vs 15, door 1 vs 3) and is on our verification list.
Sources: yt-baum-dings-c4 · yt-liltenhead-raiding · wardogs-zone-db · allthings-cluster · steam-skivin · fobplans-research