WARDOGS / FIELD NOTES
WARDOGS Season 2 building: the dos and don'ts from a logi driver
RadioGLHF drove logistics for 12 to 14 hours over the Season 2 launch weekend and came back saying builders have been building logi 100% wrong. His fix is an open pass-through, an APC garage built before the APC turns up, a CIWS on the garage roof and a perimeter around the whole tower. We priced it at the Season 2 menu and set it beside our own building notes.

Quick card
- Test it
- the firing range is Bakarani; drive a Ural south to reach the real map
- Towers
- wall the whole tower area; barbed wire is one tick of damage
- APC garage
- Indirect Fire Shelter on the wall line, three Hescos as the plug, Bremers once the APC is in
- Roof
- Vanguard CIWS dead centre, one ring of Hesco, 1,122 with the shelter
- Logi lane
- no gates, no turnarounds, room on both sides for pallets
- Alligators
- one rifleman outside the wall to load pallets and hunt
Why a logi driver changed his mind
RadioGLHF spent the Season 2 launch weekend driving logistics, about 12 to 14 hours of it by his count. He reached driver level 25 and unlocked the Gapper, and he came back with one verdict: builders have been building logi 100% wrong. He is honest that he used to be on the other side. He was the builder yelling at logi drivers to get out and put their own pallets in because he had not built gates. What changed his mind is the Season 2 delivery streak. The patch notes pay $1,250 per pallet deployed, plus $250 for each pallet in a streak, up to 10. His own figures are about $250 and about 50 XP per stack, and he says they are not exact. Either way, a driver needs 15 to 30 minutes to build the streak, and a driver who dies loses it. In a 30-minute game that driver may switch to guns, sit in the base, or leave. So every rule below serves one aim: keep the logi driver alive and moving.
Do: test your build where it will stand
His first tip is one many players do not know. The firing range is Bakarani. Get in a Ural in the firing range and drive south until you reach the real map. You can build at the actual towers and churches with nobody else there, and you cannot die, so it is also a good place for helicopter practice. He is blunt about online building apps: good for theory crafting, but you click to place things, so you never pay the time it takes to build for real. That includes ours. We built the WD Base Builder to price a base and plan a layout before the match. It does not tell you how long the build takes under fire, or whether a jump-up lands where you need it. Plan and price in the builder, then walk the build in the firing range.
Don't: trust the tower walls
RadioGLHF has gone off building at towers. His sense is that each tower sits in mortar range of about three other towers, so you get shelled from every obvious spot. He builds outside the tower areas now, but he knows people will keep building there, so he gives two warnings. First, barbed wire on the tower walls is not a defence. Jumping through it costs about one tick of damage, roughly two points by his estimate. Second, and this is the trick he says he has used on attack for a long time: an enemy can climb the wires and the metal frame of the tower and jump straight over four-high Bremer walls. He did it at medium weight, not light or lightest, and plenty of assault players run medium. The fix is the one he has always given. Build a full perimeter around the entire tower area, not up against the tower's own walls. Update, 6 November 2026: HitboTC's layered onion defense base builds on and against towers, and relies on the tower to cover his FOB. We show his view beside RadioGLHF's in that guide.
Do: build the APC garage before the APC arrives
Builders tend to scramble for a shelter when the APC shows up. RadioGLHF's answer is to give one builder that job from the start, which is easy when a few of you are on a Discord call and everyone knows their role. The garage is an Indirect Fire Shelter built into the edge of your wall. Two details make it work. When you snap the shelter onto sandbags, it does not fill the bottom with sandbags; it adds small leg extenders, so vehicles still drive in and out underneath. And the APC fits through a gap three Hescos wide, the same width it uses to enter the shelter. Plug that gap with three Hescos. They break down more than twice as fast as Bremers, which is fine this early, since few teams breach with C4 in the opening minutes. When the APC arrives, break the Hescos, drive it in and put Bremers up. The wall line stays the same. Finish it properly. Put half Hescos on the roof edge so nobody throws grenades in. Line the outside of the shelter with Bremers, because mortars still do a lot of splash damage under the shelter's edges, and he has killed plenty of APCs parked under shelters with a Stingray. Add a door so players who spawn on the APC can get into the base, and build jump-ups out of the base in more than one place, so a sniper cannot hold the only exit. In hindsight he would put the jump-ups near the middle, either side of the door. Why keep the APC inside at all? Some players say a mobile spawn is meant to move. His view is that a safe spawn inside the base reinforces it, and once you start calling drills your players die, respawn and are back in the hot zone.
Don't: wall the APC in after it arrives
The mistake he saw most is a team that parks the APC by its wall and then builds a second wall around it. As a logi driver, that cost him a stop and a turnaround every time he pulled in: drive forward, back up, drive forward, back up, behind glass that is very far from bulletproof. Anyone in a bush or a nearby house gets a slow, easy target. If the garage is part of the wall from the start, the problem never arises.
Do: put a CIWS on the garage roof
After trying other options, his preferred roof is a Sea Whiz, which we read as the Vanguard CIWS. The shelter is a 6 by 6 square, so the CIWS sits dead centre with one line of Hesco around it. Add an extra line of Hesco along the back and you get room to sit at the CIWS computer without glitching into the wall when you get out, or teleporting onto the roof. Shelters do not stack, so the CIWS cannot have a shelter roof of its own. Bunkers do go on top, which gives you a machine gun nest position or high ground for snipers.
| Part | Season 2 menu | Used for |
|---|---|---|
| Indirect Fire Shelter | 161 | The garage itself |
| Vanguard CIWS | 961 | Air defence on the roof |
| Bremer wall | 27 each | Lining the shelter and closing the gap |
| Door | 65 | Access for APC spawns |
| Bunker | 161 | Optional, on the roof for an MG nest or snipers |
| Garage plus CIWS | 1,122 | Before Hesco, Bremers and the door |
Do: build the open logi pass-through
This is the build the video is named for. Leave plenty of room on the approach side, not because the build is big but because pallets need somewhere to land if your supplies are full. Then build the lane so there is nothing to hit, nothing to slow down for and nothing to turn around at. In his test he drives through at close to full speed and drops pallets left and right without stopping. The rules from a driver who has done the hours: no gates to open, no driving into the base to turn around, and no death tunnel where a full supply pile stops you halfway. Season 2 makes this matter more. Building costs more, and so does firing: the patch notes raise the Talon restock from 50 to 200 munitions and the mortar restock from 75 to 150. Teams need more supplies than ever, and a dead driver brings none.
Do: put alligators in your moat
If drivers drop pallets outside a sealed wall, someone has to load them. His answer is the alligator: one player outside the wall, in a bush, with an assault rifle. The alligator loads pallets as they land, and when the team calls enemies outside the south wall, the alligator is already out there to hunt them. No gate opens and no driver enters the base. He has played the role himself. When there is nothing to load and nobody to kill, he builds a drill, calls it and takes the money. If it gets destroyed, the hot zone has still moved to your side of the circle.

Dos and don'ts at a glance
Our checklist from his video. The figures in the table above are ours; the rules are his.
| Do | Don't |
|---|---|
| Test the build in the firing range on Bakarani | Trust a layout you have only clicked together |
| Wall the whole tower area | Count on barbed wire or the tower's own walls |
| Build the APC garage into the wall early | Wall the APC in after it arrives |
| Plug the APC gap with three Hescos, then Bremers | Leave the shelter's outside edges bare to mortar splash |
| Put several jump-ups out of the base | Give snipers a single exit to watch |
| Leave an open lane with room for pallets | Build gates, turnarounds or a death tunnel |
| Post an alligator outside the wall | Make drivers stop to load their own pallets |
Step by step
This is our write-up of the garage and pass-through RadioGLHF builds, with our prices. 1. Rehearse. Load into the firing range, drive a Ural south to Bakarani and walk the layout where you mean to build it. 2. Pick the wall line and leave a lane. Keep plenty of open ground on the approach side for pallet drops. 3. Build the Indirect Fire Shelter (161) into the wall, on sandbags if you need the height. It adds leg extenders, not sandbags, so vehicles still fit underneath. 4. Close the APC gap with three Hescos. 5. Line the outside of the shelter with Bremers (27 each) and plug the roof edge with half Hescos. 6. Add a door (65) for APC spawns and jump-ups out of the base in more than one place. 7. Put the Vanguard CIWS (961) dead centre on the roof with one ring of Hesco, plus an extra line along the back. 8. When the APC arrives, break the Hescos, drive it in and put Bremers up. 9. Keep the logi lane clear of gates and turnarounds, and post an alligator outside the wall. You can price the shelter, the CIWS and the walls in our base builder today. Then check the timing in the firing range.
Sources and what we are unsure of
Everything about the builds comes from RadioGLHF's video, published 20 October 2026. The creator credit was checked through YouTube: the channel is RadioGLHF, at youtube.com/@RadioGLHF. We worked from the video's full caption track, not frame by frame, so check his video for exact placements. The prices come from the Wing Mait team's reading of the Season 2 menu on 17 October 2026. The delivery streak, the Talon and mortar restock figures come from the Season 2 patch notes as read by SC Haulers. RadioGLHF's own streak numbers (about $250 and 50 XP a stack) are, in his words, not exact. The captions say euro, which we read as the Ural, Sea Whiz, which we read as the Vanguard CIWS, and fire shelter, which we read as the Indirect Fire Shelter. He does not say which Hesco piece he uses for the three-wide plug, so we have not priced it. The barbed wire damage and the climb over four-high Bremers are his observations, not our tests. If your game shows something different, tell us on Discord and we will fix it.
Season 2 building costs → MG nest build → Wing Mait for WARDOGS →
SOURCE BRIEFING
Source video from RadioGLHFWardogs - S2 Apc Shelter - Perfect Logi Pass Through - Other random building tips
Watch on YouTubePlaying loads YouTube. Choose captions in the player settings. Credit and thanks to the creator.
Sources
Numbers and mechanics on this page are paraphrased from:
- RadioGLHF: Wardogs - S2 Apc Shelter - Perfect Logi Pass Through - Other random building tips (2026-10-20)
- SC Haulers: WARDOGS Season 2 Industrial Update: Everything You Need To Know (2026-10-15)
Wing Mait is an independent project, not affiliated with or endorsed by WARDOGS or its publisher.