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Guide

WARDOGS mortar: Large Hammer, Support level 8, heading and range — how to build and fire one

A WARDOGS mortar is the cheapest way to hurt people you cannot see. It is a static emplacement built at a Forward Operating Base, fired by heading and range, fed by ammo supplies, and — per PCGamesN's 11 September 2026 guide — gated behind the Large Hammer, which the Support track hands out at level 8. Everything below comes from that guide, the official wiki's description of mortars and FOB defences, and BULKHEAD's Season 1 changelog, which changed the hammer's unlock level and the loadout cost of artillery deployables two days before launch.

What is not here: shell damage, blast radius, minimum and maximum range in metres, reload time. None of it is published by BULKHEAD or documented on the wiki. A Steam community guide titled 'L81 Mortar & Artillery — Exact Range From Map Coordinates' exists for players who want to do the arithmetic; we cite it as a title, not as a source of figures.

What the mortar is for

The wiki: 'Mortars are static indirect-fire weapons that can be constructed at FOBs. Mortars allow players to provide fire support from behind the front line without exposing themselves to direct infantry combat. A well-positioned mortar team can provide sustained fire against enemy positions, defensive structures, or areas surrounding an objective. Because mortars are static emplacements, they depend on a protected FOB.'

PCGamesN's framing is the same from the other end: 'Racking up kills doesn't have to mean being a crack shot with a rifle; building a Wardogs mortar can cause absolute chaos from afar.' Its one tactical example is the tower — mortars 'flush those camping snipers off that Wardogs tower' — which ties this guide to the towers guide.

Requirements: hammer, level, supplies

Three things, per PCGamesN. 'To build a mortar in Wardogs, you need the Large Hammer and supplies either on your person or in the FOB. The mortar is only available to support players who are at least level eight, as that is when the highest tier of hammer is unlocked.' The Season 1 changelog agrees on the level: under 'Season 1.0 Unlocks: Support' it lists 'Large Hammer: level 7 to level 8', so beta-era guides that say level 7 are one level out.

The hammer's price depends on where you get it. The vendor's Large Hammer is $2,400 (was $1,600); the Support track's Large Hammer is $75,000 (was $25,000), tripled in the same changelog that tripled the FOB to $7,500. The sources do not explain the difference between the two listings, so we report both rather than guess which one you will see.

ItemWhereNowWas
Forward Operating BaseVendor$7,500$2,500
Large HammerVendor$2,400$1,600
Large HammerSupport track$75,000$25,000
Large Hammer unlockSupport trackLevel 8Level 7
Medium HammerSupport track$25,000$10,000
Mortar (build)At a FOB with building suppliesNot priced in any source
Mortar ammunitionAmmo supplies bought at the spawn baseNot priced in any source
Mortar-related prices and levels after the Season 1 changelog (BULKHEAD, Steam, 9 September 2026) and PCGamesN's mortar guide (11 September 2026).

What the wiki adds about static weapons

Mortars are one line in a longer list. The wiki's FOB defence options include 'Mortars', 'Talon anti-air launchers', 'CIWS air-defense systems', 'Other static defensive weapon systems' and 'Switchblade drone launchers', and it groups them for supply purposes: ammo supplies feed 'static weapon emplacements such as mortars and anti-air'. So a mortar shares its supply type, its building requirement and its base with the anti-air that protects it — a team that builds one and not the other has half a position.

Who pays for the mortar

A mortar is a team expense spread across three purchases: the FOB ($7,500 from the vendor), the Large Hammer ($2,400 from the vendor, or $75,000 on the Support track), and the supplies — building to place it, ammo to fire it — which a pilot buys as crates ($10,000 for the small armoured one on the Pilot track) and is paid for when teammates draw from them. The economy is designed so that the person firing and the person supplying are both earning: PCGamesN's money guide lists the supply shop as one of its six methods and the mortar guide tells the operator to 'politely ask your pilot teammates to drop some off'. On a community server until about 19 September 2026, everyone's end-of-match cash is 5% higher under patch 0.11.

Building it: FOB first, then the emplacement

PCGamesN's order of operations: 'it's always best to make sure your forward operating base is built and secure before moving on to offence.' A FOB is a player-built fortified position that unlocks 'larger construction options and defensive systems' (wiki), and it eats three supply types — building supplies for structures, ammo supplies for 'static weapon emplacements such as mortars and anti-air', and fuel. The mortar is built with building supplies and then fed with ammo supplies.

Where do supplies come from? 'This, like building supplies, is purchased from the spawn base — so make sure you either have some in your inventory or politely ask your pilot teammates to drop some off.' The logistics loop the money guide describes — pilots buying supply crates at spawn and flying them into the zone — is the mortar's supply chain.

Two WARDOGS soldiers behind a wall as a main battle tank rolls past on a muddy road, one soldier kneeling by a fallen teammate
Static defences exist because vehicles like this do. Image: BULKHEAD press kit, © BULKHEAD Limited.

The exact-range method from map coordinates

PCGamesN's walk-rounds-in method works, but a Steam community guide by Jupliket ('L81 Mortar & Artillery — Exact Range From Map Coordinates', read 14 September) gives a way to land the first shell, and the arithmetic is checkable. Its case for bothering: ranging by eye 'costs you two or three shells at 30 ammo supplies each — and the first shell tells every enemy on the map exactly where you are.' The method: open the map and zoom fully in on your gun; right-click and choose Mark Coordinates, which posts the X, Y pair to chat; copy it (Ctrl+A, Ctrl+C); repeat for the target; then 'Range = square root of (difference in X² + difference in Y²), then × 100', and 'Dial that number into the RNG slider. Fire.'

The guide's worked example: gun at 98.43, 110.38 and target at 94.53, 109.03 gives a = 3.90, b = 1.35, a² + b² = 17.03, √17.03 = 4.127, × 100 = 413 m. Signs do not matter because squaring removes them. It also warns against the folk rule 'take the first three digits of the square root', which 'gives the same answer under 999 m, but it breaks above that'. The guide names the weapon the L81 and the range control the RNG slider; neither name is in an official source, and the 30-ammo-supplies-per-shell figure is the guide's, so treat the numbers as a player's measurement with a stated method — the kind of community claim this site will cite, with attribution.

StepValue
Gun coordinates98.43, 110.38
Target coordinates94.53, 109.03
a = ΔX3.90
b = ΔY1.35
a² + b²15.21 + 1.82 = 17.03
4.127
Range4.127 × 100 = 413 m
The worked example from Jupliket's guide, reproduced so the arithmetic can be checked.

Aiming: heading, range, and no overlay

The mortar has two settings. 'The heading is the direction you want to shoot, and the range is how far your mortar shell will travel.' There is no map overlay on the sight: 'you'll want to look at your map before you jump in, mark enemies, and figure out how far away they are.' Inputs: 'You can use WASD to adjust the aiming of the mortar, then use your mouse for smaller tweaks.'

Correction is visual. 'Your camera follows the mortar round the entire way, so pay attention to the area surrounding the explosion, as that will make it much easier to make micro-adjustments for the next volley.' In other words, the first shell is a ranging shot, and the operator adjusts by watching where it lands. For players who prefer arithmetic to walking rounds in, the community guide on exact range from map coordinates is the resource the Steam guides list pushes to the top.

A fire mission, start to finish

Putting the guide's steps in order. Reach Support level 8 and get a Large Hammer — $2,400 from the vendor. Confirm the team has a FOB ($7,500) that is 'built and secure', ideally at a tower or on a route the wiki lists as a good site. Bring building supplies, or use the FOB's stock, and place the mortar. Buy ammo supplies at the spawn base, or ask a pilot on squad voice to drop a crate — the money guide notes that pilots earn cash when teammates buy from their crates, so a mortar team is a customer.

Open the map first. Mark the enemy position, estimate distance and direction, then get on the mortar and dial heading and range with WASD, fine-tuning with the mouse. Fire one round and follow it with the camera; adjust from where it lands, not from where you meant it to go. Keep firing while the ammo supplies last, and keep someone watching the approaches — the operator cannot. When the target moves, the process restarts from the map. That is the entire documented loop; anything about lead, wind or dispersion would be invention.

What the Season 1 changelog changed about artillery

Two lines in the 9 September changelog touch indirect fire. Under Gameplay and vehicles: '155mm, 122mm and flare deployables now take up more room in your loadout.' Those are artillery calibres, and the change makes carrying them a heavier loadout choice. Under Balance: 'Artillery moves to Career 90', with the Artillery Tank's price rising from $400,000 to $500,000 — that is the vehicle, not the emplaced mortar, but it is the same design intent: the top-end indirect fire is now a late-game item for 'the top 5%'.

BULKHEAD's stated goal for the rebalance: 'our median players, at 20 to 25 hours, will be around level 20.' Support level 8 for the Large Hammer is well inside that, which is presumably why the mortar remains an early-mid-game tool while the Artillery Tank does not.

Counter-mortar: what the sources say the enemy has

Nothing in the register describes counter-battery detection, so this section lists only the tools that exist. The wiki's FOB defence list includes Switchblade drone launchers, and the Pilot track's Little Bird with miniguns ($50,000 after Season 1) is the obvious airborne answer to a static emplacement — which is why the same FOB list has Talon anti-air launchers and CIWS systems. A mortar team that has not built anti-air is relying on nobody flying.

The other counter is the one PCGamesN warns about: snipers with line of sight to the operator. A tower base solves this for the defender and creates it for the attacker, which is the whole argument of the towers guide. Given that the changelog moved the top-tier artillery to Career 90 and made 155 mm and 122 mm deployables 'take up more room in your loadout', BULKHEAD clearly intends indirect fire to be rationed by levels and loadout space rather than by hard counters — at least in Season 1.

Mortar or Artillery Tank?

Different tiers of the same job. The mortar is built at a FOB with a hammer you can have at Support level 8; it costs building supplies to make and ammo supplies to run, and it cannot move. The Artillery Tank is a $500,000 Career-level-90 vehicle. For almost every player in the first weeks — median level 20 at 20–25 hours, per BULKHEAD — the mortar is the only indirect fire available. The vehicles guide covers the tank; the FOB guide covers what else the base can hold alongside the mortar (Talon anti-air, CIWS, Switchblade launchers).

Questions people ask

What level do you need for a mortar in WARDOGS?
Support level 8, because that is when the Large Hammer unlocks (PCGamesN; Season 1 changelog moved it from level 7).
Where do you build a mortar?
At a Forward Operating Base, using building supplies on your person or in the FOB (PCGamesN; wiki).
How do you aim a WARDOGS mortar?
Set heading (direction) and range (distance); use WASD for coarse and the mouse for fine adjustment; watch the round land and correct. There is no map overlay.
What does a mortar need to keep firing?
Ammo supplies, bought at the spawn base or delivered by pilots to the FOB.
How far does the mortar shoot?
No official figure. A community guide ('L81 Mortar & Artillery — Exact Range From Map Coordinates') covers the calculation; BULKHEAD has not published range or damage.
How much does a Large Hammer cost?
$2,400 from the vendor, or $75,000 on the Support track, after the Season 1 changelog.
Is the mortar the same as artillery?
No. The mortar is a static FOB emplacement; the Artillery Tank is a $500,000 vehicle unlocked at Career level 90.

Sources & further reading

Read next

  • WARDOGS guide

    WARDOGS guide hub: how the Control Zone and Hot Zone score, how the $10,000 cash loop and six progression tracks work, and links to nine guides — first match, money, towers, mortar, FOB, classes, vehicles, settings and achievements — each traced to BULKHEAD's patch notes and the official wiki.

  • WARDOGS FOB

    WARDOGS FOB guide from the sources: the Forward Operating Base is $7,500 after Season 1 (was $2,500), holds mortars, Talon anti-air, CIWS, Switchblade launchers, repair and refuel bays and drill rigs, and runs on building, ammo and fuel supplies. Hammers, placement near towers and the Hot Zone, and how building pays Support XP and cash.

  • WARDOGS towers

    WARDOGS towers explained: where the control-room terminal is, why every tower starts a match on cooldown, how each capture gives one part of a four-digit code, and how the full code on the keypad pulls the Hot Zone to your tower. Plus how towers anchor FOBs and drills. Sourced to PCGamesN's 11 September guide and the official wiki.

  • WARDOGS classes

    WARDOGS classes explained: roles are set by your loadout, not a class menu, and XP flows into six tracks — Career, Medic, Support, Recon, Pilot, Driver. Full Season 1 XP bands (level 6 to 50), every unlock level the changelog lists (Heavy Tank Driver 35, Artillery Career 90, Large Hammer Support 8), and what BULKHEAD said about the grind.

  • WARDOGS vehicles

    WARDOGS vehicles from the sources: 27 vehicles at launch (PCGamesN), with every price and unlock level BULKHEAD's Season 1 changelog published — Little Bird $50,000, Z20 Lakota $35,000, URAL, Dune Buggy, Kodiak, Humvee with minigun (Driver 30), Heavy Tank (Driver 35), Artillery Tank ($500,000, Career 90) — plus the helicopter handling changes, vehicle locking, and how transport pays.

  • WARDOGS money

    WARDOGS money explained from the sources: the paid actions on the wiki, PCGamesN's six earning methods (zone time, building, taxi, mobile spawn, supply crates, looting), the Hot Zone double-cash rule, every Season 1 price change charted, the 5% community-server bonus, and BULKHEAD's ban policy for cash exploits.

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Sukie, editor of WARDOGS Playbook

Sukie · Editor

Sukie runs WARDOGS Playbook. She edits every page on the site, checks each figure against BULKHEAD's Steam posts, the store listing and the sources named on the page before it goes up, and rewrites anything a patch note contradicts. The focus is narrow on purpose: what the game actually does, with the source attached.

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