Wall Design

A wall is not a barrier. It is a tool for choosing the battlefield, and good wall design wins fights before they start.

Walls do not just keep raiders out — they decide where and how the fight happens.

Wanderer's TipDesign walls with one strong gate, not four weak sides. Concentrate your turrets and melee where the wall forces attackers to go.

Overview

Walls and gates define your base's perimeter and shape how raiders approach. Their real purpose is to control, not merely block.

Funnelling Attackers

Design walls so attackers are channelled toward a single gate or chokepoint where your turrets and melee are concentrated. A wall with one strong approach beats a wall with four weak ones.

Gate Tactics

Gates can be opened and closed to admit attackers in manageable numbers rather than all at once. Used well, a gate turns a swarm into a queue.

Build Order & Skill

Walls take time and the Engineering skill to raise. Build the perimeter before the base grows rich enough to attract serious raids.

Wanderer's Note

“Fight at chokepoints. Being surrounded, not being outmatched, is what kills squads.”

Wall Design
Purpose
Control the fight
Key idea
Funnel to one chokepoint
Built with
Engineering
Build
Before getting rich