Defilade Guide

Defilade base building

Updated · Base & logistics

Quick answer

Defilade base building is physical: you place a structure, then soldiers walk to it and build it by hand. Construction can happen mid-combat, buildings can be destroyed and repaired, and the demo adds a steel-hangar factory, a research building with a satellite dish and a green grid that shows where you can build. Core buildings are the factory, research building, barracks, helipad, medic tent and FOB, plus trenches, walls, wire, mines, tank traps and camouflage netting.

The building loop

Defilade does not let you drop a finished building from the sky. The confirmed loop is:

  1. Place the structure.
  2. Soldiers walk to it and build it by hand.
  3. Construction can happen mid-combat — you can put up a wall while a fight is going on.
  4. Structures can be destroyed by fire and repaired afterward.
  5. FOBs can be captured, so a forward base is a risk as well as an asset.

That makes build placement a combat decision, not a menu decision. A building that goes up in the open will be shot down; a building that goes up behind a trench and a wire belt survives.

Confirmed buildings

Building Role Notes
Factory Vehicle production The demo makes it a big steel hangar
Research building Upgrades The demo gives it a satellite dish that turns
Barracks Infantry production Confirmed in the public building list
Helipad Helicopters Confirmed; air units not in the demo
Medic tent Casualty recovery Confirmed; works with stretcher rescues
FOB Forward base Resupply, unit cap, capture point; losing the last one is game over
Rebel tunnels Rebel faction Tunnel network + prisoner interrogation

Defenses are buildings too

The defensive list overlaps with base building:

Build them in layers: obstacle first, fire second. Wire and tank traps slow the enemy; MG nests and infantry kill what the obstacle stops. A minefield without fire support only delays.

Build order and placement

Exact costs are not public, so this is priority, not a clock:

  1. Factory — you need units.
  2. Research building — upgrades compound.
  3. Barracks — bodies to hold points.
  4. FOB toward the contested point — not at your spawn.
  5. Defenses around the FOB — wire, mines, tank traps, an MG nest.
  6. Medic tent — keep veterans alive.
  7. Helipad — only when you can afford air units and defend them.

Place buildings so they support each other: a factory behind a trench, a research building under camo netting, a FOB with a clear road to the supply line. Do not build a lone structure in the open.

Repair and destruction

Buildings can be destroyed and repaired. That means:

What the demo changes

The demo’s base layer is a rework:

The last point is the important one: you cannot build a giant base off your starting income. You have to take ground to pay for the base that holds it.

What we still need

We will fill these in after the December 1 demo.

FAQ

Do I need soldiers to build in Defilade?

Yes. Buildings are placed, then units must physically walk to them and build by hand. Construction can happen mid-combat.

Can buildings be destroyed and repaired?

Yes. Structures can be destroyed by fire and repaired.

What buildings are confirmed?

Factory, research building, barracks, helipad, medic tent and FOB, plus defenses: trenches, concrete walls, wire, mines, tank traps, MG nests, watchtowers and camouflage netting.

What is new in the demo base layer?

The factory is a big steel hangar, the research building has a satellite dish, the ground lights up green where you can build, and manpower runs out so capture points matter.

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Sources

Checked against the current version on · Medium confidence — consistent community reports, not officially confirmed. Spotted something outdated? Tell us.

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