BW
OperationBrightwater
Command networkField Guide
Field guide Support Support buildings

Three slots, seven choices — and placement picks your plan

Support buildings

Every support building is 620 HP, takes a slot near your HQ, and until it's blown up it defines your plan. Some heal, some see, some build. Cancel a queued boat or drone and you get back what you haven't spent yet.

At a glance

How many
Three at most per team, one of each kind
Toughness
620 HP each — they matter until they're gone
Placement
Slots around your HQ; Pens and slips want the coast; blocked if land units or scenery are in the way
Cancel
Queued boats/drones/tanks refund proportionally

Support buildings

You may build three support structures, one of each kind, around your HQ. Each claims a slot and blocks land paths the moment it lands.

The catalog

Costs are paid when construction succeeds. After it lands, any old move order that would now cross the building gets replanned so routes stay legal.

BuildingWhat it does
Field WorkshopHeals nearby friendlies and buildings steadily — the only way buildings heal
Radar TowerLong-range sub reveal plus +16% weapon range inside 8 tiles — the anti-sub answer
Logistics HubNext tank a bit faster, deliveries a bit richer, Berliets rebuild to three
Sub PenCoastal dock that auto-launches I-400s every half minute, up to four
BarracksCycles 6 infantry types (rifle, AT, MG, Raider, Sentry, Warden), up to six
BoatyardCoastal slip training Sea Shadow gunboats and Cutters, up to six
Drone PadLaunches Aquilas one at a time, up to four

Workshop and Radar — the reactive pair

A Workshop is your anchor when the front doesn't move — steady heals to everything nearby, including buildings, which otherwise never heal. Radar is your sub insurance — it lights enemy subs at long range for a short window so you can shoot them, with +16% weapon range for shooters within 8 tiles of the tower. Both are cheap and can swing a depot hold.

Who actually builds your army

Barracks and Pens just make a unit when their timer hits zero if you have supply and population. Boatyards and Drone Pads are queued — you order train/launch, a timer runs, and cancel refunds what's left. They all respect population caps and building cooldowns, and they all can set rally points just like the HQ.

  • Pens and slips spawn right on the water by your HQ — keep the beach clear.
  • Hub is the only building that also rebuilds Berliets and speeds your HQ — the economy pick when trucks live.

Which to pick

Three slots is the whole game. Hub if you own and can protect a depot. Workshop+Radar if the fight is static and subs are out. Barracks if you need bodies for depots, Boatyard if you need coastal screen, Drone Pad if infantry is everywhere. Don't pick three that do the same job.