01 · Three Companies and One Very Large Map
A hundred players, three private military companies, and 256 square kilometres to argue over.
Wardogs puts up to one hundred players on a single server and splits them between three private military companies rather than the usual two sides. Lonestar fights in blue and comes from the West, Valkyra fights in red out of the Soviet People's Republic, and Manticore fights in green for the Kingdom of Persia. The setting is a fictional alternate-history Caucasus, and the playable area runs to 256 square kilometres, which is large enough that travel is a real decision rather than a loading screen.
The third faction is the part newcomers forget, and it is the single most useful thing to remember in your first week. A fight you are losing can be rescued by a second enemy team arriving to contest the same ground, and a fight you are winning can collapse the same way. Standing off and letting two companies grind each other down before you commit is not cowardice in this game, it is the correct play more often than not.
The game was built in Derby, England on Unreal Engine 5 and entered early access on Windows on 10 September 2026, with PlayStation 5 and Xbox Series X and S versions planned for 2028. There are no microtransactions, no item shop and no battle pass, which matters more than it sounds: every advantage on the map was bought with in-game money that somebody earned, so the economy below is the whole progression system rather than a side activity.
- Three teams, not twoLonestar in blue, Valkyra in red, Manticore in green.
- 100 playersA single server holds up to one hundred at once.
- 256 square kmTravel time is a tactical choice, not a menu.
- No paid shortcutsNo microtransactions, no item shop, no battle pass.
02 · How a Match Is Actually Scored
Bodies inside a circle, counted every thirty seconds. Kills are a means, never the metric.
A Control Zone two kilometres across is placed at random on the map. Every thirty seconds, whichever team has the most players inside it scores a point. That is the whole win condition, and it explains almost every argument you will see in chat: a player with a spectacular kill record who spent the match two hundred metres outside the circle contributed nothing to the result.
Inside the Control Zone sits a smaller Hot Zone that drifts slowly, and players standing in it count double. Two mechanics let you move it rather than chase it. Towers scattered through the area display code digits, and completing the code can pull the Hot Zone towards a tower your team holds. Drills, which need the heaviest hammer tier and a fuel supply, pull the Hot Zone towards whatever position you built them on for as long as they keep running.
The practical consequence is that holding is worth more than taking. New teams capture a position, feel the lull, and leave to chase either kills or the drifting zone, and the company they just pushed out simply walks back in. If you have bodies on good ground inside the circle, the correct next action is usually to stay there and let the clock pay you.
- A point per 30 secondsAwarded on player count inside the Control Zone.
- Hot Zone counts doubleA smaller drifting circle inside the main one.
- Towers and codesCompleting a code can pull the Hot Zone to your tower.
- Holding beats takingLeaving to chase kills hands the ground straight back.
03 · The Cash Economy and Profit Per Life
Every account starts with ten thousand dollars, and the HUD tracks what this life has earned.
Each account begins with $10,000 of in-game cash, and that cash is the only currency that matters. It buys weapons, equipment, ammunition, attachments, vehicles, helicopters and supplies for the team. The critical rule is that purchases are match-only, apart from your initial unlocks, while the cash balance itself persists between matches. Anything expensive you carry to the front line is money you are risking, not an asset you own.
Money comes from more than shooting. Kills and assists pay, but so do transporting teammates, supplying allies, and simply spending time inside the Control Zone or the Hot Zone. Spotting enemies, vehicles and enemy bases earns reconnaissance experience and cash, though re-marking the same target pays progressively less. A logistics run pays around 2,500 per pallet delivered to a forward base, and a Ural truck carries two pallets at once for about 5,000 a trip once unlocked. A player who never wins a duel can still finish a match well ahead on money.
There is a profit counter on your HUD for the current life, and learning to read it is the fastest way to improve. Expenses run the other way: gear, team supplies, vehicle repairs and supply crates all cost, and a crate can be bought from the player who delivered it, who is free to add a markup. Downed players can offer cash to persuade somebody to revive them, tips for transport and revives are normal, and Season 2 added wagers on in-match goals such as a number of kills in a single life.
Seasons reset cash, experience and unlocks, so hoarding is pointless by the end of one. The exception is gold bars: cash can be exchanged for them at a simulated rate, they survive the reset, and they are the only route to cosmetics and emotes. If a season is closing and your balance is large, that exchange is where it should go.
- Start with $10,000Cash persists between matches, gear does not.
- Teamwork pays cashTransport, supply and zone time all earn.
- Logi run: about 2,500Per pallet delivered, or about 5,000 for a Ural load.
- Gold bars survive resetsThe only way to keep value across a season.
04 · Budgeting a Loadout and Picking a Role
The most common new-player mistake is spending a fortune on one life and losing it in a minute.
Cheap and repeatable beats expensive and fragile. A reliable primary weapon, enough ammunition, a little utility and the discipline to survive will out-earn a loadout that swallowed your balance and died to the first mortar. Keep a reserve for the things that genuinely decide fights: anti-vehicle gear when armour shows up, transport when the zone is far away, logistics when the base is dry, and a planned push when your team is organised.
Five roles cover almost everything. Assault carries a dependable primary and stays alive on the objective. Medic keeps bodies upright and inside the circle, which is literally how points are scored. Recon spots and watches approaches, feeding the information that stops your team walking into armour. Anti-vehicle is situational and should be brought when the situation calls for it rather than every life. Logistics moves people and supplies and builds the bases, and it is the most reliably profitable job in the game.
Two small habits save beginners a lot of money. Loot bodies for ammunition and armour instead of buying replacements, and hold the sprint modifier briefly to settle your aim before a shot rather than firing through the sway. If you are genuinely broke, taking the free recruit loadout and recovering gear from the field is a legitimate way back, and it is how experienced players rebuild after a bad run.
- Cheap and repeatableOne expensive death can undo an hour of earning.
- Five rolesAssault, Medic, Recon, Anti-vehicle, Logistics.
- Loot before you buyAmmunition and armour are lying on the field.
- Settle the swaySteady the weapon before the shot, not during it.
05 · Forward Operating Bases, Hammers and Supply
A base is a rally point, a spawn and a supply dump, and it only works if somebody keeps feeding it.
A forward operating base is built from a kit that sets the building radius and stores the materials everything else is made from. It gives your team a rally point and somewhere to come back to, and it has to be supplied continuously to stay useful. Protect the kit itself before anything decorative, because an enemy who reaches it and hacks it takes the entire base, including whatever you spent building it.
Building tools come in tiers and the tier decides what is available. A small hammer handles sandbags, barbed wire, basic barriers and small HESCO, which is enough for a simple defensive or reconnaissance position. A medium hammer adds doors, gates, large HESCO and loudspeakers, and a new base starts with one along with a small stock of supplies. A large hammer is the real unlock: bunkers, recon towers, heavy and Bremer walls, shelters against indirect fire, mortars, anti-air including SAM and CIWS emplacements, repair and refuel stations, and drill rigs. Higher tiers also build faster, which matters under fire.
Supply is a job, not a background process. Crate supplies have to be carried to base storage by hand, while large pallets can be unpacked anywhere inside the base radius and deposit their resources remotely, which is the difference between a ten second job and a two minute one. Build inside the combat zone when you reasonably can: a player constructing something clever a kilometre away is one fewer body in the circle that is actually scoring. Putting bases around towers is usually right, because tower control is what lets your team drag the Hot Zone where you want it.
- Protect the kit firstAn enemy who hacks it owns your whole base.
- Three hammer tiersLarge unlocks bunkers, anti-air, mortars and drills.
- Pallets beat cratesLarge pallets deposit remotely inside the radius.
- Build inside the zoneConstruction outside the circle scores nothing.
06 · Defending What You Built
Walls are arithmetic: an attacker counts C4 charges, so build so the count is higher than the stack.
Breaching is a known quantity, which means your perimeter is too. Small HESCO takes two C4 charges, large HESCO takes four, and a Bremer wall takes seven, while C4 arrives in stacks of three. Build the outer layer so that getting through it costs more than one stack, and the attacker has to go and resupply while your team repositions. Small HESCO on an external wall is one of the most common and most punished beginner choices.
The failures that actually lose bases are small. Doors close themselves after roughly a minute, but a player standing nearby can hold one ajar, and a Halligan bar will pry one open, so build airlocks with two doors on the same path and use double doors inside as well. Vehicle gates need an airlock long enough for the vehicle to fit entirely inside, otherwise both gates end up open at once. Clear away anything climbable next to a wall, build your walls outside existing fences and stone walls rather than behind them, and do not leave overhangs on the outside that hand attackers free cover.
Emplacements have an order that works. Build the Talon 9-K SAM first, then resist the urge to fire it at every helicopter that passes, because an active SAM advertises your position. The L81 mortar comes second, and large walls need to stay out of its firing arcs. The Stingray FPV drone launches straight up so walls do not block it, but at around $5,000 of ammunition each, and only two drones from a pallet of mechanical supplies, it is a deliberate purchase rather than a default. The Vanguard CIWS is aimed by hand and is the answer to helicopters that defeat missiles with flares, though it cannot depress to hit ground targets. A loudspeaker tower is a spotting position with very little cover and makes a poor sniper nest.
- Count the chargesSmall HESCO 2, large HESCO 4, Bremer wall 7. C4 comes in threes.
- Airlock everythingTwo doors on a path, and gates long enough for a vehicle.
- Deny the climbClear climbables, build outside fences, leave no overhangs.
- SAM first, quietlyFiring at every helicopter just marks your base.
07 · Vehicles, Helicopters and Logistics
On a map this size, whoever solves travel decides where the fight happens.
Transport is the difference between arriving as a squad and trickling in one at a time, but a vehicle is only as good as the person steering it. A driver who presses on into known heavy weapons wastes both the vehicle and everybody inside it, where turning around keeps a living vehicle that can come back from another angle. The same applies in the air: fly with pilots you have reason to trust, because a helicopter full of your squad is a single point of failure.
Spawn APCs let teammates appear inside the combat area, which makes them extremely valuable and extremely tempting to misuse. Keep them at the primary base rather than driving them into the Hot Zone, unless your team is genuinely dominating and can protect them. Vehicles also cost money to repair, so the running total on a vehicle you keep alive all match is much better than the total on three you lost.
Logistics is the quiet route to both cash and influence. Pallet deliveries pay reliably, a Ural carries two at a time, and the team that keeps its bases stocked is the team that can still build when the fight turns. Drill rigs sit at the intersection of logistics and scoring: they need a large hammer and a steady fuel supply, they pull the Hot Zone to your position without you having to hold every tower, and they attract enormous attention. A sensible team puts the drill on a secondary base near a controlled tower, so losing it does not cost them the main position too.
- A living vehicle returnsTurning back beats pushing into heavy weapons.
- Guard the spawn APCIt belongs at the main base, not in the Hot Zone.
- Logi pays reliablyPallets earn whether or not you win a single duel.
- Drills need fuel and guardsPut them on a secondary base, not the main one.
08 · Reading the Map and Dropping Indirect Fire
Grid arithmetic turns a map reference into a firing solution, and a small square is ten metres.
Indirect fire is one of the few places in the game where a little arithmetic beats reflexes. Take the difference in the X coordinate and the difference in the Y coordinate between your gun and the target, work out the straight line distance, then multiply by one hundred to get metres. A difference of 3.90 across and 1.35 up, for example, comes out around 413 metres. Each small square on the map is ten metres, which is a useful sanity check when a reading looks wrong.
Know the tool before you fire it. The L81 mortar reaches roughly 700 metres, holds up to three shells, and each shell costs about thirty ammunition supplies, so a barrage is a real expense. An artillery tank will not fire closer than about 750 metres and reaches out to roughly 2,630, which makes the mortar the correct answer for anything nearby. Terrain intervenes more often than people expect, so if rounds are not landing, move and recalculate rather than firing the rest of the stack into the same hill.
The rest of map reading is unglamorous and wins matches anyway. Learn the main roads, the bridges, the chokepoints, the high ground and the approaches into the Control Zone, because knowing where a vehicle must slow down is worth more than any single weapon. Use proximity and squad voice with short callouts, and listen before you enter a building: gunfire, engines and footsteps tell you most of what a scope will not. Season 2 added a rain system that cuts visibility, which rewards exactly this habit of listening and knowing the ground.
- Grid to metresDistance between coordinates, multiplied by one hundred.
- Mortar about 700 mUp to three shells, around thirty supplies each.
- Artillery has a minimumNo closer than about 750 m, out to about 2,630 m.
- Listen firstRain cuts vision, so sound and ground knowledge carry you.