Guides
Five short reads for a first week in WARDOGS. Written from the seat, checked against the community references listed at the foot of each one, and dated so you know how stale they are.
How a match works
Three factions, one moving zone, first to 100 points. What the score actually counts, and when to move.
3 min
Your first $10,000
The stake is paid once and never refilled. How to spend it so one bad life does not end your week.
3 min
Spotting for artillery
How to give a gunner something they can act on: a target, then corrections in metres.
3 min
Vehicles and helicopters for beginners
What each class is for, why you should ride before you buy, and how a helicopter's controls are laid out.
3 min
Settings worth changing
The handful of settings the sources actually recommend, and the two beta-era binds to leave alone.
2 min
Running the gun: SPH-2 crew guide
Three seats, two arcs, one ranging round. How to lay the howitzer, read its sight, take a spotter's corrections and park where it can shoot.
3 min
The L81 mortar: build it, aim it, move it
The mortar is a building, not a purchase. What it takes to put one up, what its sight will and will not tell you, and when it beats the howitzer.
3 min
Helicopters: first ten hours
Which airframe to buy first, the beta control layout and its Space bar trap, and why the $18,000 gunship is a squad decision.
4 min
Building a forward base
What the $2,500 FOB kit gives you, what the three hammers unlock, what supplies cost, and where the sources run out.
3 min
Reading the control zone
A 2 km square on a 16 km map, a Hot Zone that drifts inside it, and the HUD readouts that tell you when to move.
3 min
Last checked 2026-09-09. Bulkhead changes numbers between Early Access patches; if something reads wrong, the Discord is where corrections go.