
#1 · Tactical FPS
WARDOGS Wiki
Hold the Hot Zone — 100 players, three teams, cash is king
BULKHEAD · Team17
Featured setups
Hot Zone bodies, cheap kits, and the third faction — not a kill montage.

Any map · Every 30-second scoring cycle
Hot Zone Bodies
Players in the Hot Zone count as two and earn double cash. Move bodies into the sub-zone before the bar fills.
Best for: Squads that win gunfights on the edge of the circle and still lose the tick

Any map · First two lives
Cheap First Kit
Buy a kit you can lose twice. Cash persists. Gear does not. The session is the economy, not the first spawn screen.
Best for: New accounts about to spend the $10,000 starter wallet on a fantasy loadout

Bakurani · The five seconds after you win a fight
Third Faction Check
Clearing Lonestar does not make the apartment safe. Manticore just watched two wallets empty. Check ammo, health, and the third approach.
Best for: Two-team FPS habits after a building clear
Start with these roles
Medic and Assault first. Pilots exist to shorten the death tax.

Medic
Sustain and cash
The beginner money printer. Revives keep kits in the zone and pay you even when your aim is still forming.

Assault
Bodies on the point
Standard FPS muscle memory, pointed at the circle. You exist to be a body that counts when the tick fires.

Recon
Information tax
Mark enemies, grab tower digits, and stop your team from walking into a blob they cannot see.
Maps worth learning first
Bakurani valley first, then Ozeti town, then Zestafona's open approaches.

Bakurani
Kolchia's river valley: one town, sunflower fields, a lumberyard, and ridges that own the road.

Ozeti
Hill town, church on the high ground, walled stadium — getting there is the fight.

Zestafona
Arid high country and industrial cover — long approaches, warehouses, and nowhere to hide a bad rotate.

Kolchia Logistics Ring
The other 252 km² — spawn, safe zone, and why Pilot is a real job.
Guides
Beginner path, Control Zone math, cash, roles, maps, settings, and FAQ.
WARDOGS Beginner Guide
Three teams, a 2×2 km Control Zone, a $10,000 wallet, and why your first kit should be cheap.
WARDOGS Control Zone and Hot Zone
30-second ticks, double-count Hot Zone math, tower codes, and why fights outside the circle are a hobby.
WARDOGS Cash and Loadouts
Persistent wallet, deleted kits, FMJ vs AP, weight sway, and how to print money without top frag.