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WARDOGS · Maps

WARDOGS Maps Guide: Bakurani, Sabatulo and Reading the Zone

What WARDOGS maps exist on 8 November 2026 — Bakurani today, the urban map Sabatulo from Season 3 — how the Control Zone sits on a 10 km map, the Season 2 spawn rebuild, rain, distances and fuel, and a routine for reading any match.

Updated 2026-11-08 · 10 min read · by the BoostPirate crew
  • Bakurani: ~9.9 km across
  • Sabatulo arrives 12 Nov
  • Zones: randomized 2×2 km
  • Rain: a preset, not an event
WARDOGS · Map anatomy

Ten kilometres of map. Two of them matter each match.

BULKHEAD's store page says three teams fight for randomized 2x2 km Control Zones; community measurements put Bakurani at about 9.9 km across. Everything else on the map is how you get to the zone, and what it costs to get there.

HQ · A HQ · B HQ · C 2 × 2 KM ZONE SPH-2 · 2.6 km 1 km SCHEMATIC · not the real Bakurani layout · grid 1 km
  • Control Zone. Randomized each match (BULKHEAD: "2x2km"); the community Field Manual says it stays put once the match starts.
  • Hot Zone. A smaller circle that drifts inside it and counts double.
  • Drill towers. Hold them all to fire the Hot Zone Magnet onto your ground.
  • Three HQs. Season 2 moved and rebuilt all three Bakurani spawns with purpose-built routes to the zone.
  • Terrain. Rivers, ridges, villages and industry decide your route more than distance does.

Schematic for orientation only — positions are illustrative, the scale is real. Sources: BULKHEAD's Steam store page and Season 2 notes; map width and ranges from community measurements (wardogs.zone, 16 Oct 2026).

WARDOGS doesn't rotate through a pool of small arenas. A match plays out on one large map, and the fight happens in a Control Zone placed somewhere on it — so learning a WARDOGS map is less about memorising corners and more about reading distance, terrain and routes. On 8 November 2026 that map is Bakurani; on 12 November 2026 Season 3 adds Sabatulo, which BULKHEAD says "brings urban warfare and close quarters combat". This guide covers what is known about both, how the zone sits on the map, the Season 2 spawn rebuild, rain, how far each vehicle gets on a tank of fuel, and a routine for reading any match in the first minute.

Short answer: WARDOGS currently plays on Bakurani, the only map BULKHEAD names in its Season 2 notes, which community measurements put at about 9.9 km across. Each match places a 2x2 km Control Zone on it (BULKHEAD's wording) with a drifting Hot Zone inside. Season 2 rebuilt all three faction spawns with purpose-built routes to the zone and added a rain preset. Sabatulo, an urban close-quarters map, arrives with Season 3 on 12 November 2026.
Key takeaways
  • One live map, one coming: Bakurani today; Sabatulo from Season 3. BULKHEAD's podcast also mentioned a hospital map in internal testing — not announced.
  • The zone moves between matches, not during them: randomized per match, fixed once it starts; only the Hot Zone drifts.
  • Distance is a cost: a Bobcat's roughly 8 km of fuel can't cross Bakurani and come back (community measurement).
  • Rain is a map state, not an event: it never starts mid-match, it shortens spotting and it can drown footsteps in thunder.
  • Spawns changed in Season 2: all three HQs moved, and switchers can't see the full map until they reach the zone.

What maps are in WARDOGS

Live · Season 2

Bakurani

The map the Season 2 notes name. About 9.9 km across in community measurements, with villages, rivers, forests, a rail yard and heavy industry in BULKHEAD's own screenshots.

12 November 2026

Sabatulo

Announced in "Road to Season 3" (6 Nov 2026): "urban warfare and close quarters combat". Size and layout not published before launch.

Internal testing

Hospital map

Described by BULKHEAD's team in its 24 October podcast as "half bowl, half flat" in internal play. No name or date — not an announced map.

BULKHEAD's Steam page lists "more maps" among its Early Access plans, alongside more weapons, vehicles and objective types. Until Season 3's notes are out, treat Sabatulo's details as unknown and Bakurani's numbers as Season 2 values.

Bakurani at a glance

BULKHEAD hasn't published a Bakurani map or a list of its locations, and this guide doesn't invent one. What is on the record: community measurements put it at about 9.9 km across — an artillery guide calls it "ten kilometres across" — and BULKHEAD's Steam screenshots show the kinds of ground you fight over: muddy villages with fences and sheds, forested hills, rivers you can wade, a rail yard beside apartment blocks, and a steel mill with heavy machinery inside.

First-person view with an M4 rifle beside a WARDOGS rail yard, shipping containers on a train, an apartment block and black smoke behind
Industry, rails and apartment blocks. One of the landscapes in BULKHEAD's screenshots — long sightlines along the tracks, cover in the containers, and high windows over everything.Screenshot: BULKHEAD / Team17 via Steam

Open fields & forest

Long sightlines

Recon and tanks rule here. Cross fields in vehicles or behind smoke, never on foot in a line.

Rivers

Slow crossings

Wading costs speed and puts you in the open. Pick a crossing with trees on both banks.

Villages

Fences and sheds

Short fights, launcher ambushes on vehicles, good cover for revives.

Industry

Steel mill & rail yard

Indoor close quarters, roofs and catwalks. Armour should stay out; SMGs and shotguns shine.

The terrain cards are BoostPirate's advice built on BULKHEAD's screenshots, not BULKHEAD's descriptions.

How the Control Zone sits on the map

BULKHEAD's store page describes the mode as "inspired by King of the Hill": three teams fight for randomized 2x2 km Control Zones, and the team with the most players in the zone earns points. The community Field Manual adds that the Control Zone stays where it is for the whole match, while a much smaller Hot Zone moves inside it and counts players double. Numbered drill towers sit around the zone; holding every one completes a code that fires the Hot Zone Magnet and pulls the Hot Zone onto ground you hold. The game modes guide covers the scoring in detail.

What that means for map reading: on loading in, the only question that matters is where the zone is relative to your HQ. A zone close to your spawn means a ground push; a zone across the map means vehicles, helicopters and fuel. Look at the drill towers next — the side of the zone with the most towers in reach is the side your team can magnetise.

Spawns and routes after Season 2

The Season 2 notes moved and rebuilt all three Bakurani team spawns, "each with purpose-built routes to the zone", as part of BULKHEAD's faction-balance work. Two Season 2 rules also change how the map looks to you: once a team leads by more than 10 points, players who switch or join mid-match keep an obscured map and can't use the spawn vehicle until they reach the Control Zone once. And you always return at your HQ or at your faction's spawn vehicle in the zone — community guides note that FOBs don't spawn you.

  1. Learn your HQ's purpose-built route.It was built to reach the zone; the shortest straight line usually isn't.
  2. Find the spawn vehicle.Your forward spawn once it's in the zone — and the other teams' first target.
  3. Note the far HQs.Enemy reinforcements come from them; the ground between their HQ and the zone is where you intercept.

Distance and fuel

Every vehicle burns fuel. A community vehicle guide measures each tank's range, and on a map about 9.9 km across the numbers explain which vehicles are for crossing the map and which are for the last kilometre:

Trip
Vehicles that make it
Why (fuel range, community measurements)
Last kilometre into the zone
Bobcat, Dune Buggy, Wolf-110
The Bobcat's ~8 km can't cross Bakurani and come back; the Dune Buggy manages ~14 km.
HQ to a far zone and back
Kodiak, Humvee, URAL
~17, ~20 and ~21 km — one full round trip of a ~9.9 km map with a little spare.
Across the map, repeatedly
MH-6, Z20 Lakota, HAVOC
~24, ~27 and ~30 km — helicopters cover the map twice over on one tank.
Armour to a firing position
L2A6, SPH-2 (+ a fuel truck)
~14 and ~13 km — enough to get there and fight, not to tour the map.

The pattern is clear: the Bobcat, Dune Buggy and the tanks are short-range vehicles; trucks and Humvees make a round trip; helicopters cover the map twice over. The Fuel Supply Pallet became a Wardog 16 unlock ($50,000) in Season 2, so a team with a fuel truck keeps its armour moving longer. Artillery works the other way round — the SPH-2 reaches about 2.6 km and the L81 mortar about 700 m, so firing positions sit inside a small slice of the map around the zone.

Fuel range per WARDOGS vehicle against Bakurani, about 9.9 km across: Bobcat 8 km, SPH-2 13, Dune Buggy 14, L2A6 14, Kodiak 17, Humvee 20, URAL 21, MH-6 24, Z20 Lakota 27, HAVOC 30 km; SPH-2 gun range 2.6 km and L81 mortar 0.7 km
Fuel range against map width. Every value is a community measurement (wardogs.zone, 16 Oct 2026).Graphic: BoostPirate

Rain: a map state, not an event

  • Set per match. BULKHEAD on X: rain is "an additional weather state per map and not a dynamic event mid match".
  • Shorter spotting. The Season 2 notes say rain reduces spotting range — Recon marks less, everyone sees less.
  • Weaker fire. Rain reduces Molotov fire.
  • Thunder masks footsteps. In heavier rain every player hears the same strike at the same moment.
  • Roofs matter. Rain sounds change indoors and under cover, and a destroyed roof lets the rain in.

BoostPirate's advice for rainy matches: close the distance. Shorter spotting favours infantry pushes over long-range Recon, and a thunder strike is a free window to move across open ground or a creaky floor.

Reading terrain for the zone

Because the zone is randomized, the skill that transfers between matches is reading ground. Three questions decide most fights:

Look for
  • Reverse slopes just outside the zone: tanks and the SPH-2 hide behind them, medics revive behind them.
  • Hard cover inside the Hot Zone's likely path — buildings, containers, walls — for the squad that holds the tick.
  • Two routes in, so a single launcher team can't close yours.
Avoid
  • Open ground between your HQ and the zone with no smoke and no vehicle.
  • River crossings within sight of an enemy tower.
  • Parking vehicles where the Hot Zone will drift next — it moves; your Humvee doesn't.
A WARDOGS soldier crouched behind a rusted steel ladle inside a dim steel mill hall with tall windows
Close quarters already exist on Bakurani. The steel mill fights are a preview of what an urban map like Sabatulo asks for: short sightlines, hard cover, no room for armour.Screenshot: BULKHEAD / Team17 via Steam

Sabatulo: what Season 3 brings

BULKHEAD's "Road to Season 3" post (Steam, 6 November 2026) announces Sabatulo as "a brand new map" that "brings urban warfare and close quarters combat to WARDOGS", alongside longer seasons and work on cheating and exploits. The Season 03 Patch Notes Preview was due "early next week" and was not out on 8 November, so size, layout and how zones are placed on Sabatulo are unknown.

"Sabatulo brings urban warfare and close quarters combat to WARDOGS."BULKHEAD, "WARDOGS | Road to Season 3", Steam, 6 November 2026

BoostPirate's expectations, labelled as such: urban maps shorten sightlines, so close-range weapons, Molotovs, C4 and launchers from rooftops gain value while tanks and long-range Recon lose some; helicopters get rooftops to land on and fewer safe approach lanes; and squads that clear buildings floor by floor will hold ticks. The squad play guide and the tanks guide cover how to adapt; this page updates when the Season 03 notes describe the map.

A map-reading routine for every match

  • Where is the zone? Distance from your HQ decides foot, wheels or rotors.
  • Which towers can we reach? All of them are needed for the Magnet.
  • Is it raining? Plan for shorter spotting and louder cover.
  • Where is our spawn vehicle? Protect it; it's the forward spawn.
  • What did the enemy bring last life? Tanks mean launchers, helicopters mean a Gepard or buildable AA.
  • Where do we retreat to? A reverse slope or hard cover for revives and repairs.
Want a Recon who reads the map for your squad? Recon leveling unlocks the scopes and range finders that make marking easy — 1 → 10 quotes live at $20.25 right now. Season 3 resets levels on 12 November 2026.
Sources
Free: WARDOGS XP Calculator Pick a role and two levels — the Season 2 XP between them, the hours at your pace, and the booster timeline. Plus the loadout planner, Gold Exchange converter and season calendar.

All free tools: calculators, percentiles & season countdowns →

FAQ

Common questions

How many maps does WARDOGS have?
As of 8 November 2026 the only map BULKHEAD names in its Season 2 notes is Bakurani. Season 3, which starts on 12 November 2026, adds Sabatulo, which BULKHEAD says brings urban warfare and close-quarters combat. The Steam page lists more maps as an Early Access plan.
How big is the WARDOGS map?
Community measurements put Bakurani at about 9.9 km across, and BULKHEAD's store page says the three teams fight for randomized 2x2 km Control Zones on it. That size is why vehicles and fuel matter: a Bobcat's roughly 8 km range cannot cross the map and come back.
What is Sabatulo in WARDOGS?
The new map announced in BULKHEAD's Road to Season 3 post on 6 November 2026. BULKHEAD says it brings urban warfare and close-quarters combat. Its size and layout were not published before launch, so check the Season 03 notes.
Does weather change during a WARDOGS match?
No. BULKHEAD said rain is an additional weather state per map, not a dynamic event mid-match. A rainy match stays rainy: it reduces spotting range and Molotov fire, and thunder can mask footsteps.
Where do you spawn on Bakurani?
At your faction's HQ, which Season 2 moved and rebuilt for all three teams with purpose-built routes to the zone. Your faction's spawn vehicle in the zone is the forward spawn; community guides note that FOBs do not spawn you.

Ready to level up?

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