- Squad intent since Season 2
- Downed players count zero
- Squad-only vehicle inventory
- Proximity chat for all
Four players, one vehicle, one job.
Squads in WARDOGS are as good as the plan they share. Season 2 gave squad leaders a team-visible intent; the rest — who brings what, who drives, who revives — is up to you.
The four-slot line-up is BoostPirate's suggestion, not a game rule. Unlock levels: BULKHEAD's Season 2 notes. Season 3 starts 12 November 2026.
WARDOGS rewards teams more than it rewards aim. The score counts bodies in the Control Zone, a downed player counts for nothing until someone revives him, and every vehicle needs a second player before its gun works. A squad that moves together, holds the circle together and picks each other up wins ticks that a server full of lone wolves can't. This guide covers how squads work, how to use the Season 2 squad intent, a four-player line-up, moving and holding as one, revives, comms, the squad's shared logistics and the mistakes that split squads apart.
- Squad intent is your recruiting poster: set it before you invite, so randoms join for the right job.
- Revives win ticks: scoring counts presence, and a bleeding-out player counts zero until revived (community Field Manual).
- One vehicle, one squad: the driver seat has no weapon, so the squad's second player is the gun.
- Your vehicle's stash is squad-only by default since Season 2 — the squad restocks from it, strangers can't.
- You never spawn on your squad: HQ or the spawn vehicle in the zone; FOBs don't spawn you.
How squads work in WARDOGS
Squads are groups inside your faction with their own channel. BULKHEAD's patch notes don't state a squad size, and the community Field Manual says squads have no size cap and their own radio. Season 2 added the parts BULKHEAD did document: squad leaders can set a team-visible squad intent from a pre-defined list, players see that intent in the squad list before they join, and squad invites and other timed prompts now queue instead of overwriting each other. On controller, squad invites moved from LB/RB to View/Menu.
What a squad doesn't give you is a spawn point. According to the Field Manual you come back at your faction's HQ or at your faction's spawn vehicle once it's in the zone; FOBs fortify and resupply but don't spawn anyone. That makes staying alive — and getting revived — the squad's real job.
Use squad intent
The intent list itself is pre-defined in the game, so pick the entry closest to your plan. BoostPirate's advice on using it:
- Set it before you invite.The intent shows in the squad list before anyone joins — it filters for players who want your job.
- Change it when the plan changes.A squad that switched from holding the zone to running towers should say so.
- Join by intent, not by name.Looking for a squad? Pick one whose intent matches the role you're wearing.
- Leaders call the next 30 seconds."Mount up", "push the Hot Zone", "fall back to the ridge" — short orders on squad radio.
A four-player line-up
There is no class limit, but every squad needs four jobs done. Here's how the six roles cover them, with the Season 2 unlocks that matter (BULKHEAD's notes) and BoostPirate's view of each slot:
For deeper role advice, see the classes guide and the team roles guide.
Moving as a squad
TechWiser's vehicle list states the rule that shapes every squad move: the driver seat has no weapon, and a gunner in the second seat is needed to fire any mounted gun. So the squad's vehicle is its first weapon, and the gunner seat is the second-most important seat in it. BULKHEAD's own Season 2 notes tell players to "trust a pilot" before boarding — or to drive or fly themselves.
Plans the route, parks behind cover short of the zone, never leaves the squad stranded across the map.
Covers the approach. Explosives and placeables can't be used from enclosed seats since Season 2.
Dismount together, smoke the last stretch, enter the circle at the same moment.
Season 2's delivery streaks reward drivers who keep shuttling: each consecutive player delivered adds +$25 and +5 XP, up to 25 in a row. A Driver who brings the squad in and goes back for the next load earns while the squad holds.
Holding the zone together
The community Field Manual's rules make holding a squad skill: the faction with the most presence takes each tick, a player in the Hot Zone counts as two, a downed player counts zero, and a tie scores nothing. Four players in the Hot Zone are worth eight bodies — and one downed squadmate is a swing of two. Hold like this:
- Stack the Hot Zone, cover from the Control Zone edge. Two players in, two watching the approaches.
- Pick hard cover the Hot Zone will drift over. It moves; buildings don't.
- Call the drift. The squad moves as one when the Hot Zone slides.
- Medic stays one step behind. Close enough to revive, far enough not to go down first.
- Push in, not wide, when you lose a tick. The Field Manual's advice: wider pushes don't count.
Revives: the fastest way to win back a tick
BULKHEAD's store page lists reviving squadmates among the teamwork actions that earn cash, and the Medic track earns its XP from revives and heals (self-revives don't count). The Field Manual adds that repeated revives of the same player pay less, so revives are a scoring tool more than a farm. Season 2 moved the Medical Bag to Medic 14 ($50,000, was 24) and raised its durability from 100 to 150, while the Defibrillator moved later, to Medic 22 ($110,000).
- Smoke first, then drag or revive behind cover.
- Revive the player inside the zone before the one outside it.
- Call "up" so the squad knows the count changed.
- Running into the same sightline that dropped him.
- Reviving while the enemy who shot him is still alive and watching.
- Leaving the Medic last into the vehicle — he's first out.
Comms that win ticks
WARDOGS has proximity voice chat for everyone (BULKHEAD calls it "local voice chat for tactics or trolling") and, per the community Field Manual, a separate squad radio. Since Season 2 a Level 4 helmet also muffles audio and proximity chat — worth knowing before you give your squad leader one. Short, specific callouts beat chatter:
Hot Zone
"Hot Zone drifting north"
The single most useful call: it tells the squad where to stand next.
Spawn vehicle
"APC east edge, two on it"
Their forward spawn is your best target; yours is theirs.
Towers
"We have 3 of the code"
The Magnet needs every tower — say which ones are missing.
Armour & air
"Tank, south ridge, launcher up"
Name the threat, the place and who answers it.
The Field Manual recommends calling out exactly these three things — Hot Zone drift, APC position and the drill code — to win ticks.
Squad logistics: stash, crates and FOBs
Season 2 made purchased vehicle inventories private to the driver's squad by default; once the vehicle is fully unlocked a setting can open it to everyone, and free team vehicles stay open to all. Squad inventory follows the same rules. In practice the squad's truck or helicopter is now its private ammo box. Hacking an enemy FOB pays the hacker $2,500 and 250 XP, and since Season 2 every teammate inside the FOB's radius gets $1,000 and 250 XP — a squad-sized payout. Selling from a supply crate has diminishing returns per buyer, and selling to an enemy pays nothing.
Mistakes that split a squad
- Everyone on Assault: nobody revives, nobody kills the tank.
- Driving to the centre of the zone and losing the vehicle and four kits at once.
- Switching teams mid-match with friends after a team pulls 10+ points ahead — Season 2 locks you for 15 minutes and blanks the map.
- Arguing on proximity chat where the enemy squad can hear.
- Set intent, then fill the four jobs.
- Dismount short and walk in together under smoke.
- Join the same team before the match tips.
- Plans on squad radio, banter on proximity.
BULKHEAD's Season 3 post (6 November 2026) promises "a brand new map", the urban close-quarters Sabatulo, from 12 November 2026. Building-by-building fights reward exactly the squad habits above. The maps guide and the game modes guide cover the ground and the rules your squad plays on.
- BULKHEAD / Team17 — "WARDOGS | Season 02 Patch Notes" (Steam, 14 Oct 2026: squad intent, queued invites, controller binds, vehicle and squad inventory privacy, enclosed seats, "trust a pilot", team switching, Medic/Support/Assault unlocks, Medical Bag durability, FOB hack rewards, crate selling, delivery streaks, Level 4 helmet audio) · WARDOGS Steam store page (read 8 Nov 2026: reviving squadmates pays, local voice chat) · "WARDOGS | Road to Season 3" (Steam, 6 Nov 2026) via the Steam news feed
- Community references — wardogs.zone Field Manual — The Control Zone (updated 16 Oct 2026: squads, squad radio, presence and downed rules, respawns, callouts) · Field Manual — Cash & The Economy (read 8 Nov 2026: repeated revives pay less) · TechWiser vehicle list (12 Sep 2026: driver seat has no weapon)
- Checked 8 November 2026. The line-up, the loop and the callouts are BoostPirate's advice; Season 3 (12 November 2026) can change any rule here.
All free tools: calculators, percentiles & season countdowns →
Common questions
How many players are in a WARDOGS squad?
What is squad intent in WARDOGS?
Do you respawn on your squad in WARDOGS?
Why do downed squadmates matter in WARDOGS?
Who can use my vehicle's inventory in WARDOGS?
Ready to level up?
Medic Leveling
Revives keep bodies in the zone — the squad role that earns while it wins ticks.
Support Leveling
RPG-7, MAAWS and the buildables that stop armour — the steadiest track per level.
Assault Leveling
The frontline track: kills, assists, C4 and the M4 at Assault 28.










