- T-72B3 at Driver 20
- L2A6 front plate: 350 HP
- Tracks: 125 HP each
- Small arms do no damage
Rifles do nothing. A rocket in the tracks does plenty.
Four tracked vehicles sit on the Driver track: two main battle tanks, an anti-air gun and a howitzer. Pick one to see its card; the schematic shows where community measurements put a tank's health.
T-72B3
Main battle tank
- Gate
- Driver 20
- Unlock · per spawn
- $250,000 · $16,000
- Seats
- 3
- Hull
- 750 HP
- Top speed
- 60 km/h
- Guns
- Cannon · coax · M2 Browning · smoke
- Destroyed pays
- $8,000
BULKHEAD: slower than the L2A6, cheaper and slightly more fuel-efficient
L2A6
Heavy main battle tank
- Gate
- Driver 35 (Season 1 gate)
- Unlock · per spawn
- $500,000 · $22,000
- Seats
- 3
- Hull
- 800 HP
- Top speed
- 65 km/h
- Guns
- 120 mm cannon · coax · M249 · smoke
- Destroyed pays
- $11,000
+350 HP front plate; spawn $14,000 → $22,000 in Season 2
Flakpanzer Gepard
Anti-air
- Gate
- Driver 25
- Unlock · per spawn
- $300,000 · $14,000
- Seats
- 2
- Hull
- 800 HP
- Top speed
- 65 km/h
- Guns
- Twin 35 mm autocannons
- Destroyed pays
- $7,000
New on the Driver track in Season 2 — built for helicopters
SPH-2
Self-propelled artillery
- Gate
- Driver 31
- Unlock · per spawn
- $350,000 · $8,000
- Seats
- 3
- Hull
- 650 HP
- Top speed
- 65 km/h
- Guns
- 155 mm howitzer · M249
- Destroyed pays
- $8,000
Moved from Wardog 90 ($500,000); spawn price is the Season 1 figure; artillery XP now pays Driver
Gates, unlocks, spawn prices and destroyed payouts: BULKHEAD's Season 2 notes (14 Oct 2026), the L2A6 gate from Season 1. Seats, hull, speed and guns: community vehicle sheets. Season 3 starts 12 November 2026 with new notes.
Tanks are the loudest purchase in WARDOGS. A T-72B3 parked on a ridge above the Control Zone can decide a tick by itself, and the same tank, alone and out of position, is a $16,000 gift to whichever team brought launchers. Season 2 (15 October 2026) added the T-72B3 and moved the Flakpanzer Gepard and the SPH-2 artillery onto the Driver track, so there are now four tracked vehicles to save for. This guide covers what each one does, when it unlocks, how its crew works, where it breaks, how far it drives on a tank of fuel, what it risks in cash, and how to keep it alive long enough to pay for itself.
- Four tracked vehicles, one track: T-72B3 at Driver 20, Gepard at 25, SPH-2 at 31 and the L2A6 at 35 (a Season 1 gate the Season 2 notes did not restate).
- Small arms are useless against armour: community sheets list a 100% small-arms reduction on the tanks, the Gepard and the SPH-2.
- The weak points are the tracks (125 HP each in community measurements) and the sides and rear; the L2A6 adds a 350 HP front plate.
- A tank needs two players to fight: the driver seat has no weapon, so a gunner turns it from a taxi into a tank.
- Every loss costs the whole spawn price, while the team that kills it earns $8,000 (T-72B3) or $11,000 (L2A6).
- Season 3 starts 12 November 2026 with new notes and Limited Mode servers without vehicles; the numbers here are Season 2's.
The four tracked vehicles in Season 2
BULKHEAD's Season 2 notes list the gates and prices; the seat counts, hull values and speeds below come from community vehicle sheets (wardogs.zone, updated 16 October 2026, and TechWiser's Season 1 list), because BULKHEAD doesn't publish vehicle stats.
The road to them runs through the whole Driver track. In Season 2 order (BULKHEAD's notes; the L2A6 row is Season 1's):
- Driver 8 — Wolf-110 ($50,000 unlock)The first of Season 2's new vehicles: fast, light, $2,200 a spawn.
- Driver 14 — Humvee ($75,000)Squad transport with a gunner seat; the M249 version follows at Driver 24.
- Driver 16 — Wolf-110 [M2 Browning] ($125,000)The first armed light vehicle on the track.
- Driver 20 — T-72B3 ($250,000)The first main battle tank, $16,000 a spawn.
- Driver 25 — Flakpanzer Gepard ($300,000)Anti-air on tracks, $14,000 a spawn.
- Driver 31 — SPH-2 ($350,000)Artillery, moved here from Wardog 90; about $8,000 a spawn (a Season 1 price).
- Driver 35 — L2A6 ($500,000, Season 1 gate)The heavy tank, $22,000 a spawn since Season 2.
T-72B3 or L2A6: which tank to unlock first
BULKHEAD's own description of the T-72B3 is the best summary: "A main battle tank. Slower than the L2A6, but cheaper and slightly more fuel-efficient." It unlocks at Driver 20 for $250,000 and costs $16,000 each time you spawn it. The L2A6 still sits behind its Season 1 gate, Driver 35 and $500,000, and Season 2 raised its spawn price from $14,000 to $22,000. Community measurements give the L2A6 the tougher hull — 800 HP against 750, plus a 350 HP front plate — and a 120 mm gun with a coaxial gun and an M249; the T-72B3 carries a cannon, a coaxial gun, an M2 Browning and smoke.
BoostPirate's advice: learn on the T-72B3. The gap in armour is small, the gap in what a loss costs is $6,000 every time, and the cheaper tank is the one you will be braver with — which is how you learn angles. Move to the L2A6 when you can lose two in a row without leaving the bank short for your next rifle kit.
Crew it: who sits where
Community sheets list three seats on both main battle tanks and on the SPH-2, and two on the Gepard. The rule that matters is the one TechWiser spells out for every ground vehicle: the driver seat has no weapon, so a vehicle's guns only work with someone in the gunner seat. A tank with nobody in the gunner seat is an expensive taxi.
Positions, reverses out of sight lines and pops smoke. Owns the purchase — and since Season 2, the repair and artillery XP land on the Driver track.
Main gun and coaxial gun. Calls the shot, the driver holds the angle. Without this seat filled the tank cannot fire.
On the T-72B3 the M2 Browning, on the L2A6 the M249: watches the flanks for the launcher team the gunner can't see.
Season 2 also made purchased vehicle inventories private to the driver's squad by default (a setting opens them once the vehicle is fully unlocked), so crew from your own squad can restock from the tank and strangers can't empty it. Explosives and placeables can no longer be used from enclosed seats. For how to fill a crew reliably, see the squad play guide.
Where a tank breaks
Every community sheet agrees on one thing: tanks take zero damage from small arms. What hurts them is explosives and other tanks, and where they land matters. The measured values in the hero above give you the plan — a 750 or 800 HP hull, a 350 HP front plate on the L2A6, and two tracks at 125 HP each. A tank that loses a track still has most of its health, but it can no longer leave, and a tank that can't leave the open is finished by the next launcher.
- Show the front, not the side: the L2A6's front plate is the strongest part of any tank.
- Fight from hull-down positions behind ridges, so only the turret is visible.
- Reverse out of a fight the moment you lose a track's worth of health; repair, then return.
- Keep two infantry within shouting distance of the tracks.
- Driving into villages and the steel mill, where launchers fire from second floors.
- Sitting still in the Hot Zone because the tick feels safe.
- Chasing an infantry kill over a crest you can't reverse back across.
- Spawning a tank with nobody to crew the gun.
Season 2 also made tracked vehicles "weightier", in BULKHEAD's words: less floating in the air and less bounce on landing, and it fixed tanks launching themselves off their own turret collision. Ridges you used to hop now need a plan.
Fuel, repairs and range
Every WARDOGS vehicle burns fuel. Community measurements give the L2A6 a 110-litre tank for about 14 km of driving and the SPH-2 about 13 km; the T-72B3 is, by BULKHEAD's description, slightly more fuel-efficient than the L2A6. Bakurani is roughly 9.9 km across, so a tank that crosses the map and back is close to empty. Plan fuel the way you plan ammunition:
- Spawn with a destination.Drive from HQ to a firing position, not on a tour of the map.
- Bring fuel with you.The Fuel Supply Pallet is a Wardog 16 unlock ($50,000) since Season 2 — it was free in Season 1. A Driver with a supply truck is the tank's best friend.
- Repair between fights.Community guides say repairs need a wrench or a drill. Since Season 2, ground-vehicle repair XP goes to the Driver track.
- Watch the tracks first.At 125 HP each they are the first thing to repair; a tank on two tracks can retreat, a tank on one can't.
What kills tanks, and how infantry keep yours alive
Know the counters, because the other two teams are buying them. From BULKHEAD's Season 2 notes: the RPG-7 costs $1,800 a spawn and the MAAWS $2,400 (Support 18, now a $100,000 unlock), C4 moved to Assault level 4, and the Stingray buildable rose from 150 to 650 supplies. Against those, a community vehicle guide puts it bluntly: "Against a team that did not buy anti-tank, a good tank driver is close to unanswerable. Against a team that did, he needs infantry walking beside him and a way out."
- RPG-7, per spawn$1,800
- MAAWS, per spawn$2,400
- MAAWS unlock (Support 18)$100,000
- T-72B3 destroyed$8,000
- L2A6 destroyed$11,000
- XP for armed vehicles1.5×
That asymmetry is the whole anti-tank economy: a $1,800 rocket that lands on a $22,000 tank is the best trade in the game. Your infantry's job is to make that trade impossible — clear the buildings beside your route, smoke the open ground and call launcher positions before the gunner can see them. The anti-vehicle guide covers the other side of that fight.
The tank ledger: what one life costs
A tank pays for itself only through what it enables: ticks won, enemy vehicles destroyed and a zone that stays yours. In Season 2 cash terms, the T-72B3 starts every life $16,000 in the hole, and if it dies the enemy collects $8,000. BoostPirate's rule of thumb: before you spawn a tank, have the bank for two more spawns and a full infantry kit, because the first life is often the learning life. The existing vehicles and unlock levels guide lists every vehicle's price, and the cash farming guide covers how to earn it back; the free loadout planner converts a spawn into zone ticks.
BULKHEAD's own data shows how much tanks shaped Season 2. In its first podcast (24 October 2026) the team said tanks appeared in 30–40% of games after a launch-week Driver exploit let players reach them too early, and that the share of players driving jumped from 9% to 44% on day one. On 17 October it called the faster progression "the wrong call" because some players reached the main battle tanks within days.
The Gepard: the tank that hunts helicopters
The Flakpanzer Gepard is new on the Driver track in Season 2: Driver 25, a $300,000 unlock and $14,000 a spawn, with twin 35 mm autocannons and two seats in community sheets. Its job is the sky. The same community guide that recommends it says: "If the enemy has bought air, this is the answer" — and warns that against a team without helicopters it is "a slow tank with a bad gun for ground work". Look at the enemy's last life before you spawn one. The helicopters guide explains what pilots fear most.
The SPH-2: armour that never sees its target
The SPH-2 moved from Wardog 90 ($500,000) to Driver 31 ($350,000) in Season 2, and artillery XP now pays the Driver track. A community artillery guide measures its 155 mm gun at about 2,600 m maximum range with a 27-second reload — "miss twice and you have spent a minute achieving nothing". It fires on bearings (azimuth, with 0 as north and 90 as east) and elevations, so it needs a spotter with binoculars ($180 since Season 2) and a firing position far back behind terrain. Move after three or four fire missions; counter-battery fire and helicopters will come looking.
Tanks and Season 3
BULKHEAD posted "Road to Season 3" on Steam on 6 November 2026: Season 3 starts on 12 November 2026 with a new urban close-quarters map, Sabatulo, longer seasons and a Season 03 Patch Notes Preview "early next week". CEO Joe Brammer had already written on 23 October that Season 3 brings Limited Mode servers "with no power weapons and no vehicles". Two things follow: levels reset with the season, so the Driver 20 gate has to be earned again, and narrow streets favour launchers over armour. Check the Season 03 notes before you spend a Season 3 bank on a tank; the Season 3 guide tracks what changes, and the Driver guide covers the rest of the track.
- BULKHEAD / Team17 — "WARDOGS | Season 02 Patch Notes" (Steam, 14 Oct 2026: T-72B3 description, Driver gates and unlock fees, spawn prices, destroyed rewards, tracked-vehicle handling, inventory privacy, MAAWS/C4/Stingray, Fuel Supply Pallet, artillery and repair XP) · "WARDOGS | Road to Season 3" (Steam, 6 Nov 2026: Season 3 on 12 Nov, Sabatulo, patch-notes preview), read through the Steam news feed
- BULKHEAD — statement on X (17 Oct 2026: "the wrong call", main battle tanks within days) · The Hotzone, episode 1 (YouTube, 24 Oct 2026: tanks in 30–40% of games, Drivers 9% → 44%) · CEO Joe Brammer, developer response on Steam (23 Oct 2026: Limited Mode servers)
- Community references — wardogs.zone vehicle guide (updated 16 Oct 2026: seats, hull, front plate, tracks, fuel, speeds, guns) · wardogs.zone artillery guide (updated 16 Oct 2026: SPH-2 range and reload) · TechWiser vehicle list (12 Sep 2026: crew counts, driver seat without weapons, repairs)
- Checked 8 November 2026. Community values are measurements, not BULKHEAD figures, and Season 3 (12 November 2026) can change all of them.
All free tools: calculators, percentiles & season countdowns →
Common questions
What level do you unlock tanks in WARDOGS?
Is the T-72B3 or the L2A6 better in WARDOGS?
Can you kill a tank with a rifle in WARDOGS?
How many players does a WARDOGS tank need?
What does destroying a tank pay in WARDOGS?
Ready to level up?
Driver Leveling
Driver 20 for the T-72B3, 25 for the Gepard, 31 for the SPH-2 — levelled in normal matches.
Cash Farming
A bank big enough to lose a tank or a helicopter and spawn another — priced per 100K.
Support Leveling
RPG-7, MAAWS and the buildables that stop armour — the steadiest track per level.










