- 3 teams, first to 100 points
- FOB hack: $1,000 to every teammate nearby
- Drill tower capture $1,500
- Squad intent visible to the team
The zone is won behind the front line.
Three teams, one Control Zone, first to 100 points. The team that keeps people, supplies and cover flowing into it holds it longest.
Schematic, not a map. The seven jobs are BoostPirate's grouping; the rewards behind them are Season 2 values from BULKHEAD's notes (14 Oct 2026).
WARDOGS has six classes, but a team doesn't win with classes — it wins with jobs. Up to 100 players on three teams fight over one Control Zone, and the side that holds it longest gets to 100 points first. Holding it takes more than the players inside: someone has to bring them there, someone has to build the cover and the FOB, someone has to spot and kill the tank coming up the road, and someone has to raid the enemy's FOB before it feeds their push. This guide splits a team into seven jobs, shows what each one pays after BULKHEAD's Season 2 reward changes, and how a squad picks one.
- Three teams, first to 100 points, fighting over a randomised 2×2 km zone on a 256 km² map (BULKHEAD's Steam page and site).
- Logistics got streaks in Season 2: +$250 and +100 XP for every consecutive pallet, up to ten in a row.
- FOB hacks pay the whole squad — $1,000 and 250 XP to every teammate in the radius.
- Squad leaders can set a squad intent from a predefined list that the whole team sees on the squad list.
- Losing teams get help: 40 points behind second place means a 20% vendor discount, and team switching locks once a side leads by 10.
- Season 2 numbers. Season 3 starts 12 November 2026 and brings the new urban map Sabatulo.
How a match is won
BULKHEAD describes the mode as inspired by King of the Hill: three teams compete for a randomised 2×2 km Control Zone, and the first team to 100 points wins. The map around it is 256 km², so most of a match is spent getting people and supplies into a small square and keeping the other two teams out of it. The zone has its own economy too — BULKHEAD's site says chasing the Hot Zone earns double cash — and Season 2 doubled the reward for capturing a hostile drill tower to $1,500 and 300 XP, while cutting how long a drill rig can run (maximum uptime 375 s → 300 s) and raising the fuel it needs.
Holding a zone is a numbers game: the team with more players inside, more cover and more ammunition wins the long fight. Every job below feeds one of those three things. The game modes guide covers the scoring in detail.
The seven jobs
Take and keep the buildings. Drill tower capture $1,500 / 300 XP; Assault-weapon kill bonus $2,000.
Players, crates and pallets into the zone. Pallet $1,250 / 400 XP, streaks up to ten.
FOBs, MG Nests, shelters, the CIWS. Supply comes from logistics.
Revives keep players — and their loadouts — in the zone.
Marks for the team; rewards scale with the target's value.
Rockets, C4, CIWS and the Gepard. Armed kills pay half their spawn price.
Hack $2,500 / 250 XP, plus $1,000 / 250 XP to each teammate in the radius.
The class each job suits is BoostPirate's suggestion; BULKHEAD's rewards apply to whoever does the action, though role XP only goes to the role you play. The classes guide explains what each class earns.
Logistics: the line that feeds the zone
Drivers and pilots are the team's supply line. Season 2 lowered the base delivery rewards but added streaks, so the player who keeps delivering earns more each trip. From the notes (Control Zone values):
A player delivered by a ground vehicle pays the driver $350. A pallet deployed from a ground vehicle pays 500 XP instead of 400, and crate XP is lower from the air (150 and 300 for small and large). Our advice: one Driver or Pilot per squad is enough most of the time, and they should run the same route all match to keep the streak alive. The Driver guide and the helicopters guide cover the vehicles.
Builders and the FOB
Support players build the team's footprint: walls, shelters, the new MG Nest (a manned M2 Browning, 650 supply), the CIWS that kills a HAVOC in about six seconds, and the FOB itself. Building runs on supply, which is why the builder and the logistics player belong together. A FOB is also a target: an enemy that hacks it earns $2,500 and pays $1,000 to every teammate in the radius, and destroying one pays a bonus of up to $7,500 depending on the supplies it held. Season 2 added a small reward for closing a friendly FOB door ($75) — do it. The Support guide covers the build kit.
Zone holders and medics
Holders take and keep the buildings inside the zone. They need suppression and armour more than anyone: Season 2 made near-miss suppression from small and medium calibres much stronger, and a Level 3 helmet cuts it by 68%. LMGs now deal the same body damage as assault rifles, so their value is the long burst that keeps heads down. Medics make holders last — every revive is a player who stays in the zone with their loadout instead of buying it again. Season 2 moved the Medical Bag down to Medic 14 and raised its durability from 100 to 150. The armour guide and the Medic guide go deeper.
Spotters
Recon marks targets for the team and earns when a teammate finishes one. Since Season 2 spotting pays about 30% less than in Season 1 but scales with the value of the target, and only 25% (was 50%) if another faction gets the kill. So a good spotter marks vehicles, FOBs and the players holding key windows, and calls them to their own team. Rain reduces spotting range, so spotters move closer in wet matches.
Anti-vehicle
A tank in the zone can hold a street on its own, and a HAVOC overhead can deny open ground. Every team needs players whose job is to stop that: Support with the RPG-7 or MAAWS, Assault with C4 (moved to Assault 4 in Season 2), a builder with a CIWS, or a Driver in the Flakpanzer Gepard. Armed vehicle kills pay about half the vehicle's spawn price and 1.5× XP, so it is also one of the best-paid jobs. The anti-vehicle guide has the full toolkit.
FOB raiders
A small squad that hits the enemy's FOB changes the zone fight without being in it: no FOB means no forward base and no stored supply for their builders. Season 2 made the hack a squad reward — the hacker gets $2,500 and 250 XP and every teammate inside the radius $1,000 and 250 XP — and destroying the FOB adds up to $7,500 and 250 XP more, scaled by its supplies. Doors slow you down: the Halligan Bar ($885 a spawn in Season 2) breaches them, and a breached door pays $100 once.
How to split a squad
BULKHEAD doesn't publish squad sizes per job, so this is BoostPirate's starting point for one squad, not a rule. Adjust it to what the zone needs right now:
- Read the zone. Buildings or open ground? Is an enemy tank or helicopter already there?
- Pick the job the team is missing, not the one you like. No supply line? Your squad is logistics this round.
- Set the squad intent so the other squads see what you're doing.
- Re-check every few minutes. A FOB going up, a tank arriving or a lost building changes what the team needs.
Comms: intent, proximity chat and pings
Season 2 gave squad leaders a squad intent: pick one from a predefined list and the whole team sees it on the squad list. Squad invites and other timed prompts now queue instead of overlapping, and the assistance request ping lasts 60 seconds instead of 20. WARDOGS also has built-in proximity voice chat — useful between squads that share a building, and muffled for anyone in a Level 4 helmet. Our squad play guide covers calls inside the squad.
When your team is losing
Two Season 2 rules keep a losing team in the match. Any team at least 40 points behind second place gets a 20% vendor discount, so the losing side's kit is cheaper. And once a team is more than 10 points ahead, players can't switch again for 15 minutes after joining a team, and anyone who switches or joins mid-match has an obscured map and no spawn vehicle until they first reach the zone. The answer to a losing match is a better job split, not a new team: more logistics, a FOB raid on the leader, and an anti-vehicle squad if armour is holding the zone.
Logistics and medic work level the Driver, Pilot and Medic tracks fastest when you play them in a full squad. Our Driver, Pilot and Medic leveling services do it in normal matches. Levels reset with each season, so time an order for the start of one.
- BULKHEAD — WARDOGS | Season 02 Patch Notes (Steam, 14 Oct 2026: delivery rewards and streaks, FOB hack and destroy rewards, drill towers and rigs, MG Nest, CIWS, Halligan and door rewards, spotting, squad intent, prompt queue, assistance ping, team switching, catch-up discount, Medical Bag, suppression, LMG damage, C4, Gepard), read in full on the WARDOGS Steam news hub (8 Nov 2026)
- BULKHEAD — "IR Goggles & CIWS Balance Hotfix" (Steam news hub, 2 Oct 2026: CIWS kills a HAVOC in about 6 s) · "Road to Season 3" (6 Nov 2026: Season 3 on 12 November, the Sabatulo map)
- BULKHEAD — WARDOGS on Steam (100 players, three teams, 2×2 km Control Zone, first to 100 points, proximity voice chat; read 8 Nov 2026) · wardogs.com (256 km² map, Hot Zone double cash)
- Checked 8 November 2026. The seven jobs and the squad split are BoostPirate's; every reward is a Season 2 value.
All free tools: calculators, percentiles & season countdowns →
Common questions
How do you win a match in WARDOGS?
What roles does a WARDOGS team need?
How do squads coordinate in WARDOGS?
What does hacking an enemy FOB pay in WARDOGS?
Is there a catch-up mechanic for losing teams in WARDOGS?
Ready to level up?
Driver Leveling
Transport runs, pallets and the armour on the Driver track, driven for you.
Pilot Leveling
The most skill-gated track, flown by pilots who land where the squad needs them.
Medic Leveling
Revives and heals in a squad that keeps you alive — Medical Bag and Defibrillator unlocked.










