WARDOGS Actual
● Season 1 · Early AccessBULKHEAD / Team17598 entries · 54 creator videos

WARDOGS Field ManualLevel up · Cash up · Hold the zone

Every tip from 54 creator videos, cross-checked against the official wiki, the Season 1 changelog and 67 written sources. Each entry says how many independent creators back it, whether its numbers survived launch, and where it falls apart. Pick a chapter, then search it and filter it by your class.

598Entries
210Confirmed
43Disputed
147Glitches & exploits
85Intel leads

Your first hour

Level 0 to 5
  1. Firing range first: pull the armour levers, learn what FMJ actually does.
  2. Buy binoculars ($75 [BETA]) and armour every single life. Nothing else matters yet.
  3. Spot everything you see. A spotted kill pays you whoever fires the shot.
  4. Bandage teammates, never yourself. Self-aid pays zero.
  5. Everything under Wardog 9 [S1] is half price. Spend the window.

Your first day

Level 5 to 20
  1. Pick one track and feed it: Support builds and repairs, Recon spots, Medic revives.
  2. Work inside the yellow hotzone. Cash and XP double there.
  3. Fly transport only with a full cabin, or drive the spawn APC into the zone.
  4. Two IEDs on an enemy spawn vehicle is the best return in the game.
  5. Levels 15 to 20 are the wall: 140,000 XP for five levels.

Your first week

Level 20+
  1. Buy the FOB blueprint ($7,500 [S1]) only once you can afford to lose it.
  2. Fortify before you drill. A drill without walls is a gift to the enemy.
  3. Star-fort geometry: no forward layer taller than the layer behind it.
  4. Learn the mortar coordinate math. It turns a guess into a first-round hit.
  5. Hold cash as cash until the last week of the season, then convert to gold.

The five chapters

Each chapter has its own search and its own filters. A single entry also has its own link, so a firing solution or a squad message can point straight at one.

Money & XP

82 entries

Where the money and the XP actually come from, and what to do with both.

FOBs & Building

138 entries

FOBs, walls, drills and towers, and how to build one that survives.

Combat & Loadouts

103 entries

Weapons, ammo, armour, loadouts, and staying alive long enough to use them.

Vehicles & Fire Support

101 entries

Helicopters, ground vehicles, tanks, mortars and artillery.

Winning & Teamplay

174 entries

Winning the match: hotzones, factions, comms, settings and squad play.

The 54 creator videos behind this

How to read the evidence rating

Two videos by the same creator do not corroborate each other. Most of this playlist was recorded in the alpha and beta, so prices, unlock levels and XP figures marked [BETA] were probably changed by the 9 September Season 1 patch. Treat beta payouts as ratios, not as cash amounts.

  • CONFIRMEDThree or more independent creators, or two plus an official source.
  • LIKELYTwo independent creators, or one plus a written source.
  • SINGLE-SOURCEOne creator only. Useful, unproven.
  • DISPUTEDSources contradict each other. Both positions are given.
  • UNVERIFIEDA dramatic claim nothing else backs up.
  • STALEWas true in beta, changed at launch.

Field diagrams

Four things the videos explain in words and nobody draws. All four are built from the numbers in the entries above.

0 250k 500k 750k 1.0M L6 L15 L25 L35 L45 50 Cumulative XP required, Season 1 THE WALL 140k XP 110k 250k 1,000,000
The Season 1 XP wallLevels 15 to 20 cost 140,000 XP between them, more than levels 1 to 15 combined. Career level is the sum of your six role levels, so spread or specialise deliberately.
X 72 X 76 Y 45 Y 47 YOUR MORTAR TARGET ΔX = 3.5 → 350 m ΔY = 2.0 → 200 m √(350² + 200²) = 403 m Bearing: middle-mouse ping the target, then match the white diamond on the mortar compass.
Mortar ranging, workedSubtract the map coordinates on each axis, multiply each difference by 100 to get metres, then take the hypotenuse. The L81 covers roughly 50 to 700 m and reloads in 6.5 s; the SPH-2 reaches about 2,600 m.
each bastion covers its NEIGHBOUR's wall wire spokes OPEN COURTYARD keep it clear, control with gates Layer rule: no forward layer taller than the layer behind it.
Star fort, why the points existBastions sit on corners so each one shoots across its neighbour's wall face, which removes the dead ground a straight wall creates. Barbed wire runs straight out from the tips to stop attackers hugging the wall to rotate.
2 IEDs → spawn vehicle Heli ram (unverified) Spawn APC delivery Hotzone revive IED → enemy FOB Spotted kill assist Bandage a teammate $15,000 $23,000? $3,000 $1,600 $2,500 $800 $250 Beta-era figures. Ratios are the signal, not the exact dollars. Cost of entry is not shown.
Where the money actually isDemolition beats everything per action, and the helicopter ram sits on top only if it is real, which nothing corroborates. The small, repeatable methods at the bottom are what fund a new account, because they cost almost nothing to attempt.
WARDOGS Field Manual