WARDOGS Actual
● Season 1 · Early AccessField Manual101 entries in this chapter · 15 new

Vehicles & Fire Support

Helicopters, ground vehicles, tanks, mortars and artillery.

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101 entries ·
The antenna: disabling an enemy APC without killing it
CONFIRMEDVehicles & Fire Supportmotiv8, jackfrags, Silk, Geck0, Maplewood and DemoMan0351 independently, plus a community report via WARDOGS Hubanypatch risk medium

Shoot the antenna or spinning radar dish on the APC roof. Enemy players can no longer spawn there. You do not need explosives and you do not need to kill the vehicle.

Numbers

WARDOGS Hub's community report says roughly a couple of magazines.

Why it works

"If you destroy the antenna up top, players cannot spawn there." It is cheap, quiet, and it works with bullets when you have nothing else. Once destroyed it must be repaired, which is why every APC carries a wrench. Silk does it from the air with miniguns, which makes a minigun Little Bird a fast answer to an enemy forward spawn.

Where it falls apart

This is the highest-value cheap play in the cluster and also the one most likely to be patched. WARDOGS Hub explicitly flags "whether the APC radar trick persists in Early Access" as unknown, and it is not mentioned in the Season 1 notes. Silk describes it in a video published after launch, so it survived Season 1. Check your own APC's antenna. The same trick is being used on you.

History

refs: 6RGWKiTVvhA-25, uumlRZ4zUYQ-10, 4CHoWpu4Imw-21, I9rkQ7U-Tzk-46, seNduUq_8Ck-37, xp1h96dJQ8A-17
How it arrives and what it does
CONFIRMEDVehicles & Fire SupportLegacy Gaming, motiv8, TacticalNed, Soulgrot, Gigabeef, Airwingmarine, IceManIsaac, BisectHostinganynumbers may be stale

At 20 points the M113 appears in each team's base. Someone drives it to the front and parks it. Parked and stationary, it becomes a team forward spawn reachable from the deployment board in your base.

Step by step

  1. Watch the scoreboard. The moment any faction reaches 20 points, the spawn vehicles appear. SwoleBenji tells new players to be dead and back at base as the counter nears 20, so they are first to the free vehicle and its free driver XP. Maplewood and RageGamingVideos both put the trigger at 20 points, for every team at once. Be there for it: RageGamingVideos says only the player who drives it in earns its spawn income, and a team has one at a time.
  2. Go back to base, take it, and drive. motiv8 estimates roughly four minutes to get it to the control zone depending on where it starts.
  3. Park it. It only becomes a spawn point once it stops moving. TacticalNed's preferred placement is at a FOB with cover; BisectHosting says under roofs or towers; SwoleBenji says under a tower is best because mortars cannot hit it there, and inside a warehouse is next best. Maplewood: teammates see it on the deploy screen but can only spawn once it has stopped, so a driver who keeps repositioning is denying the spawn.
  4. Get out and protect it. Both your payouts and the team's momentum depend on it surviving.
  5. Keep it running: carry a spare fuel can and a wrench in your own inventory or the APC's, and it can stay parked in the hotzone for the rest of the match while few players have explosives (RageGamingVideos, opening days of Season 1).
  6. Spawning on it: go to the computer screen across from any faction shop.
  7. Scroll to the bottom and click spawn.
  8. After a 10 second timer you appear inside the APC.
  9. Do not step straight out. Hold 0 (or F1, bindings vary by creator) to switch to the driver's seat, which gives a third-person view, and check whether the vehicle is surrounded.
  10. If it is being camped, press V from the driver's seat to deploy smoke around the vehicle before exiting, or simply drive it somewhere safer. RageGamingVideos spins the APC on the spot while the smoke deploys, which lays a full ring of smoke before anyone dismounts.

Numbers

The hardware: 10 seats, 1,000 HP (the toughest vehicle in the game), top speed 71, fuel 100, smoke with a 90 second cooldown. Not purchasable. Faction variants exist for Lonestar, Manticore and Valkyra. 10 second spawn timer. The personal respawn cooldown on the APC is DISPUTED. Legacy Gaming, Airwingmarine and games.gg say 10 minutes; DemoMan0351 says "near ten-minute"; IceManIsaac believes around 5 minutes. Three sources to one favours 10 minutes. The cooldown is per player and applies to enemies exploiting a captured APC as well as to your own team. Payouts [BETA]: $3,000 instantly to the player who delivers it into the control zone (motiv8, matched by wardogs.zone and Skycoach at ~$3,000), then $100 per teammate spawn (wardogs.zone) or ~$250 per spawn (Skycoach), then a continuing share of what those players do. Soulgrot calls it "beyond broken" and says whoever controls the respawn vehicle will be the richest player in the match. After it is destroyed, the next APC takes about 5 minutes to appear according to RageGamingVideos (two videos, one channel) against about 30 seconds according to SwoleBenji; see veh-oq-apc-vehicle-respawn.

Where it falls apart

Every dollar figure here is beta-era and the two commercial sources disagree by 2.5x on the per-spawn amount. The structure (delivery bonus, per-spawn bonus, downstream share) is well corroborated; the values are not. SwoleBenji keys the arrival to your team's death counter reaching 20 rather than to points. Maplewood and RageGamingVideos both say points, so points is the better-supported trigger; watch both next match. The drive-it-in rule is RageGamingVideos alone: taking over an APC someone else drove in, even one found abandoned and moved into the hotzone, earns you no spawn income.

History

refs: LIBNkZE1aGI-54, LIBNkZE1aGI-55, LIBNkZE1aGI-56, 6RGWKiTVvhA-21, 6RGWKiTVvhA-22, 6RGWKiTVvhA-23, 6RGWKiTVvhA-24, 1y5uNoJ7ciA-86, 1y5uNoJ7ciA-87, 1y5uNoJ7ciA-88, 7gr8hwvS3xU-46, RcJjcjSc730-62, 3ubf2twZumk-39, uumlRZ4zUYQ-07, uumlRZ4zUYQ-09, 5CsJz4KC9dQ-15, 5CsJz4KC9dQ-16, 5CsJz4KC9dQ-44, eR3U1uR6Wn8-27, Msg78ysR_hQ-16, S1HARqxz4zU-44, S1HARqxz4zU-49, S1HARqxz4zU-55, seNduUq_8Ck-34, seNduUq_8Ck-36, 7W0KgoBf-wM-16, 7W0KgoBf-wM-27, Cuq8Sk5hn1E-25, Cuq8Sk5hn1E-27, Cuq8Sk5hn1E-28
Levelling Driver toward the tank: APC runs, then the Ural
NewCONFIRMEDVehicles & Fire SupportSwoleBenji (launch day) on the route; Geck0 (beta), RageGamingVideos (two videos, one channel, pre-launch and Season 1) and Maplewood (beta) independently on the spawn APC and Ural logistics as where driver income is; wiki Updates page on the levelsdrivernumbers may be stale

Take the free spawn APC every time it appears, drive the Ural once it unlocks, and level Driver on supply runs. Season 1 put the L2A6 tank at Driver 35 [S1], so this grind is now the price of a tank.

Step by step

  1. From level 0, take the spawn APC whenever it spawns: it costs nothing and pays driver XP plus the delivery bonus.
  2. At Driver 3 [S1], buy the Ural unlock and switch to it.
  3. Run Ural logistics: large supply loads from the pallet that nobody has to buy first, delivered to FOBs. Geck0 says it pays support XP, driver XP and a profit.
  4. Keep grabbing the APC when it spawns even after you own the Ural. SwoleBenji calls APC logistics the fastest path to the tank.

Numbers

Ural unlock: Driver 3 and $35,000 [S1] (was Driver 4 and $50,000 [BETA]). L2A6: Driver 35 and $500,000 [S1], moved from Career 35 [BETA]. RageGamingVideos: the Ural carries 2 pallets per run, and one spawn-APC drive from base to the zone is roughly enough to reach Driver 3 [S1]. A pallet pays driver XP on deposit and pays both you and the player who claims it, at no cost to the claimer, which is why pallets get claimed. Before the Ural, a crate filled with what players want pays driver XP on delivery and more when they buy from it. Maplewood calls the spawn APC the number one way to level Driver.

Why it works

Driver XP only comes from moving players and cargo and from vehicle kills. The APC is free and the Ural hauls the most cargo of any truck, so between them you never pay to level.

Where it falls apart

SwoleBenji recorded this on launch day while tanks moving to the Driver track was still a rumour to him; the Season 1 changelog has since confirmed Driver 35 [S1]. With the Ural at Driver 3 [S1], the APC-only phase is short, so in practice this means the APC whenever it spawns and the Ural the rest of the time. TacticalNed and DemoMan0351 both call driving the slowest grind in the game. The tank move was not a surprise: LiteralWedgeOfCheese recorded a developer saying on camera on 31 Aug that tanks would leave the main track for the Driver role in Early Access. A crate only pays if people actually buy from it, which is the weak point of the pre-Ural phase.

History

  • 2026-09-14 · Rating changedRageGamingVideos (OP money strategy), Maplewood (beginner guide), LiteralWedgeOfCheese (level Support) and RageGamingVideos (best start) added. Rating moved from LIKELY to CONFIRMED: SwoleBenji (launch day) on the route; Geck0 (beta), RageGamingVideos (two videos, one channel, pre-launch and Season 1) and Maplewood (beta) independently on the spawn APC and Ural logistics as where driver income is; wiki Updates page on the levels.
  • 2026-09-13 · New entryNew in the 13 Sep 2026 refresh, from SwoleBenji (new player start), Geck0 and official wiki: Updates.
refs: S1HARqxz4zU-89, S1HARqxz4zU-100, I9rkQ7U-Tzk-44, 7W0KgoBf-wM-23, 7W0KgoBf-wM-26, Cuq8Sk5hn1E-15, Cuq8Sk5hn1E-28, seNduUq_8Ck-34, IO7-_TwxpII-02
Drop-off requests, unlocking the aircraft, and tips
CONFIRMEDVehicles & Fire Supportjackfrags demonstrated, IceManIsaac, DemoMan0351, TacticalNed, wardogsdbany, squad-leaderpatch risk low

Passengers request a landing spot by right-clicking the map. Pilots must press L or nobody outside the squad can board. Passengers should spam the tip button.

Step by step

  1. As a passenger: open the map and zoom to where you want to land.
  2. Right-click and select "request drop off".
  3. The marker appears in the pilot's interface for a few seconds. Time it for the run-in, not for the moment you sit down.
  4. After you land, tip the pilot. The tip button can be pressed more than once and each press stacks.
  5. As the pilot: press L to unlock. The aircraft is squad-only by default. wardogsdb reports L once unlocks for the squad and twice for everyone, and StratzFPS describes the same cycle (his audio is unclear on whether it is the second or third press); IceManIsaac just says L unlocks it so non-squad players can board.
  6. You can also bind a honk.
  7. Watch for the drop-off marker during the ingress.

Numbers

The marker appears in the pilot's interface for a few seconds.

Why it works

jackfrags is explicit that it is a request, not a guarantee, and stresses that planning the route ahead still matters more than reacting to markers. DemoMan0351 calls tipping "probably the most important" tip on his list of forty. Tips stack on top of the normal payout for reviving, healing and transporting.

Where it falls apart

Proximity chat is audible to the enemy. Squad chat is not.

History

refs: uumlRZ4zUYQ-25, F1DYtROWGn0-15, Msg78ysR_hQ-11, 1y5uNoJ7ciA-101, wcsY2EeIlyc-06
Roster: armed ground vehicles
CONFIRMEDVehicles & Fire Supportwiki item pages plus the Updates page, with Airwingmarine's patch readthrough matching line for linedriverpatch risk medium

The gun-truck family: Kodiak M249, Humvee M249, Humvee Minigun and the Ural Defender M249.

Numbers

| Vehicle | Spawn cost | Unlock (Season 1) | Seats | HP | Top speed | |---|---|---|---|---|---| | Kodiak (M249 / "Assault") | $3,750 | Driver 6, $50,000 | 5 | 400 | 154 | | Humvee (M249) | $3,750 | Driver 25, $125,000 | 5 | 500 | 113 | | Humvee (Minigun) | $4,500 | Driver 30, $150,000 | 5 | 500 | 113 | | Ural Defender (M249 / "Attack") | $6,750 | Driver 25, $125,000 | 3 + standing bay | 700 | 79 | Season 1 level moves: Kodiak Assault 8 to 6, URAL Attack 40 to 25, Humvee minigun 35 to 30.

Where it falls apart

Armed vehicles do not come loaded. Vehicle weapon ammunition is a separate purchase you make before stepping off.

refs: oA09eaxgcng-41, oA09eaxgcng-54, oA09eaxgcng-42, oA09eaxgcng-57, RyeL_HZXAAc-33
Roster: tanks, artillery and AA
CONFIRMEDVehicles & Fire Supportwiki item pages plus the Updates page; the Gepard price is disputeddriverpatch risk medium

The heavy family: the L2A6 main battle tank, the SPH-2 155mm self-propelled howitzer and the Flakpanzer Gepard AA tank.

Numbers

| Vehicle | Spawn cost | Unlock (Season 1) | Seats | HP | Top speed | |---|---|---|---|---|---| | Flakpanzer Gepard (AA tank) | $10,000 (disputed) | not listed | 2 | 800 | 65 | | L2A6 (MBT) | $14,000 | Driver 35, $500,000 | 3 | 800 | 65 | | SPH-2 (155mm SPH) | $8,000 | Career 90, $500,000 | 3 | 650 | 65 | Season 1 level moves: Heavy Tank moved from Career 35 to Driver 35, Artillery Tank Career 55 to 90. Blueprint move: SPH-2 $400,000 to $500,000. Gepard armament: dual 35mm Oerlikon cannons, smoke with a 90 s cooldown.

Where it falls apart

The Gepard price is DISPUTED, $10,000 on the wiki infobox against $8,000 on both wardogs-wiki.com and WARDOGS Hub (the latter is alpha-era). The wiki page lists no unlock requirement at all for the Gepard, which is almost certainly a wiki gap rather than a free vehicle.

refs: oA09eaxgcng-23, _YbhJ9sXxIE-13, oA09eaxgcng-22, oA09eaxgcng-34, _YbhJ9sXxIE-16
Roster: unarmed ground transport
CONFIRMEDVehicles & Fire Supportwiki item pages plus the Updates page, with Airwingmarine's patch readthrough matching line for linedriverpatch risk medium

The unarmed ground family: Bobcat, Kodiak SUV, Dune Buggy, Kodiak Pickup, Humvee, URAL truck, Ural Defender Covered and the free M113 spawn APC.

Numbers

| Vehicle | Spawn cost | Unlock (Season 1) | Seats | HP | Top speed | |---|---|---|---|---|---| | Bobcat (quad) | $500 | level 0 | 2 | 200 | 75 | | Kodiak (SUV) | $2,500 | level 0 | 4 | 400 | 154 | | Dune Buggy | $1,500 | Driver 8, $25,000 | 3 | 400 | 130 | | Kodiak (Pickup / "Flatbed") | $3,000 | Driver 10, $35,000 | 6 | 400 | 154 | | Humvee | $3,000 | Driver 15, $25,000 | 4 | 500 | 113 | | URAL (truck) | $5,000 | Driver 3, $35,000 | 3 | 700 | 79 | | Ural Defender ("Covered") | $6,000 | Driver 18, $75,000 | 3 + standing bay | 700 | 79 | | M113 APC SV (spawn vehicle) | not purchasable | free, spawns at 20 points | 10 | 1,000 | 71 | Season 1 level moves: URAL 4 to 3, Dune Buggy 10 to 8, Kodiak Flatbed 2 to 10, URAL Covered 30 to 18. Blueprint moves: URAL $50,000 to $35,000, Dune Buggy $35,000 to $25,000, Kodiak Flatbed $15,000 to $35,000.

Where it falls apart

The Kodiak Flatbed is the only unlock in the patch that got both later and more expensive. Airwingmarine flags the "level two to level 10" line as possibly an audio truncation, but the wiki Updates page says the same thing, so 2 to 10 is real.

refs: oA09eaxgcng-49, oA09eaxgcng-40, oA09eaxgcng-50, oA09eaxgcng-51, oA09eaxgcng-52, oA09eaxgcng-56
Step zero: the firing range
CONFIRMEDVehicles & Fire SupportIceManIsaac, TheTacticalBrit, TacticalNed, Soulgrot, Airwingmarinepilotpatch risk low

The firing range is a one-to-one replica of the live game with the entire arsenal unlocked and nothing costs money. Every vehicle in the game is operable there. Learn the flight model there, not with "the very expensive kits of your very poor teammates".

Step by step

  1. From the main menu, enter the firing range and talk to the NPC to get a free Little Bird.
  2. Fly circuits: hover, gentle left turns, gentle right turns, then J-hooks to bleed speed.
  3. Deliberately crash. Find out how close a rotor gets to a tree before the aircraft implodes and how hard a landing you can survive.
  4. When you break it, press Escape and select return to the firing range. Instant reset, no cost.
  5. Tune every flight sensitivity here, before you spend money bringing a helicopter to a match.
  6. Only then take passengers.

Numbers

Soulgrot says a minimum of two hours in the training ground before flying in a real match. DemoMan0351's reason is financial, team kills cost $1,500 per player killed.

Why it works

The range replicates live systems exactly, including RPG projectile velocity, how many rockets kill a given vehicle, and the lead required on a moving target, so what you learn transfers one for one.

Where it falls apart

Soulgrot's two hours is one small creator's number (3.2K views), not a measured threshold. The real gate is "three clean landings in a row", which is games.gg's formulation and a better test.

refs: F1DYtROWGn0-01, BrTNezWMpuk-24, BrTNezWMpuk-73, BrTNezWMpuk-74, BrTNezWMpuk-71, 1y5uNoJ7ciA-75, 7gr8hwvS3xU-20, Msg78ysR_hQ-01
Flares, lock tones and the flare-baiting trick
CONFIRMEDVehicles & Fire SupportIceManIsaac and Silk from the cockpit, AquaFPS, Gigabeef and RadioGLHF from the launcher, DemoMan0351 on the consequence (and again in a second DemoMan0351 video, same channel); RageGamingVideos independently on holding the flare until you see or hear the rocketpilot, supportpatch risk medium

You carry two flare charges and you cannot pop them back to back. Hold them until you see smoke or know where the missile came from. Good SAM operators lock you deliberately to make you waste the first set.

Step by step

  1. As the pilot: learn the tones. Silk gives the working two: a beeping tone while a lock is being acquired, and a hard continuous tone once it is acquired, when a missile may already be in the air. IceManIsaac describes a possible third tone for a missile in flight that he cannot distinguish himself.
  2. On any tone, drop low and go to free look. Silk points the nose in a direction he is not worried about and free-looks across the dangerous directions for a missile trail.
  3. Only pop flares (V) when you see smoke in the air, you know the launch is off your nose, or the hard tone persists after you are already low.
  4. If you have burned both charges, you are on borrowed time. Tell your passengers to be ready to jump.
  5. As the SAM or MANPADS operator: lock the helicopter and hold.
  6. Wait a beat. The lock tone alone panics most pilots into dumping countermeasures. Do not fire the instant you lock every time, or pilots learn to time their flares against you (RadioGLHF).
  7. Launch once the flares are spent. The missile arrives with nothing left to defeat it.

Numbers

2 flare charges on every helicopter in the game (wiki, all six pages). AquaFPS observed pilots crashing themselves in panic before the missile even arrived. Helicopters de-render at roughly 1,000 m. DemoMan0351 puts a flare deployment at $700 [BETA] per press, which is what a pre-flare wastes. RageGamingVideos buys more than the starting two charges whenever enemy anti-air is up.

Why it works

The cooldown between flare deployments is the entire vulnerability. IceManIsaac demonstrates being killed while trying to pop a second set that had not come off cooldown.

Where it falls apart

AquaFPS contradicts himself, and the contradiction is useful. Elsewhere in the same video he complains that pilots who pop early and then pop a second set sometimes break lock and vanish from his screen entirely, helped by helicopters de-rendering at roughly 1,000 m. So the double-pop is usually a losing play, but it occasionally works if you also get distance. iMaTT reports the Talon SAM sometimes killing a helicopter that successfully flared, calling the emplacement overpowered. Either flares are unreliable against that specific emplacement or the payout registers on the resulting crash. Do not treat flares as a guaranteed defeat mechanism. And the Kodiak M249 and other roof-LMG vehicles can shoot helicopters down, and "flares don't do them any good" because there is no missile to decoy. Last, a conflict with a written source: WARDOGS Hub's pre-launch helicopter guide says there is no missile warning at all. IceManIsaac and Silk both describe the tones first-hand from the cockpit, Silk after Season 1 launched, so this card treats the tones as real.

History

  • 2026-09-14 · Numbers changedDemoMan0351 (20 advanced tips) and RageGamingVideos (best start) added. The figures now include what they report.
  • 2026-09-13 · Wording changedSilk and RadioGLHF (solo offensive building) added. The wording now reflects what they report.
  • 2026-09-12 · Wording changedNow names the written source that disagrees: WARDOGS Hub's pre-launch guide says there is no missile warning. Cockpit footage records the tones first-hand, so the Card keeps them as real.
refs: F1DYtROWGn0-29, F1DYtROWGn0-30, RNt9B5cB5a0-03, RNt9B5cB5a0-14, RNt9B5cB5a0-15, RcJjcjSc730-25, Msg78ysR_hQ-46, HkruVf6lIs8-17, RyeL_HZXAAc-33, 4CHoWpu4Imw-25, 4CHoWpu4Imw-26, gPNtdv9e5lM-31, 7W0KgoBf-wM-38, 7W0KgoBf-wM-35, xp1h96dJQ8A-01, xp1h96dJQ8A-02
Air vehicle kill XP farming
CONFIRMEDVehicles & Fire SupportREDUCED in Season 1pilotnumbers may be staleexploitpatched

Air vehicle kill XP farming. REDUCED in Season 1 from 300 to 250 XP per player kill from an air vehicle.

Numbers

300 to 250 XP per player kill from an air vehicle.
Shooting the APC roof antenna to disable enemy spawns
CONFIRMEDVehicles & Fire Supportmotiv8, jackfrags, Silk, Geck0, Maplewood and DemoMan0351 independently, plus a community report; not patchedanypatch risk mediumglitch

Shooting the APC roof antenna or radar dish to disable enemy spawns without killing the vehicle. Confidence high, and almost certainly intended design (the vehicle carries a wrench specifically to repair it). Fair play.

Where it falls apart

Not patched (Silk describes it after the Season 1 launch). Fair play rather than an exploit, but listed here because it is undocumented in game.

History

refs: 6RGWKiTVvhA-25, uumlRZ4zUYQ-10, 4CHoWpu4Imw-21, I9rkQ7U-Tzk-46, seNduUq_8Ck-37, xp1h96dJQ8A-17
The backpack flare and rocket stuffing trick
CONFIRMEDVehicles & Fire SupportNERFED in Season 1pilotnumbers may be staleexploitpatched

Pilots wore a bag full of flares and 155mm/122mm rockets and moved them into the helicopter's inventory mid-flight. NERFED in Season 1: those deployables now take significantly more loadout space. Airwingmarine says a reduced version still works.

Where it falls apart

Nerfed, not removed.

HOTAS bindings not persisting, sticking axes, free-look hijack
CONFIRMEDVehicles & Fire Supportall open at launch; the studio said on Discord it is aware of the virtual controller problempilotpatch risk mediumglitch

HOTAS bindings not persisting between sessions, axes sticking at full after a remap, and free look hijacking the stick. All open at launch. Bugs, not exploits.

Where it falls apart

The studio said on Discord it is aware of the virtual controller problem.

refs: F1DYtROWGn0-34
Rebinding Reload or Spacebar breaks hidden functions
CONFIRMEDVehicles & Fire Supportopen as of Season 1pilotpatch risk mediumglitch

Rebinding Reload from R breaks vehicle weapon reload, and rebinding Spacebar can silently unbind Deploy Parachute while a hidden helicopter weapon-fire function persists on Space regardless.

Where it falls apart

Open as of Season 1. Do not put flight controls on Space.

Supply crate XP farming via low-value item sales
CONFIRMEDVehicles & Fire SupportNERFED in Season 1supportnumbers may be staleexploitpatched

Supply crate XP farming via low-value item sales. NERFED in Season 1: items sold under $75 now give 1 XP instead of 25, and the crate purchase XP curve was rescaled from 25-250 to 1-200.

Numbers

Items sold under $75: 1 XP (was 25). Crate purchase XP curve rescaled from 25-250 to 1-200.
Tank and turret aiming scaling with mouse DPI
CONFIRMEDVehicles & Fire SupportFIXED in Season 1drivernumbers may be staleexploitpatched

Tank and turret aiming scaling with mouse DPI, so cranking DPI made you aim better in armour. FIXED in Season 1, along with a new maximum operator rotation speed on all vehicle turrets.

Where it falls apart

If you built a mouse profile around it, it no longer works.

History

refs: oA09eaxgcng-23, ZO7H54kLhqM-10
The J-hook, and the manoeuvre not to copy
CONFIRMEDVehicles & Fire SupportCONFIRMED on the J-hook (AbneyDude, Soulgrot and Silk name it, Skycoach gives the sequence); LIKELY on the warning (IceManIsaac on the backflip infil, Silk separately on the death elevator)pilotpatch risk low

The J-hook is the legitimate way to arrive fast and stop. The fast-approach backflip and the straight-down "death elevator" both leave you slow and exposed over the objective.

Step by step

  1. Collective fully down.
  2. Roll toward the landing zone.
  3. Yaw in the same direction as the roll.
  4. Level the aircraft as your speed reaches zero.
  5. Add collective to cushion the descent.
  6. Silk's version when your approach runs past the LZ rather than straight into it: fly past, roll toward the LZ, use yaw to point the nose at the ground, and rotate the aircraft to dump speed before touchdown. Hook left or right depending on which side of the LZ your approach road runs.

Numbers

The backflip infil leaves you sitting around 200 feet AGL directly over the objective.

Why it works

Why the backflip infil is wrong: you arrive with huge airspeed, pull hard, and end up sitting around 200 feet AGL directly over the objective with all four teammates being shot off the sides by AK-47s and snipers from across the map. "It looks really cool until you're above a target and you have all four of your teammates dead." Silk's death elevator is the same mistake from another direction: dropping vertically into the LZ with no flight plan bleeds all your energy while you hang over the enemy, which makes you one of the easiest targets on the map. He says never do it.

Where it falls apart

AbneyDude crashes on camera immediately after explaining how he descends, which is a fair measure of how reliably any of this works under pressure.

History

  • 2026-09-13 · Rating changedSilk added. Rating moved from LIKELY to CONFIRMED: CONFIRMED on the J-hook (AbneyDude, Soulgrot and Silk name it, Skycoach gives the sequence); LIKELY on the warning (IceManIsaac on the backflip infil, Silk separately on the death elevator).
refs: F1DYtROWGn0-23, srDzIFGc0EI-17, 7gr8hwvS3xU-20, 4CHoWpu4Imw-11, 4CHoWpu4Imw-14
Killing ground vehicles
CONFIRMEDVehicles & Fire SupportTacticalNed, Gigabeef, Airwingmarinesupportpatch risk medium

One rocket destroys most light vehicles regardless of where it hits. Only tanks and spawn vehicles need aimed shots.

Step by step

  1. With no explosives available: shoot the tires. The vehicle drives on its rims: slowed, much harder to manoeuvre, drivers crash into trees. This works on armoured vehicles too.
  2. Then put rounds into the motor. Destroying the engine actually disables it; shooting out tires alone does not.

Numbers

Gigabeef reports a Kodiak driven into the zone "seems to be a single shot" with an RPG, while a Ural takes at least two and he never one-shot one. Wiki launcher prices: RPG-7 $2,000, Support 5, $30,000 blueprint, 93mm; MAAWS $2,600, Support 20, $125,000, 84mm anti-tank; 9K333 Verba $800, Support 16, $50,000, 72mm, single use, requires lock-on, air targets only. Rockets are $200 each and occupy 1x3 inventory space.

Where it falls apart

Unguided launchers against helicopters have a high miss rate and each miss is wasted money. TacticalNed calls RPG helicopter kills exhilarating and lucrative but says the expected value is poor against a moving aircraft without a guided launcher. TacticalNed also warns that dedicated anti-air is rarely profitable, because FOBs already field CIWS and SAM sites and helicopters are built to kill helicopters. You end up competing for kills already being taken.

refs: 1y5uNoJ7ciA-46, 1y5uNoJ7ciA-48, 1y5uNoJ7ciA-52, RcJjcjSc730-38, 3ubf2twZumk-48, 3ubf2twZumk-49
Logistics: crates, pallets and dropping them
CONFIRMEDVehicles & Fire SupportRageGamingVideos, RadioGLHF, TheTacticalBrit, The Beard Guys, jackfrags, TacticalNedpilotpatch risk medium

Press G to drop cargo. Slow down and get low first, or the load is destroyed on impact. Pallets beat crates because nobody has to buy anything out of a pallet.

Step by step

  1. Load a pallet if you can. The Z20 Lakota gives up 11 of its 13 seats to carry one.
  2. Fly to the FOB. Cut your speed and give yourself altitude margin before releasing.
  3. Hover roughly over the drop point, not too high and not moving fast, then tap G.
  4. Better still: land, open the crate yourself, buy the contents and place them into the FOB stockpile personally. Kills made by structures you supplied then pay you assists, cash and a lot of XP.

Numbers

A large helicopter carries one pallet or two large crates, which RadioGLHF says is half a Ural's load (two large crates at 3,500 against one pallet at 1,800, beta values). Loknik, recording after launch, gives the same split: 1 pallet per helicopter trip, 2 per Ural. The pilot's small armoured supply crate now costs $10,000 [S1] to unlock, doubled in Season 1. Airwingmarine warns about FOBs with 10 to 15 crates sitting unloaded because nobody is doing the work; if nobody unloads, your pilot XP from the delivery is badly reduced.

Why it works

Crates and pallets have their own armour value and are destroyed if dropped too fast or from too high, wasting the entire run. Pallets get used more because players will not manually pull supplies out of a crate, which DemoMan0351 says he watched happen in beta the moment pallets existed. And it pays twice: supplying a FOB pays when someone loads the supplies in, and pays again as an assist every time that FOB's mortars or SAM sites get a kill. A supply run to a productive FOB is an annuity. RageGamingVideos, in two more of his own videos (same channel, not independent), says random players claim a pallet dropped from a Z20 (his "Huey") almost every time because the claimer is paid for collecting it, which crates never achieve.

Where it falls apart

Cargo weight changes handling, according to jackfrags: a fully loaded helicopter is noticeably heavier and less manoeuvrable, which is exactly when you are most likely to be shot at. Pilot Andy flatly contradicts this and says WARDOGS has no added-weight factor in flight; see the open question on cargo weight. Until someone tests it, fly a loaded aircraft as if jackfrags is right. Also: a passenger can open the aircraft's inventory and drop your cargo mid-flight. AbneyDude flags this on camera as something that should not be possible. Fly with people you know when carrying an expensive load.

History

refs: 5CsJz4KC9dQ-50, 5CsJz4KC9dQ-46, 5CsJz4KC9dQ-48, 5CsJz4KC9dQ-49, rNZhaDGmiIk-02, BrTNezWMpuk-65, d9AJbrQiQ9I-16, uumlRZ4zUYQ-15, uumlRZ4zUYQ-16, 1y5uNoJ7ciA-71, 1y5uNoJ7ciA-72, RyeL_HZXAAc-36, RyeL_HZXAAc-37, M0dhrSMKfLs-48, M0dhrSMKfLs-51, srDzIFGc0EI-14, oA09eaxgcng-37, r8y58CrCj8g-08, dgJOIncfhQc-14, 7W0KgoBf-wM-31, Cuq8Sk5hn1E-14
Bearing: the middle-click ping method
CONFIRMEDVehicles & Fire SupportSC Haulers and SwoleBenji independently, plus RageGamingVideos and GamesHorizonsupportpatch risk low

Press middle mouse button to ping the target. A white diamond appears on the mortar's compass. Swing the tube until the diamond is centred. Direction solved.

Step by step

  1. Middle-click the target to drop the ping. Do this immediately before you aim, because the marker expires.
  2. Get on the mortar. The white diamond appears both on screen and on the compass.
  3. Use W and S on the keyboard for fast traverse and elevation. Keyboard is much faster than mouse for gross movement.
  4. Swing until the diamond is horizontally centred. The diamond may sit higher or lower than the tube's aim point; only horizontal centring matters.
  5. Switch to the mouse for the last one or two clicks of correction. Mouse movement on the mortar is deliberately slow and is not meant to spin you around.

Where it falls apart

The keybind is muddled across sources. SC Haulers' captions render it as "WD" at 1:35 but he says plainly "I am moving up and down with the W and S key" at 5:29 (recorded as W/S, flagged suspect). BisectHosting's guide says W/A for elevation and S/D for rotation. GamesHorizon just says WASD. Test all four keys in the range; the principle (keyboard for gross, mouse for fine) is unanimous.

refs: wiWNoWiQy_Q-05, wiWNoWiQy_Q-06, wiWNoWiQy_Q-09, wiWNoWiQy_Q-26, 9X8U-eHCMgI-13, 5CsJz4KC9dQ-64
Range: the coordinate math, worked out
CONFIRMEDVehicles & Fire SupportSC Haulers and SwoleBenji derive the same formula independently, ExpCarry and GamesHorizon publish the same formula; StratzFPS uses the same grid for the SPH-2supportpatch risk low

Range in metres is the straight-line distance between two map coordinates. One unit of map coordinate equals 100 metres, so it is Pythagoras with a factor of 100.

Step by step

  1. Read your own position: X 96.66, Y 109.10. Read the target: X 94.71, Y 107.36.
  2. East-west leg: 96.66 minus 94.71 = 1.95. Times 100 = 195 m.
  3. North-south leg: 109.10 minus 107.36 = 1.74. Times 100 = 174 m.
  4. Square both: 195² = 38,025. 174² = 30,276. Add: 68,301.
  5. Square root: 261.3 m. (He wrote 173 instead of 174 and got 260.67 m. The 0.7 m difference is irrelevant, which tells you how much slop the method tolerates.)
  6. The tube was sitting at about 240 m, so he elevated slightly to land on ~260 and fired. Direct hit on a power line.

Numbers

The formula: `range (m) = sqrt( (ΔX x 100)² + (ΔY x 100)² )` where ΔX and ΔY are coordinate differences (larger minus smaller). Equivalently, `range = sqrt(ΔX² + ΔY²) x 100`. Worked example 2 (SC Haulers, longer range, also a hit): Gun X 96.66 / Y 109.10. Target X 92.24 / Y 105.01. X leg: (96.66 - 92.24) x 100 = 442 m. Y leg: (109.10 - 105.01) x 100 = 409 m. sqrt(442² + 409²) = sqrt(195,364 + 167,281) = sqrt(362,645) = 602.2 m. Dial roughly 602. Hit on target. SwoleBenji's variant does the same arithmetic without the x100, then reads the first three digits: X: 98.43 minus 94.53 = 3.9. Multiply by itself: 15.21. Y: 110.38 minus 109.03 = 1.35. Multiply by itself: 1.82 (exactly 1.8225). Add: 17.03. Square root: 4.12. "Just look at the first three numbers. This means that the target is 412 m away." That is the same answer as the x100 method (390 m and 135 m give sqrt(170,325) = 412.7 m), so both work. Note that reading the first three digits truncates rather than rounds; 4.1268 is really 413 m. Bearing numerically (ExpCarry's published formula, which reproduces the in-game calculator output exactly): `bearing = atan2(ΔX, ΔY)` in degrees wrapped 0-360, and `azimuth in mils = bearing x 6400 / 360`. Check against SC Haulers' calculator example: gun 96.67 X / 109.08 Y, target 91.59 X / 108.35 Y. ΔX = -5.08, ΔY = -0.73, giving bearing 261.8, which is the 262 the tool printed, alongside 513 m range (sqrt(508² + 73²) = 513.2) and an estimated 445 mils of elevation. 1 grid square is roughly 100 m, which is the lazy version of the same rule (RageGamingVideos).

Why it works

Why the math beats guessing: SwoleBenji's own grid-counting attempt failed on camera. He estimated 340 m, then 240 m (off by about 10 m), then 250 m ("still way off"). SC Haulers spent two rounds guessing before switching. In a real match the FOB may not have mortar ammunition to replace what you waste, which is why precision is, in his words, the most effective thing a mortarman can do. Warning about SwoleBenji's narration: at 7:09 he says "we're going to take 15.21 plus 1.82 and then add them together. But we need to square them", and then at 8:06 presses the square root button. Squaring 17.03 would give 290, not 4.12. The demonstrated procedure is correct Pythagoras. Only the wording is wrong. Anyone transcribing his method from audio alone gets it backwards.

Where it falls apart

Even a correctly calculated shot may land about 50 yards off, because the in-game range scale has coarse tick marks. SC Haulers' scale jumps from around 510 to 545, so for a computed 513 m he had to eyeball as close to the 510 tick as possible. Expect one minute correction after the first round. A correct solution still fails if terrain or a structure sits in the shell's path. SwoleBenji's mathematically correct 412 m shot hit an intervening tower. Shifting your aim point to clear the obstruction changes the range, so the math has to be redone. Sloppy ranging is acceptable when saturating a large base or a crowd. The math is only strictly necessary when you want one specific thing destroyed. StratzFPS teaches the same map-coordinate method for the SPH-2 (each grid square is 1 km zoomed out and 100 m zoomed in), but his shortcut subtracts only the X values for a target to your left or right, or only the Y values for one to your north or south. That is exact only when the target sits on a straight east-west or north-south line; whenever both coordinates differ, use the full Pythagoras. An external IDF calculator exists at sehaulers.com covering both the L81 mortar and the SPH-2. Enter the X coordinate first and Y second; it returns mils, cardinal direction, bearing and range, live with no refresh. wardogs.zone hosts a second one that also applies terrain height correction, and StratzFPS points to a fan-made WARDOGS artillery calculator site that checks whether a target is in range, usable on a second screen or a phone.

History

refs: wiWNoWiQy_Q-12, wiWNoWiQy_Q-15, wiWNoWiQy_Q-16, wiWNoWiQy_Q-17, wiWNoWiQy_Q-18, wiWNoWiQy_Q-19, wiWNoWiQy_Q-20, wiWNoWiQy_Q-21, wiWNoWiQy_Q-23, wiWNoWiQy_Q-24, 9X8U-eHCMgI-04, 9X8U-eHCMgI-06, 9X8U-eHCMgI-09, 9X8U-eHCMgI-10, 9X8U-eHCMgI-11, 9X8U-eHCMgI-12, 9X8U-eHCMgI-15, 9X8U-eHCMgI-27, 9X8U-eHCMgI-29, 5CsJz4KC9dQ-64, oP9RelmWk6A-08, oP9RelmWk6A-10
Rate of fire: preload, C-cancel, and reloading in the kill cam
CONFIRMEDVehicles & Fire SupportSwoleBenji, jackfrags, RageGamingVideos, The Beard Guys, RadioGLHF and Wardogs Building Communitysupportpatch risk medium

Press R up to twice more to hold three rounds, fire, press C to skip the shell cam, adjust slightly, fire again. Most players do not know C exists.

Step by step

  1. With one round loaded, press R. A load icon appears in the bottom right and you are at two. Press R again for three.
  2. Fire.
  3. Press C to cancel the follow cam and return control instantly. RadioGLHF and Wardogs Building Community both empty a three-shell load this way: fire, C, fire, C, fire.
  4. Shift your aim slightly. Fire. Shift again. Fire.
  5. The three impacts spread out rather than grouping, which is the point when you are saturating a base or a crowd rather than hitting one target.
  6. Reload while the kill cam is playing. RadioGLHF spams reload while the shells are still in the air so all three are chambered the moment he can fire again. On the third shot you can load three more and bombard continuously for as long as you have ammunition.

Numbers

Up to 3 rounds held at once (press R twice more).

Why it works

The camera follow after a shot normally locks you out until it finishes. Cancelling with C returns control at once and raises effective rate of fire substantially. Reloading inside the cutscene removes the pause between volleys entirely. Feedback loop: every mortar round leaves a marker on the map showing where it hit. Cancel with C, open the map, and you can see both the first and the second impact, which lets you bracket properly instead of guessing a single correction. The Beard Guys calls this very easy to miss.

Where it falls apart

RageGamingVideos adds the important condition. Only dump three rapid rounds after you have range-checked angle and distance with a ranging shot, or you waste all three. Reloading during the kill cam reads like an oversight rather than intended pacing. See the exploits list.

History

refs: 9X8U-eHCMgI-05, 9X8U-eHCMgI-19, 9X8U-eHCMgI-21, 9X8U-eHCMgI-22, 9X8U-eHCMgI-23, 9X8U-eHCMgI-03, uumlRZ4zUYQ-26, uumlRZ4zUYQ-28, uumlRZ4zUYQ-29, 5CsJz4KC9dQ-63, d9AJbrQiQ9I-17, d9AJbrQiQ9I-18, frGH2_OxyVA-11, s55B5GhLTSg-04
Mortar safety rules
CONFIRMEDVehicles & Fire SupportSC Haulers demonstrated; Get Gud with Garen and Airwingmarine on friendly firesupport, squad-leaderpatch risk low

Never build in front of your own mortar, deconflict before firing on a building, relocate after a fire mission, and do not blind fire.

Step by step

  1. Never build anything directly in front of your mortar. Razor wire or a wall in the line of fire will be destroyed by your own outgoing round, especially on long-range low-elevation shots, and the detonation can kill you. SC Haulers says that had he not been in the firing range he would definitely have died to this.
  2. Deconflict before firing on a tower or building. Get Gud with Garen's flex team reports that the only time all three of them died in an entire operation was when their own teammate mortared the tower they had already cleared. The mortarman's defence was that he had been told to bomb that tower.
  3. Expect to be killed by your own side's indirect fire while pushing the hotzone. Airwingmarine describes it as a shared player experience.
  4. Danger close is possible onto your own bastion's perimeter, but only because overhead and compartment cover make surviving it plausible. Hold the fire mission if a friendly is still inside the target building.
  5. Blind fire does not pay. Mortars only earn if someone is keeping enemies spotted for you.
  6. A static firing position gets counter-battery fire eventually. Relocate after a fire mission.
refs: wiWNoWiQy_Q-25, 1gl4NEHtzhI-40, 1gl4NEHtzhI-37, 1gl4NEHtzhI-38, RyeL_HZXAAc-06, 1y5uNoJ7ciA-35
Passenger economics, fines and the empty-seat rule
CONFIRMEDVehicles & Fire Supportsix creators on never flying empty; DemoMan0351 and wardogsdb on the fine; IceManIsaac and SwoleBenji independently on the bail-out finepilot, driverpatch risk medium

A full Little Bird dropped on the point roughly pays for itself, and more once the passengers start killing. Never take off empty.

Step by step

  1. If players are waiting, take them.
  2. If nobody is waiting, load supplies instead of idling. Building and ammo supplies for FOBs, or ammo, medical items and armour for players already fighting.
  3. Even when you are flying out to fight, take whoever is standing there. The detour costs almost no time and the drop-off plus assist income is free.
  4. Keep your personal kit near zero: parachute and repair tool, or parachute, repair tool, gun, one magazine, one stack of ammo and bandages. There is a very big chance the helicopter will not stay airborne long.

Numbers

Team kill fine is $1,500 per player killed (DemoMan0351 and wardogsdb agree). Crash with a full load and you pay it for every passenger. motiv8 notes you can be carrying up to six other players. Soulgrot's figures of $6,500 per helicopter and about $1,000 lost per death are flagged suspect (the audio renders the loss as "about a,000 bucks") and do not match any wiki price; ignore them and use the roster table. A $150 wrench will unflip/repair.

Why it works

The aircraft cost is fixed, so every additional occupied seat is pure margin.

Where it falls apart

The leg-break fine. IceManIsaac reports that a pilot loses money whenever a passenger jumps out and breaks their legs, even when a safe landing was seconds away, and calls it "kind of a dumb mechanic". SwoleBenji independently says passengers who bail without a parachute, deliberate griefers included, cost the pilot money. That is a strong candidate for a future patch, and it is the mechanical reason to stock spare parachutes. Also: sitting in a helicopter at your base auto-repairs it, including a snapped rotor, but charges you money. AbneyDude confirms you pay out of pocket for repairs. After repairing, reposition the aircraft, because the game will place it somewhere safe rather than leaving it on the slope that broke it. A flipped helicopter at HQ is recoverable: unflip it, let the auto-repair zone fix it, or use a $150 [S1] wrench. Hold F on the reposition prompt to un-stick a vehicle, including one that is upside down.

History

refs: 1y5uNoJ7ciA-70, 1y5uNoJ7ciA-74, 1y5uNoJ7ciA-77, 6RGWKiTVvhA-17, 6RGWKiTVvhA-19, Msg78ysR_hQ-12, Msg78ysR_hQ-40, M0dhrSMKfLs-49, eR3U1uR6Wn8-11, F1DYtROWGn0-19, srDzIFGc0EI-15, 3ubf2twZumk-53, 7gr8hwvS3xU-19, S1HARqxz4zU-28
Passenger parachutes and the passenger list
CONFIRMEDVehicles & Fire SupportIceManIsaac, The Beard Guys, Airwingmarine, Gigabeef, Soulgrot, DemoMan0351; wiki confirms the itemanypatch risk low

A Basic Parachute costs $100, unlocks at level 0, sits in its own traversal slot so it costs no bag space, and is the cheapest insurance in the game. Buy one before every helicopter ride.

Step by step

  1. As a passenger already in the air: press F to open your inventory while seated.
  2. Buy Ammo and Supplies, then Items, then Gear.
  3. Buy a parachute and drag it into your traversal slot.
  4. As the pilot, before takeoff: press B at your base and buy a stack of parachutes into the helicopter's own inventory. Alternatively, while the aircraft is parked, open its inventory, choose Buy Supplies, Select Items, and buy from the gear section straight into the aircraft.
  5. Check the passenger list in the bottom right. Each passenger has an icon showing whether a parachute is equipped.
  6. Tell anyone without one over proximity chat to take a spare.

Numbers

$100 for the Basic Parachute (single use, cannot be steered, must be manually deployed). $1,000 for the Sport Parachute at Career 35, which can be steered. Airwingmarine gives "$100 to $200" as the range. Deploy timing is generous: a red bar fills on screen and you pull before it completes. IceManIsaac says you can press slightly later than the bar but does not recommend it.

Why it works

Beyond survival: the pilot is fined when a passenger jumps out and breaks their legs regardless of fault, so stocked chutes are the pilot protecting his own wallet. Gigabeef points out the offensive use: most players cannot be bothered to buy one, so a pilot carrying spares can assemble an ad-hoc airborne unit and drop it on a FOB or tower that is too well defended from the ground.

Where it falls apart

You are not paid for parachutes you supply this way. It is a cost you absorb. Include a parachute in your saved kit so the Rebuy button restocks it automatically; otherwise you will miss a waiting helicopter while hunting for one. AbneyDude kept buying parachutes for passengers and neither he nor his passengers knew how to retrieve one, which tells you the F-menu route above is not discoverable. Say it out loud on comms.

refs: F1DYtROWGn0-21, F1DYtROWGn0-22, eR3U1uR6Wn8-10, eR3U1uR6Wn8-15, d9AJbrQiQ9I-11, d9AJbrQiQ9I-12, d9AJbrQiQ9I-13, 3ubf2twZumk-17, 3ubf2twZumk-60, 3ubf2twZumk-63, 7gr8hwvS3xU-07, 6RGWKiTVvhA-18, Msg78ysR_hQ-17, RcJjcjSc730-64, srDzIFGc0EI-13
The payout chain
CONFIRMEDVehicles & Fire SupportTacticalNed, TheTacticalBrit, RageGamingVideos, Legacy Gaming, Airwingmarine, BisectHostingpilot, driverpatch risk medium

You are paid three times per passenger. Once for the drop-off, again if they survive a short period, and again as a share of everything they do afterwards. Drop location quality determines all three.

Numbers

All beta-era, from wardogs.zone's granular table and corroborated by Skycoach's independent list: - Passenger delivery: $300 in the hotzone, $150 in the control zone, $75 outside. - $100 per teammate who spawns on a vehicle you delivered. - Round-trip bonus $250 per passenger; minimum return bonus $750. - A full MH-6 run into the hotzone: ~$1,500. A full Z20 Lakota run: ~$3,600. - Everything done in the hotzone pays roughly double the control zone. RageGamingVideos gives the general shape as 3k in the hotzone against 1.5k elsewhere. - Air-vehicle player kill XP was cut in Season 1 from 300 to 250.

Why it works

TheTacticalBrit's framing is that the payout is not a one-off drop fee, it is an ongoing share of what the people you delivered go on to do. Legacy Gaming says the same for drivers. That is why a drop into a survivable position beats a drop that is merely close. RageGamingVideos, recording after launch, says pilot transport pays far better than ground transport and the only real risk is the crash, and that a drop near combat the passenger can survive pays most because their kills that life feed you.

Where it falls apart

Every dollar figure above is beta-era. Season 1 did not publish payout changes, but it did rescale two XP events and roughly double the mid-level XP curve, so the cash table is the single least trustworthy set of numbers in this document. Use the ratios (hotzone 2x, three payout events), not the absolute values. And your net income is gross earnings minus everything you brought in and lost. A $7,400 Lakota that gets shot down on the first run erases several perfect deliveries.

History

refs: 1y5uNoJ7ciA-69, 1y5uNoJ7ciA-80, BrTNezWMpuk-81, BrTNezWMpuk-09, 5CsJz4KC9dQ-45, 5CsJz4KC9dQ-06, LIBNkZE1aGI-30, RyeL_HZXAAc-34, 3ubf2twZumk-33, _YbhJ9sXxIE-11, oA09eaxgcng-29, Cuq8Sk5hn1E-06
Buy a $100 Basic Parachute before you board
CONFIRMEDVehicles & Fire Supportquick card: inherits tier and sources from veh-passenger-parachutesanypatch risk low

Buy a $100 Basic Parachute before you board any helicopter; it sits in its own traversal slot and costs you no bag space.

Press C to cancel the shell cam, R to preload
CONFIRMEDVehicles & Fire Supportquick card: inherits tier and sources from veh-mortar-rate-of-firesupportpatch risk medium

Press C to cancel the shell cam after every mortar or artillery shot, press R up to three times to preload, and reload during the kill cam to fire without pause.

Numbers

Up to 3 rounds preloaded.

History

  • 2026-09-13 · Sources updatedThis quick Card summarises a fuller Card that gained sources in the 13 Sep 2026 refresh, and it now carries them too.
  • 2026-09-12 · Sources updatedThis quick Card summarises a fuller Card but cited no sources of its own. It now carries every source of the Card it summarises, so its rating can be checked.
refs: frGH2_OxyVA-11, s55B5GhLTSg-04
Hold your flares until you see smoke
CONFIRMEDVehicles & Fire Supportquick card: inherits tier and sources from veh-flares-lock-tonespilotpatch risk medium

Hold your flares until you see smoke or know where the missile is: you cannot pop two sets back to back, and SAM operators lock you specifically to bait an early flare.

Numbers

You cannot pop two sets back to back.

History

  • 2026-09-14 · Sources updatedThis quick Card summarises a fuller Card that gained sources in the 14 Sep 2026 refresh, and it now carries them too.
  • 2026-09-13 · Sources updatedThis quick Card summarises a fuller Card that gained sources in the 13 Sep 2026 refresh, and it now carries them too.
  • 2026-09-12 · Sources updatedThis quick Card summarises a fuller Card but cited no sources of its own. It now carries every source of the Card it summarises, so its rating can be checked.
refs: 4CHoWpu4Imw-25, 4CHoWpu4Imw-26, gPNtdv9e5lM-31, 7W0KgoBf-wM-38, 7W0KgoBf-wM-35, xp1h96dJQ8A-01, xp1h96dJQ8A-02
Learn to fly in the firing range, not in a match
CONFIRMEDVehicles & Fire Supportquick card: inherits tier and sources from veh-firing-range-step-zeropilotpatch risk low

Learn to fly in the firing range, not in a match: talk to the NPC there for a free Little Bird, crash as much as you like, Escape then "return to the firing range" resets you at zero cost.

Numbers

Zero cost.

History

  • 2026-09-12 · Sources updatedThis quick Card summarises a fuller Card but cited no sources of its own. It now carries every source of the Card it summarises, so its rating can be checked.
Mortar range is Pythagoras on map coordinates
CONFIRMEDVehicles & Fire Supportquick card: inherits tier and sources from veh-mortar-range-math, veh-mortar-bearing-middle-clicksupportpatch risk low

Mortar range is Pythagoras on map coordinates: (ΔX x 100)² + (ΔY x 100)², square root, dial that in metres. Middle-click the target for the bearing diamond.

Never build anything in front of your own mortar
CONFIRMEDVehicles & Fire Supportquick card: inherits tier and sources from veh-mortar-safety-rulessupport, builderpatch risk low

Never build anything in front of your own mortar. Your outgoing round detonates on it and kills you.

One RPG kills a light vehicle; tanks need three to the rear
CONFIRMEDVehicles & Fire Supportquick card: inherits tier and sources from veh-killing-ground-vehicles, veh-tank-weak-pointssupportpatch risk medium

Kill light vehicles with one RPG anywhere on the hull; kill a tank with 3 RPG or 3 C4 into the rear engine, or blow a track from the side and finish it in two.

Numbers

1 RPG for light vehicles; 3 RPG or 3 C4 to a tank's rear engine; 2 rear shots after a track is blown.

History

  • 2026-09-14 · Sources updatedThis quick Card summarises a fuller Card that gained sources in the 14 Sep 2026 refresh, and it now carries them too.
  • 2026-09-12 · Sources updatedThis quick Card summarises a fuller Card but cited no sources of its own. It now carries every source of the Card it summarises, so its rating can be checked.
refs: 7W0KgoBf-wM-48
Every passenger you drop alive pays three times
CONFIRMEDVehicles & Fire Supportquick card: inherits tier and sources from veh-payout-chainpilotpatch risk medium

Every passenger you drop alive pays three times (drop-off, survival, their later kills), so drop them somewhere they will live; hotzone drops pay roughly double control-zone drops.

Numbers

Hotzone drops pay roughly double control-zone drops.

History

  • 2026-09-14 · Sources updatedThis quick Card summarises a fuller Card that gained sources in the 14 Sep 2026 refresh, and it now carries them too.
  • 2026-09-12 · Sources updatedThis quick Card summarises a fuller Card but cited no sources of its own. It now carries every source of the Card it summarises, so its rating can be checked.
refs: Cuq8Sk5hn1E-06
Team-killing costs $1,500 per player
CONFIRMEDVehicles & Fire Supportquick card: inherits tier and sources from veh-passenger-economics-finespilotpatch risk medium

Team-killing costs $1,500 per player, and you are fined when a passenger jumps out and breaks their legs even if your landing was fine. Stock spare parachutes in the aircraft with B before takeoff.

Ground vehicles: price, unlock, seats, HP
CONFIRMEDVehicles & Fire Supportwiki item pages plus the Updates page, with Airwingmarine's and GhostGaming's patch readthroughs matching line for linedriverpatch risk medium

The full ground roster with Season 1 spawn costs, unlock levels, seats, HP and top speed.

Numbers

| Vehicle | Spawn cost | Unlock (Season 1) | Seats | HP | Top speed | |---|---|---|---|---|---| | Bobcat (quad) | $500 | level 0 | 2 | 200 | 75 | | Kodiak (SUV) | $2,500 | level 0 | 4 | 400 | 154 | | Dune Buggy | $1,500 | Driver 8, $25,000 | 3 | 400 | 130 | | Kodiak (Pickup / "Flatbed") | $3,000 | Driver 10, $35,000 | 6 | 400 | 154 | | Kodiak (M249 / "Assault") | $3,750 | Driver 6, $50,000 | 5 | 400 | 154 | | Humvee | $3,000 | Driver 15, $25,000 | 4 | 500 | 113 | | Humvee (M249) | $3,750 | Driver 25, $125,000 | 5 | 500 | 113 | | Humvee (Minigun) | $4,500 | Driver 30, $150,000 | 5 | 500 | 113 | | URAL (truck) | $5,000 | Driver 3, $35,000 | 3 | 700 | 79 | | Ural Defender ("Covered") | $6,000 | Driver 18, $75,000 | 3 + standing bay | 700 | 79 | | Ural Defender (M249 / "Attack") | $6,750 | Driver 25, $125,000 | 3 + standing bay | 700 | 79 | | Flakpanzer Gepard (AA tank) | $10,000 (disputed) | not listed | 2 | 800 | 65 | | L2A6 (MBT) | $14,000 | Driver 35, $500,000 | 3 | 800 | 65 | | SPH-2 (155mm SPH) | $8,000 | Career 90, $500,000 | 3 | 650 | 65 | | M113 APC SV (spawn vehicle) | not purchasable | free, spawns at 20 points | 10 | 1,000 | 71 | Season 1 level moves, all confirmed by both the wiki Updates page and Airwingmarine's readthrough: URAL 4 to 3, Kodiak Assault 8 to 6, Dune Buggy 10 to 8, Kodiak Flatbed 2 to 10, URAL Covered 30 to 18, URAL Attack 40 to 25, Humvee minigun 35 to 30, Heavy Tank moved from Career 35 to Driver 35, Artillery Tank Career 55 to 90. Blueprint moves: URAL $50,000 to $35,000, Dune Buggy $35,000 to $25,000, Kodiak Flatbed $15,000 to $35,000, SPH-2 $400,000 to $500,000.

Where it falls apart

The Gepard price is DISPUTED, $10,000 on the wiki infobox against $8,000 on both wardogs-wiki.com and WARDOGS Hub (the latter is alpha-era). The wiki page lists no unlock requirement at all for the Gepard, which is almost certainly a wiki gap rather than a free vehicle. Also: the Kodiak Flatbed is the only unlock in the patch that got both later and more expensive. Airwingmarine flags the "level two to level 10" line as possibly an audio truncation, but the wiki Updates page says the same thing, so 2 to 10 is real. Name trap: GhostGaming reads the 30 to 18 move as "the Ural". That line is the Ural Defender (Covered); the plain URAL truck is Driver 3 [S1], so a creator telling you the Ural is at 3 and another telling you 18 are both right.

History

refs: oA09eaxgcng-49, oA09eaxgcng-40, oA09eaxgcng-50, oA09eaxgcng-51, oA09eaxgcng-41, oA09eaxgcng-52, oA09eaxgcng-42, oA09eaxgcng-54, oA09eaxgcng-56, oA09eaxgcng-57, oA09eaxgcng-23, _YbhJ9sXxIE-13, oA09eaxgcng-22, oA09eaxgcng-34, _YbhJ9sXxIE-16, RyeL_HZXAAc-32, RyeL_HZXAAc-33, ZO7H54kLhqM-25, ZO7H54kLhqM-26, ZO7H54kLhqM-27
Helicopters: price, unlock, seats, HP
CONFIRMEDVehicles & Fire Supportofficial wiki item pages plus the wiki Updates page, corroborated by wardogs-wiki.com and three creators reading the Season 1 notes (Airwingmarine, Molixatus, GhostGaming)pilotpatch risk medium

Six airframes. The MH-6 is free to unlock and is what you learn on. The Z20 Lakota is the transport and pallet hauler. The AH-6M, AH-6R and Havoc are the gun platforms.

Numbers

| Aircraft | Spawn cost | Unlock | Seats | HP | Top speed | Fuel / econ | Flares | |---|---|---|---|---|---|---|---| | MH-6 (Little Bird transport) | $6,250 | Pilot level 0, no blueprint | 6 (2 crew + 4 pax) | 400 | 350 | 105 / 4.4 | 2 | | AH-6M (Miniguns) | $7,000 | Pilot 4, blueprint $50,000 | 2 | 400 | 350 | 105 / 4.4 | 2 | | AH-6R (Rockets) | $12,500 | Pilot 20, blueprint $250,000 | 2 | 400 | 350 | 105 / 4.4 | 2 | | Z20 Lakota ("Blackhawk"/"Huey") | $7,400 | Pilot 10, blueprint $35,000 | 13 (2 crew + 11 pax) | 600 | 445 | 120 / 4.4 | 2 | | Z20 Lakota (Miniguns) | $8,000 | Pilot 25, blueprint $75,000 | 13 (4 crew + 9 pax) | 600 | 445 | 120 / 4.4 | 2 | | Havoc ("Apache") | $18,000 | Pilot 35, blueprint $500,000 | 2 | 800 | 400 | 130 / 4.4 | 2 | Season 1 moved the AH-6M blueprint $25,000 to $50,000 and the Z20 Lakota blueprint $50,000 to $35,000. The pilot small armoured supply crate also doubled, $5,000 to $10,000. Beta values: AH-6M $25,000 blueprint, Z20 $50,000 blueprint.

Why it works

All six carry exactly two flare charges and all six have 4 x 4 inventory. Armour, not countermeasures, is what separates them: the Havoc's 800 HP is double a Little Bird's 400. Molixatus reads the intent correctly: the thing that deletes people now costs double and the thing that moves your squad costs 30% less.

Where it falls apart

The AH-6R blueprint is DISPUTED. The wiki infobox says $250,000 [BETA]. wardogs-wiki.com, whose other unlock costs match the Season 1 changelog exactly, and WARDOGS Hub's Season 1 guide both say $200,000 [S1]. The full Season 1 changelog (9 Sep 2026) lists every price change and does not mention the AH-6R, so it settles nothing either way. Budget for $250,000 so you are never short, and check the vendor before you commit.

History

  • 2026-09-14 · Sources updatedGhostGaming (day one patch) reported the same thing, so they are now cited.
  • 2026-09-12 · Patch label changedThe AH-6R price is still DISPUTED, but the evidence changed. The full Season 1 changelog does not mention it, so it settles nothing. The prices now carry their own labels, $250,000 [BETA] and $200,000 [S1], and the advice is to budget for the higher one.
refs: oA09eaxgcng-38, oA09eaxgcng-39, oA09eaxgcng-37, _YbhJ9sXxIE-07, ZO7H54kLhqM-21
Unlock and whether it is worth it
CONFIRMEDVehicles & Fire Supportwiki Updates page, Molixatus, Airwingmarine, games.gg; StratzFPS shows the beta gate; SwoleBenji on why it payssupport, drivernumbers may be stale

Career level 90, $500,000 blueprint, $8,000 per deployment. Season 1 moved it from Career 55 and $400,000.

Numbers

Career level 90, $500,000 [S1] blueprint, $8,000 [S1] per deployment. Season 1 moved it from Career 55 and $400,000 [BETA], and made 155mm and 122mm shells and flare deployables take more loadout space. StratzFPS's pre-season guide shows the old gate: War Dog level 55, $400,000 [BETA] once, $8,000 [BETA] per purchase, and no separate Driver requirement. Molixatus calls the change "a massacre" and reads it as clear evidence artillery was too strong. Airwingmarine dismisses the price rise because almost nobody will reach level 90 to be affected. GhostGaming reads the same rise off the Career column as +$100,000 [S1] and is unsure whether it is the unlock or the spawn price; the changelog settles it as the blueprint, and the spawn stays $8,000 [S1].

Where it falls apart

Airwingmarine contradicts himself in the same readthrough, saying at one point that artillery was previously on Career 35 and later that it went "from 55 to 90". The wiki Updates page, the wiki SPH-2 infobox and StratzFPS's pre-season footage all say 55, so 55 to 90 is correct and the 35 is a misspeak. The wiki lists the SPH-2's role as Support but its unlock on the Career track. The artillery tank does award support XP, though Airwingmarine stresses twice that it is "way down the road". TheTacticalBrit's upkeep warning applies here more than to the tank. The SPH-2's advantage over the tank is range, traded against survivability, and it still burns fuel and ammunition to stay in profit. The case for it anyway: SwoleBenji calls artillery the biggest money farm in the game for a player who actively hunts kills with it, and says a match where nobody answers enemy artillery is simply lost. Until you reach Career 90 [S1], the second half is the useful part: kill the enemy SPH-2 early.

History

refs: _YbhJ9sXxIE-16, oA09eaxgcng-22, oA09eaxgcng-34, RyeL_HZXAAc-24, BrTNezWMpuk-66, BrTNezWMpuk-68, oP9RelmWk6A-01, S1HARqxz4zU-10, S1HARqxz4zU-11, ZO7H54kLhqM-20
The Talon SAM emplacement
CONFIRMEDVehicles & Fire SupportAquaFPS, Gigabeef, iMaTT, LiteralWedgeOfCheese, TacticalNed, Soulgrot; RadioGLHF adds firing, reload and kill figuressupport, builderpatch risk medium

The Talon SAM is the last buildable, needs the Large Hammer, and requires no aiming at all. The missiles lock themselves. AquaFPS compares it to "playing Duck Hunt with aimbot".

Step by step

  1. Build a FOB under the enemy's predictable flight path from their base to the map centre. The map is large and helicopters are the only good way in, so they fly a straight line you can intercept.
  2. Place the FOB at one edge of its build radius and the SAM at the other, so enemies who find the SAM do not immediately find your FOB.
  3. Site the launcher where it has clear sky. Trees, buildings, pylons and pillars cancel the lock. The edge of a forest overlooking their airway, not directly beneath it, is the ideal spot.
  4. Do not place it too high. A mountain top or an out-of-zone tower may not be able to depress onto low-flying helicopters.
  5. Lock, wait a beat for the pilot to burn flares on hearing the tone, then fire.
  6. Hold the fire button for about 2.5 seconds; the missile does not launch on a tap. Reload before you try to lock the next target.
  7. When enemy pilots start routing around you, build a second launcher further back for a new firing angle. RadioGLHF did this when an apartment block started masking his first one.
  8. Arrange a resupply runner before you start.

Numbers

801 supply for the Talon in the last beta test, inside a fresh FOB's built-in 1,250 supply, so you need bring no building supply at all. FOB cost $2,500 [BETA]; Season 1 raised it to $7,500 [S1]. AquaFPS's shot count ran from 57 down to 10 before a resupply run. RadioGLHF: larger helicopters take 2 missiles, and 2 pallets of ammo supplies reloaded roughly 70 missile shots [BETA]. Imagine Baggins measured one sustained burst of the AA gun consuming about 250 of 2,200 FOB ammo supplies, and notes the AA gun also works well against Urals as a ground weapon. Payouts [BETA]: iMaTT read $8,000 for one loaded helicopter and $14,500 for another off the screen. Gigabeef says one downed helicopter pays for the FOB plus materials, and two or three also cover the Ural and the hammer. AquaFPS's argument is the multi-kill: a transport is a clown car of six, seven or more players and one missile can produce close to an eight-kill payout. You are credited with an assist just for having a rocket in the air when the helicopter goes down, so many payouts never require a hit. Helicopters de-render at roughly 1,000 m (uncertain); the game's maximum view distance is 1 km at the highest setting. RadioGLHF repeats the pallet figure in his portable AA tower video (same channel): fill a Ural with two ammo pallets for about 70 Talon rockets [BETA], and only switch to large ammo crates, which you unload by hand, if you expect to survive long enough to fire about 150.

Why it works

A solid lock often makes the occupants bail out before the missile even lands (RadioGLHF), which scatters enemy players into positions they did not choose, so the lock pays even when the kill does not.

Where it falls apart

The SAM operator is defenceless. AquaFPS was killed on his by a man with a revolver. The launcher has no self-defence, the operator is stationary, distracted and often tabbed out. Fortify around it or bring someone to watch your back. Expect organised revenge after two or three kills. The escalation goes small arms, then mortars, then artillery. AquaFPS was eventually killed by enemy counter-battery fire on a known hill position. iMaTT's innovation is to build the SAM inside a building rather than on a roof, because relentless mortar and artillery fire on exposed roof positions is what kills SAM operators. He trades range and field of view for survivability and survives far longer. He also warns that firing at something too close, or into a surface in front of you, can kill the operator. A remote unguarded FOB is a gift if it falls. Enemies who reach it take the SAM with it and shoot your own helicopters down with it. And helicopters de-render at roughly 1,000 m (uncertain), which caps the whole strategy: RadioGLHF adds that a hit helicopter that gets out of render distance usually survives and pays nothing, and that some helicopters escape after a hit anyway (see the glitches list).

History

refs: RNt9B5cB5a0-02, RNt9B5cB5a0-03, RNt9B5cB5a0-05, RNt9B5cB5a0-07, RNt9B5cB5a0-12, RNt9B5cB5a0-13, RNt9B5cB5a0-15, RNt9B5cB5a0-16, RNt9B5cB5a0-17, RNt9B5cB5a0-18, RcJjcjSc730-19, RcJjcjSc730-20, RcJjcjSc730-22, RcJjcjSc730-23, RcJjcjSc730-24, RcJjcjSc730-25, RcJjcjSc730-26, RcJjcjSc730-27, HkruVf6lIs8-12, HkruVf6lIs8-13, HkruVf6lIs8-14, HkruVf6lIs8-16, HkruVf6lIs8-17, tLf_OoOJsGw-08, tLf_OoOJsGw-12, 1y5uNoJ7ciA-34, 7gr8hwvS3xU-16, 4E30BgJq52A-26, 5CsJz4KC9dQ-61, 5CsJz4KC9dQ-62, BrTNezWMpuk-43, M0dhrSMKfLs-39, gPNtdv9e5lM-17, gPNtdv9e5lM-20, gPNtdv9e5lM-25, gPNtdv9e5lM-26, gPNtdv9e5lM-28, gPNtdv9e5lM-30, 3AU8RyTWpMI-03
Weak points and armour
CONFIRMEDVehicles & Fire SupportAirwingmarine, RageGamingVideos and TacticalNed independently agree the rear engine is the weak pointanypatch risk medium

The rear engine deck is the weak point. The front carries a shared reactive armour plate that eats frontal shells from any angle. Sides are in between. Blow a track to immobilise.

Step by step

  1. Do not shoot the front. There is one shared reactive armour pool sitting over the health pool, and it absorbs frontal hits "all over the place". Only once it is gone can you damage the tank itself. From the driver's seat it is visible as the thin sliver or bumper at the bottom centre of the front.
  2. Get to the rear. Three C4 or three RPG shots into the rear engine kill a tank or an SPH-2 from full health.
  3. If you cannot get to the rear, hit the side low near the tracks. That blows the tracks, leaving the vehicle immobile and only able to turn in a circle.
  4. With the track gone, two rear shots finish it.

Numbers

3 C4 or 3 RPG to the rear from full health; 2 rear shots after a tread disable; 1 shared reactive armour pool, repairable.

Where it falls apart

The fuel tank claim is DISPUTED in its specifics. TacticalNed says hitting the left side of a heavy vehicle "will almost guarantee you damage the fuel tank", causing a leak and eventual immobilisation. Airwingmarine confirms the mechanic exists (fuel-tank damage makes the tank burn fuel faster in proportion to the damage dealt) but is explicitly unsure where it is: "I think right in this general area". So: the fuel tank hitbox is LIKELY real, the left-side rule is SINGLE-SOURCE from a 21K-view creator, and no one has tested the right side. Aim left if you have no better option, but do not pass up a rear shot for it. Also: a mobility kill is often as good as a destruction. A tank spinning in place is trivially finished or simply removed from the fight.

History

refs: 5CsJz4KC9dQ-67, 3ubf2twZumk-44, 3ubf2twZumk-45, 3ubf2twZumk-46, 1y5uNoJ7ciA-49, 1y5uNoJ7ciA-50, 1y5uNoJ7ciA-51, BrTNezWMpuk-69, 7W0KgoBf-wM-48
The three axes, in fixed-wing words
CONFIRMEDVehicles & Fire SupportIceManIsaac in depth, corroborated by Overgear and WARDOGS Hub; StratzFPS on the collective as throttlepilotpatch risk low

Cyclic (stick) is pitch on the Y axis and roll on the X axis. Collective (throttle) is the third axis and controls lift. Yaw (rudder, the Z axis) points the nose. Yaw and roll are completely different things and confusing them is the single most common beginner error.

Why it works

IceManIsaac, a former US Air Force instructor pilot with about 100 hours in the game, uses fixed-wing vocabulary deliberately because most players' brains are already wired for stick, throttle and rudder. Two mechanical facts follow from it. First, every control input costs lift; the aircraft generates most lift in a neutral attitude, roll costs the most and yaw costs less. Second, a turn wants rudder in the same direction as the roll: too much rudder gives a skid, none gives a slip, and both present the broad side of the airframe to the airflow. His mnemonic: "Airplane go fast when it looks small, smallest amount of surface area."

Where it falls apart

The game does not render your legs, so pedal or Q/E input has no visual feedback at all. You have to learn yaw by watching the nose track, not by watching the aircraft.

History

refs: F1DYtROWGn0-05, F1DYtROWGn0-06, F1DYtROWGn0-07, F1DYtROWGn0-12, F1DYtROWGn0-25, F1DYtROWGn0-26, wcsY2EeIlyc-04
The vehicle inventory rule, fuel and repairs
CONFIRMEDVehicles & Fire SupportGigabeef and Airwingmarine independently on the slot rule; TacticalNed and the wiki on fueldriverpatch risk medium

Vehicle inventory slots ignore item size. Each slot holds one item no matter how big it is. That one rule is what makes bulky single-use launchers portable.

Step by step

  1. Store fuel cans, repair tools and ammunition in the vehicle's inventory, not your backpack. Your carry weight stays low and your tactical sprint keeps working.
  2. Buy a $150 Fuel Can (capacity 40, refillable at Faction Deployment Zones) and put it in the vehicle. It is the only item that manually refuels a vehicle. The fuel supplies used for FOBs, drills and fuelling stations cannot be used on a vehicle; do not confuse them.
  3. Carry a $150 wrench (600 durability, slow) or a better repair tool for engine damage.
  4. Buy vehicle weapon ammunition separately. Armed vehicles do not come loaded.

Numbers

A base Kodiak has 12 slots. A jerry can that occupies four slots on your person occupies one slot in a vehicle. The Kodiak Pickup drops to 6 vehicle slots but takes a logistics crate with 8 more, for 14 total. Gigabeef's mobile anti-air load: 12 Verba launchers in a base Kodiak plus one in hand, 13 shots, at about $800 each and just over $10,000 for the full load. His mobile RPG load: 14 rockets in a Pickup, plus one loaded and two in a cheap bag, 17 total, at $200 per rocket. Fuel Can $150, capacity 40. Wrench $150, 600 durability.

Why it works

A single universal jerry can refuels every vehicle type. Hotkey it, walk up, click to pour. The can has durability and refuelling takes time.

Where it falls apart

Vehicles self-repair when you sit in them inside your own base, which is why Airwingmarine could not demonstrate battle damage on camera. It also charges you money. Deploying a logistics crate is permanent. Gigabeef's workflow is to burn the vehicle's own inventory first, then move somewhere safe, deploy the crate, and transfer its contents back into the vehicle. Imagine Baggins observed an empty truck degrading and eventually exploding but was not sure it happens outside the firing range; SwoleBenji says it does, and that a vehicle left completely stationary for 5 to 10 minutes self-destructs and can kill whoever is next to it. Move parked vehicles every few minutes, carry a wrench, and see the open question on whether the spawn APC is affected.

History

refs: RcJjcjSc730-29, RcJjcjSc730-30, RcJjcjSc730-31, RcJjcjSc730-34, RcJjcjSc730-35, RcJjcjSc730-36, 3ubf2twZumk-50, 3ubf2twZumk-55, 3ubf2twZumk-56, eR3U1uR6Wn8-12, 1y5uNoJ7ciA-90, Msg78ysR_hQ-14, 4E30BgJq52A-15, S1HARqxz4zU-64
Approach, landing and the collective dump
LIKELYVehicles & Fire SupportIceManIsaac in detail; Overgear, games.gg, AbneyDude, Silk and StratzFPS corroborate killing energy early; the collective dump at contact is IceManIsaac's alonepilotpatch risk low

Bleed speed progressively on the way in, switch to third person for the last part, and the instant your first skid touches, dump the collective all the way back.

Step by step

  1. Plan the flight path and the landing zone before the match starts, not on the way in (Silk).
  2. Fly transit and ingress in first person for depth perception.
  3. About 10 seconds out, start bringing the collective back. Refine again at 5 seconds out.
  4. Insert your turn and throttle the collective on the way down. Descend by tilting the nose forward or by holding Left Ctrl; a J-hook also bleeds speed.
  5. Press C to switch to third person for the landing itself. First person makes it genuinely hard to read what the terrain is doing underneath you at touchdown.
  6. The moment the first skid contacts, dump the collective fully aft. This plants the aircraft.
  7. If you arrive in an unusual attitude, do not try to save it. Punch the collective back up, go around, and redo the approach.

Numbers

games.gg says start the approach 800-1,000 m out and keep banks to 20-30 degrees. Silk's low speed bleed touches down at about 50 km/h.

Why it works

The airframe wants to tip over and will if you leave lift in it, but it is built for rough landings if you kill the lift at contact. Leave the collective in and you end up "doing barrel rolls on the ground". IceManIsaac's closing thesis for the whole guide is that this is not an arcade helicopter: if you are plummeting you cannot bump the collective and expect to recover, so "you have to kill your energy early and feather it down and then put it on the ground".

Where it falls apart

The alternative, full speed to the target then an acrobatic stop, balloons you high if you misjudge it, which is exactly the failure mode of the popular clip manoeuvre. Overgear adds one rule the creators do not: never brake, turn and descend simultaneously; abort if it looks risky. games.gg's 800-1,000 m / 20-30 degree version is a gentler version of the same procedure and a good starting point for a beginner. Silk's low speed bleed is a second way in: fly a straight line, set the collective to zero, hold your height with pitch alone, and once you are down to about 50 km/h touch down gently and slide on the skids, or come to a full stop first. StratzFPS's beginner version is collective down to descend, then ease it back toward centre near the ground to soften the touchdown.

History

refs: F1DYtROWGn0-08, F1DYtROWGn0-20, F1DYtROWGn0-24, F1DYtROWGn0-43, srDzIFGc0EI-17, uumlRZ4zUYQ-14, 4CHoWpu4Imw-12, 4CHoWpu4Imw-13, wcsY2EeIlyc-05
Controller
LIKELYVehicles & Fire SupportIceManIsaac read the layout out on screen; WARDOGS Hub and the developer confirm the rebinding limitationpilotpatch risk medium

The layout is fixed and cannot be remapped in game, so there is no point opening the controller bindings menu.

Step by step

  1. Hold collective up with the right trigger and steer with the left stick. That is the whole technique IceManIsaac gives for pad.

Numbers

| Function | Control | |---|---| | Collective full up | Right Trigger | | Collective full aft | Left Trigger | | Yaw left / right | LB / RB | | Roll | Left stick left / right | | Pitch | Left stick up / down | WARDOGS Hub's beta tester settings, the only concrete pad numbers in the corpus: look-stick dead zone 2%, vehicle multipliers 0.50 for both ground and air, look acceleration on the Standard curve with multiplier 1.3. TheTacticalBrit's generic advice is to reduce dead zone size and use a Dynamic acceleration curve, and he notes controller settings can be applied selectively to vehicles so you can fly on sticks and shoot on mouse.

Where it falls apart

The developer said in the 11 Aug 2026 devlog that Early Access ships "partial gamepad support", that aim assist exists "only to a small degree", and that "keyboard and mouse will always be the optimal way to experience War Dogs on PC". IceManIsaac rates the pad experience as "not great" purely because of the no-rebinding limitation. Also: PlayStation controllers are unreliable here. On some of them the LB/RB yaw bumpers simply do not work. Workarounds are DS4Windows remapping or a different pad. IceManIsaac uses a Scuf Omega and recommends the Scuf Envision for its five rear buttons, which he maps to flares, minimap zoom, door lock, cargo drop and proximity chat.

refs: F1DYtROWGn0-41, F1DYtROWGn0-40, F1DYtROWGn0-42, BrTNezWMpuk-88
Flying low defeats lock
LIKELYVehicles & Fire SupportIceManIsaac (182K views, USAF instructor pilot) and Silk (137K, Season 1) independently; neither shows a controlled testpilotpatch risk medium

Fly low. IceManIsaac says missiles cannot lock a helicopter close to the ground, and Silk puts the line at roughly 10 m.

Numbers

Under roughly 10 m above the ground a lock cannot be maintained (Silk).

Why it works

It is stated as a hard mechanic, and it is consistent with the SAM side of the corpus. Gigabeef reports that trees, buildings, pylons and pillars cancel a Talon lock, and that a SAM placed high can fail to depress onto low-flying helicopters. Terrain masking beats the launcher in both directions.

Where it falls apart

Flying low trades missile exposure for small-arms and vehicle-MG exposure, and low-level flight is exactly what the Kodiak M249 and Humvee minigun punish. It also stops working the moment you slow down to land or unload, which Gigabeef names as the only time a Stingray drone can reliably hit a helicopter at all. Two creators now state it and Silk gives a height, but neither demonstrates a controlled test. If it is a soft effect (reduced lock range) rather than a hard floor, low flight near a Talon will still get you killed.

History

  • 2026-09-13 · Rating changedSilk added. Rating moved from SINGLE-SOURCE to LIKELY: IceManIsaac (182K views, USAF instructor pilot) and Silk (137K, Season 1) independently; neither shows a controlled test.
refs: F1DYtROWGn0-31, RcJjcjSc730-23, RcJjcjSc730-24, RcJjcjSc730-63, 4CHoWpu4Imw-27
Free spawn vehicles you do not have to buy
LIKELYVehicles & Fire SupportDemoMan0351 on the free pair, plus the APC confirmed by five creators and the wikianypatch risk medium

A few minutes into every match a large transport helicopter and an SUV spawn at your faction deployment point, free for anyone. Later, at 20 points, the M113 spawn APC appears. If you are broke, wait for the free pair rather than spending your last $2,500.

Numbers

1 helicopter and 1 SUV, "a few minutes" in (DemoMan0351 gives no exact timer). The M113 spawns for each team once any faction reaches 20 points.

Where it falls apart

DemoMan0351 calls the free helicopter "the Huey", which no longer exists as a distinct airframe. It is almost certainly a Z20 Lakota or an MH-6 now. Nobody re-tested this after Season 1, so treat the exact models as unverified.

refs: Msg78ysR_hQ-13, 1y5uNoJ7ciA-88, 7gr8hwvS3xU-46, LIBNkZE1aGI-54, RcJjcjSc730-62
Roles: what to buy and why
LIKELYVehicles & Fire SupportTacticalNed, Gigabeef, Airwingmarine, RageGamingVideos, Legacy Gaming, SwoleBenji; the Ural's two-pallet load is now also stated by WarDoggin, RadioGLHF and Loknikdriverpatch risk medium

Kodiak for cheap speed, Kodiak M249 at Driver 6 for a first-match gun truck, URAL at Driver 3 for pallet logistics, Humvee for an armoured taxi, tanks and the SPH-2 for late-season investment.

Numbers

- Kodiak, $2,500 [S1], level 0, 154 top speed. Fast, cheap, 4 seats, 12 inventory slots. Dies to one RPG. - Kodiak M249 ("Assault Kodiak"), Driver 6 after the Season 1 cut from 8. Airwingmarine calls level 6 in your first match hard but doable, and says the roof LMG shreds infantry and can shoot helicopters down. - URAL, Driver 3 after the cut from 4. This is where driver income actually starts: it carries two pallets per trip plus up to six small items such as a wrench and a fuel can (WarDoggin), which is one supply pallet plus one fuel pallet, a complete drill build and activation in one run. RadioGLHF picks it for solo building because it hauls the most of any truck you can buy; if all you can get is a pickup or an SUV, buy a crate and fill it with ammo supply instead. - Humvee, Driver 15. Occupants are effectively bulletproof; Airwingmarine says small arms will not reach the crew inside. He calls it "a monster to deal with". - Gun truck rush: two players, one buys a Kodiak or Humvee with an M249 or minigun, the other takes the gunner seat, and you drive in at match start. Most effective in the opening minutes before spotters go active, tanks arrive and fortifications go up.

Where it falls apart

TacticalNed ranks plain driving bottom of six income methods, because most players take helicopters instead and the pace is slow unless a FOB sits near your team's edge of the zone. It improves drastically once you unlock armed vehicles. DemoMan0351 calls driver the most tedious grind in the game for the same reason: you cannot make people ride with you instead of taking a helicopter. AquaFPS's flat opinion is that "the ground vehicles handle terribly" and land vehicles are for the poor, which is precisely why anti-air is where the targets are. That is an opinion, not a measurement, but it is the prevailing one. SwoleBenji's warning for solo drivers: cars with a mounted gun are squishy, one hit on the driver's seat kills the driver outright, and plain unarmoured vehicles are not worth driving without friends; the armoured variant of what he calls "the defender" protects the driver far better. The one situation where driving jumps in value is when enemy anti-air has shut down your air support. Then ground vehicles are the only way to move players and supplies. RageGamingVideos agrees in two more videos: almost nobody gets into a ground vehicle when a helicopter is available, so driving passengers is the lowest-risk money in the game (a crashed car does not explode) and also the worst paid, and it only works when friends ride with you on purpose.

History

  • 2026-09-14 · Wording changedRageGamingVideos (OP money strategy) and RageGamingVideos (best start) added. The wording now reflects what they report.
  • 2026-09-13 · Numbers changedWarDoggin, RadioGLHF (solo offensive building), SwoleBenji (new player start) and Loknik added. The figures now include what they report.
refs: RyeL_HZXAAc-32, RyeL_HZXAAc-33, 3ubf2twZumk-47, 1y5uNoJ7ciA-79, 1y5uNoJ7ciA-81, 1y5uNoJ7ciA-83, 1y5uNoJ7ciA-84, 1y5uNoJ7ciA-109, RcJjcjSc730-12, RcJjcjSc730-40, 5CsJz4KC9dQ-43, M0dhrSMKfLs-41, RNt9B5cB5a0-04, 7Vj9U-eawv4-02, gPNtdv9e5lM-02, gPNtdv9e5lM-03, S1HARqxz4zU-27, S1HARqxz4zU-102, 7W0KgoBf-wM-22, Cuq8Sk5hn1E-05
Which gun platform, and how to fly it
LIKELYVehicles & Fire SupportIceManIsaac and Silk on the orbit technique, RageGamingVideos on target selection, TheTacticalBrit on the unlock route; wiki on the hardwarepilotpatch risk medium

The AH-6M is the entry gunship at Pilot 4, the AH-6R adds rocket pods at Pilot 20, the Havoc is the heavy at Pilot 35 with double the HP. Orbit the target; never hover at standoff range.

Step by step

  1. Buy ammo before you leave. Shift-click buys a full stack. Countermeasures are on a separate tab at the top and are easy to forget.
  2. Pick a tower or a fixed point and practise orbiting it in a constant bank.
  3. Hold your reticle on the target using yaw input alone while the bank keeps you circling.
  4. Watch for the two errors he narrates on himself: too nose-forward without enough collective, which makes you fall in toward the target; and letting the roll out, which loses the side-circle offset and the orbit.
  5. Take only easy targets. The moment a target ducks into a building or becomes awkward, leave. There is an unlimited supply of easier targets.
  6. Prioritise enemy pilots and drivers, especially when the kill also destroys their vehicle.

Numbers

The hardware, from the wiki: - AH-6M: dual M134D miniguns, 2 crew, 400 HP, $7,000 a spawn. - AH-6R: dual LAU-68 rocket pods, 2 crew, 400 HP, $12,500 a spawn. - Havoc: 122mm rockets plus a 30mm cannon, 2 crew, 800 HP, $18,000 a spawn. - Z20 Lakota (Miniguns): 4 crew and 9 passengers, 600 HP, $8,000. The only armed transport. Armed vehicles do not come loaded. Vehicle ammunition is a separate purchase you make before stepping off, which is the classic new-player failure: buy an armed vehicle, drive to the point, run dry immediately.

Why it works

Sitting far back from a target in a static hover is a great way to get sniped in the head. A moving strafing run is acceptable but costs a lot of repositioning time. The orbit keeps guns on target while never presenting a stationary silhouette. Silk flies the same idea as the circle strafe: pass slightly beyond the target, roll toward it, and use roll, pitch and yaw together to keep the low side of the rotor disc pointed at it, so the crosshair stays on while you keep moving sideways. His aim points and strafe speeds are on the gun runs card.

Where it falls apart

The armed Little Bird earns faster than transport but forgoes the transport payout chain, which is why TacticalNed still tells you to carry passengers or supplies on the way out. Attack helicopter and tank unlocks arrive late in a season. DemoMan0351's shortcut is to crew for a friend who already owns the Havoc; gunning costs nothing to ask for. And RageGamingVideos, who played gunner helicopters in both betas, says he could barely exist by day two because of anti-air tracking him, RPGs from the ground and MANPADS. The Season 1 progression nerf pushes that later, but it arrives. RageGamingVideos adds four points across two more videos (one channel, so one voice): armed helicopters cannot be pulled until a team reaches 20 points, so every pilot opens the match ferrying in a Little Bird; a good gunner run is 10 to 20 kills before restocking, and his best went enemy AA gunner first, then the players who came to replace him, then the crowd around their spawn vehicle; fly the rocket helicopter only at vehicles and expensive builds such as mortars, anti-air and drills, because rockets cost more than any other target pays back; and wear armour even in the gunner seat, plus a cheap wrench so you can land and repair. The armour advice departs from the near-zero transport kit on veh-passenger-economics-fines because a gunner is shot at on purpose.

History

refs: F1DYtROWGn0-28, F1DYtROWGn0-32, F1DYtROWGn0-33, 5CsJz4KC9dQ-51, 5CsJz4KC9dQ-52, 5CsJz4KC9dQ-03, BrTNezWMpuk-19, 1y5uNoJ7ciA-73, Msg78ysR_hQ-14, M0dhrSMKfLs-52, RcJjcjSc730-41, 4CHoWpu4Imw-15, 7W0KgoBf-wM-29, 7W0KgoBf-wM-33, 7W0KgoBf-wM-36, Cuq8Sk5hn1E-29, Cuq8Sk5hn1E-30
Killing an enemy APC outright
LIKELYVehicles & Fire SupportDemoMan0351 gives the figure twice across two videos, IceManIsaac corroborates the magnitude, wardogsdb corroborates the number; SwoleBenji on the respawn timer and the fuel linesupportnumbers may be stale

Two IEDs kill an enemy spawn vehicle for about $15,000. An IED costs $300 and requires no unlock.

Step by step

  1. IceManIsaac's 30 second version: smoke, run up, place an IED, dial the number, detonate. C4 works as well.

Numbers

2 IEDs per spawn vehicle, ~$15,000 payout (DemoMan0351). $300 per IED, so one kill funds the next 50. wardogsdb independently reports ~$15,000 for destroying an enemy spawn vehicle; wardogs.zone says $5,000 and Skycoach says ~$5,000 for the M113. Spotting an enemy spawn vehicle is separately worth an instant $1,000 plus a large XP award, the highest-value single spot in the game.

Where it falls apart

DISPUTED by a factor of three. $15,000 [BETA] comes from one creator across two of his own videos (which is not independent corroboration) plus wardogsdb, which attributes its number to that same creator's Reddit post. $5,000 [BETA] comes from two independent community tools sites. Treat $5,000 as the conservative figure and $15,000 as the optimistic one. Either way it is worth a suicide run, and the tactical value of removing the enemy's forward spawn stacks on top. SwoleBenji adds two limits: the enemy APC respawns about 30 seconds after it dies (RageGamingVideos says about 5 minutes, twice, so the timer is DISPUTED; see veh-oq-apc-vehicle-respawn), though the new one still has to be driven forward from their base, which motiv8 puts at about four minutes; and small arms and grenades barely scratch it, but a hit on its fuel line drains fuel continuously until it cannot move, unless the crew uses the fuel and wrench it carries. WARDOGS Hub carries an unconfirmed community claim that a single IED on a tank's rear engine deck kills an L2A6 outright. Nothing in the video corpus tests it.

History

refs: Msg78ysR_hQ-18, M0dhrSMKfLs-20, M0dhrSMKfLs-22, eR3U1uR6Wn8-29, k84PEdHQjWM-11, S1HARqxz4zU-45, S1HARqxz4zU-50, 7W0KgoBf-wM-27, Cuq8Sk5hn1E-28
Mouse and keyboard, scheme A: IceManIsaac's bind set
LIKELYVehicles & Fire SupportIceManIsaac demonstrated on screen; matches the game defaults and Overgear's recommended bindspilotpatch risk medium

Keep the defaults, which put flight on the same fingers as infantry movement, and add mouse control for the analogue in-between.

Step by step

  1. Settings, Controls, Settings tab (not Keybindings): enable Rotary Vehicle Mouse Control.
  2. Map mouse swipe left/right to Roll and mouse swipe up/down to Pitch.
  3. Leave the keyboard binds above as they are.
  4. Scroll to the bottom of Controls and turn on exactly two assists: Stability Assist and Turn Coordination.
  5. Leave Envelope Limits off.
  6. Fly mostly on the keys; use the mouse only for fine adjustment, close air support aiming and the last few feet of a landing.

Numbers

| Function | Bind | |---|---| | Collective raise | Left Shift (the sprint key) | | Collective lower | Left Ctrl (the crouch key) | | Nose down (pitch forward) | W | | Nose up (pitch back) | S | | Roll left / right | A / D | | Yaw left / right | Q / E (default) | | Camera first / third person | C | | Free look | Left Alt | | Unlock aircraft to non-squad | L | | Flares | V | | Drop cargo | G | | Inventory / seat menu | F | | Change seat | 0 | Keyboard flight input is binary, 0% or 100%. No roll or full roll, neutral or full nose down. The mouse is the only source of intermediate values.

Why it works

His right hand is already on A and D for roll with index and ring fingers and W/S for pitch with the middle finger, so yaw has nowhere left to live. He solved that by moving yaw off Q/E onto Elgato left and right foot pedals. If you have no pedals, IceManIsaac notes that some good keyboard pilots press D and E together with one flat finger to roll and yaw at the same time, which is the mouse-and-keyboard substitute for rudder pedals. He says his own brain cannot do it.

Where it falls apart

He turns Stability Assist and Turn Coordination off in his own footage, and says a disciplined pilot is better off without turn coordination because "I feel like I'm fighting it a lot". The two-assist recommendation is explicitly training wheels. Envelope limits are off because he over-G'd and snapped rotor blades only once or twice in about 100 hours, so the protection costs performance without protecting you.

refs: F1DYtROWGn0-37, F1DYtROWGn0-36, F1DYtROWGn0-09, F1DYtROWGn0-10, F1DYtROWGn0-11, F1DYtROWGn0-15, F1DYtROWGn0-38, uumlRZ4zUYQ-14
Mobile and portable anti-air
LIKELYVehicles & Fire SupportGigabeef on the Kodiak load; wiki on the hardware; Airwingmarine on the roof-LMGsupport, driverpatch risk medium

Three options besides the fixed emplacement: the Verba MANPADS, a Kodiak stuffed with Verbas, and the Flakpanzer Gepard. Plus the Large Hammer's heavy machine gun turret and vehicle roof LMGs.

Numbers

- 9K333 Verba MANPADS: $800, Support 16, $50,000 blueprint, 72mm infrared homing, requires lock-on, single use, air targets only, 7x2 inventory. Single use is what makes it impractical for infantry to carry in quantity. - Gigabeef's mobile AA Kodiak: 12 Verba in a base Kodiak plus one in hand, 13 shots, about $800 each and just over $10,000 for the full load. The vehicle slot rule (one item per slot regardless of size) is what makes it work. Carry a cheap free kit, a wrench for engine damage, and fuel cans (not FOB fuel supplies). - Flakpanzer Gepard: dedicated AA tank, dual 35mm Oerlikon cannons, 2 crew, 800 HP, smoke with a 90 s cooldown. WARDOGS Hub's advice for it is "stay low, stay behind terrain". - The Large Hammer also unlocks a heavy machine gun turret that shoots down helicopters and doubles as ground defence, and roof LMGs on vehicles like the Kodiak M249 can down a helicopter with flares offering no defence.

Where it falls apart

TacticalNed's counsel against specialising. Anti-air is usually oversubscribed, because FOBs already field CIWS and SAM sites and helicopters are built to kill helicopters. You compete for kills already being taken. The exception is being the first AA up in a match, which farms the early helicopters before anyone can threaten you.

refs: RcJjcjSc730-30, RcJjcjSc730-31, RyeL_HZXAAc-33, 7gr8hwvS3xU-16, 1y5uNoJ7ciA-52, 5CsJz4KC9dQ-61
Fast ranging without the math: estimate, one test shot, correct
NewLIKELYVehicles & Fire SupportDemoMan0351 (20 advanced tips, beta) and RageGamingVideos (OP money strategy, Season 1) independently on estimate then adjust; the 100 m grid square is also on veh-mortar-range-mathsupportpatch risk low

When there is no time for coordinates, estimate the distance off the map, fire one test shot, correct nearer or further, then fire the rest.

Step by step

  1. Middle-click the target so the ping gives you the bearing.
  2. Estimate the distance one of two ways: count map squares at roughly 100 m each (RageGamingVideos), or zoom the map until you and the target sit at opposite edges of the view and read the distance off the scale bar (DemoMan0351).
  3. Dial the estimate and fire one test shot.
  4. Press C to drop the follow camera, see where it landed, and adjust nearer or further.
  5. Fire the remaining shots. Reload while you watch the last one land, so the next volley is ready the moment the barrage ends.

Numbers

About 100 m per map square when zoomed in. 1 test shot, then the rest of a 3-round load.

Why it works

An estimate is usually close enough that one observed miss tells you the correction, so a ranging shot costs one round instead of a whole volley at the wrong distance.

Where it falls apart

Both estimates are rougher than the Pythagoras method on veh-mortar-range-math, so use them against bases and crowds, not a single structure. DemoMan0351 also links a community calculator at wardogs-artillery.com; this manual has not checked it.

History

  • 2026-09-14 · New entryNew in the 14 Sep 2026 refresh, from DemoMan0351 (20 advanced tips) and RageGamingVideos (OP money strategy).
refs: xp1h96dJQ8A-19, xp1h96dJQ8A-20, Cuq8Sk5hn1E-21
Prerequisites and siting
LIKELYVehicles & Fire SupportSC Haulers demonstrated, GamesHorizon and games.gg agree on the Large Hammer requirementsupport, builderpatch risk medium

The L81 mortar needs the Large Hammer, which is Support level 8 and a $75,000 blueprint after Season 1. It is on the third page of the build menu, on the left.

Numbers

Large Hammer moved from Support 7 to Support 8, vendor price $1,600 to $2,400, blueprint $25,000 to $75,000 in Season 1. BisectHosting gives L81 placement at 91 Building Supplies and 30 Ammo Supplies per shell, so a full three-shot barrage is 90 Ammo Supplies. Mortars are refilled by having ammunition delivered into the FOB they are built at. RadioGLHF: shell any enemy FOB within 600 m.

Where it falls apart

SwoleBenji claims you can have a mortar "within your first hour of playing". That directly conflicts with the Large Hammer requirement, which after the Season 1 blueprint hike to $75,000 [S1] makes a first-hour mortar essentially impossible. Treat SwoleBenji's line as a stale beta claim. RadioGLHF's doctrine, and the single most emphatic non-geometry claim in the mortar corpus: put down a mortar ring immediately and continuously shell any enemy FOB within 600 m. "The biggest threat to a well-built base is unchecked mortars." Mortar superiority is a race, and no amount of walls fixes being mortared. SwoleBenji's farming loop is the payoff of that doctrine: shell an occupied enemy base to down everyone inside, wait for their medic to revive the group, then shell it again. And wall in your mortar pit: Get Gud with Garen names mortar pits and anti-tank pits as the one exception to his open-courtyard rule, specifically as protection from counter-battery fire.

History

refs: wiWNoWiQy_Q-01, wiWNoWiQy_Q-13, 9X8U-eHCMgI-24, rNZhaDGmiIk-30, 7gr8hwvS3xU-17, M7WH9QQeHZs-44, BrTNezWMpuk-42, S1HARqxz4zU-85
Open question: does flying low actually defeat lock?
LIKELYVehicles & Fire SupportIceManIsaac and Silk independently; still no controlled testpilotpatch risk mediumintel

IceManIsaac's "fly low and missiles cannot lock" now has a second creator: Silk says a lock cannot be maintained under roughly 10 m. Neither has shown a controlled test.

Step by step

  1. Test: have a friend run a Talon and a Verba against you at 5 m, 10 m, 30 m and 100 m AGL. Record at what height a lock tone starts, and whether an existing lock breaks when you descend below 10 m.

Numbers

Silk's threshold: roughly 10 m. Test heights: 5 m, 10 m, 30 m and 100 m AGL.

Where it falls apart

If it is a reduced lock range rather than a hard floor, the doctrine changes.

History

  • 2026-09-13 · Rating changedSilk added. Rating moved from SINGLE-SOURCE to LIKELY: IceManIsaac and Silk independently; still no controlled test.
refs: F1DYtROWGn0-31, 4CHoWpu4Imw-27
Open question: do parked vehicles self-destruct, and does that include the APC?
NewLIKELYVehicles & Fire SupportSwoleBenji (launch day) and Imagine Baggins both describe idle vehicles exploding; only SwoleBenji gives a timer, and Imagine Baggins saw it only in the firing rangedriver, anypatch risk mediumintel

SwoleBenji says a vehicle left completely stationary for 5 to 10 minutes self-destructs and can kill anyone next to it. That sits awkwardly with the spawn APC, which only works while it is parked.

Step by step

  1. Test: park a Kodiak on a live server with nobody in it, stand well clear, and time how long it lasts. Repeat with someone sitting in it, and watch whether a parked spawn APC ever does the same.

Numbers

5 to 10 minutes stationary (SwoleBenji, not timed on screen).

Why it works

If it is real, a truck left idle at a FOB is a timed bomb for the builders around it, and an APC nobody touches could remove your team's forward spawn.

Where it falls apart

Until tested, get in and move any parked vehicle every few minutes and do not stand next to one that has sat idle. Nobody in the corpus shows whether an occupied vehicle or the spawn APC is exempt.

History

refs: S1HARqxz4zU-64, 4E30BgJq52A-15
The logistics pilot's loop: passengers first, then read the FOB
NewLIKELYVehicles & Fire SupportLoknik (28K views, post-launch) and RageGamingVideos (pre-launch footage) independently on passengers first, then logistics; the read-the-FOB check is Loknik's alone. The never-fly-empty half matches veh-passenger-economics-fines and the one-pallet limit matches veh-logistics-crates-palletspilotpatch risk medium

Fly passengers into the zone on your first trip. After that, start every HQ stop with the map: if a FOB is running low, haul supplies to it; if FOB stock is holding, fly ammo and meds straight to the front line instead.

Step by step

  1. First flight of the match: fill the seats and drop passengers into the zone. Early passengers are your passive cash and XP, and the team needs bodies on the objective fast. RageGamingVideos opens every match the same way, ferrying in a Little Bird until armed helicopters become available.
  2. Back at HQ, open the map and check every friendly FOB's supply level before you load anything.
  3. FOB stock getting low: load building or ammo supplies for that FOB. Loknik says feeding FOBs early in a match is where a big team advantage comes from.
  4. FOB stock holding steady: load ammo, meds and supplies for the players already fighting and fly them to the front line, not to the FOB.
  5. Repeat the check at every HQ stop. It is a habit, not a one-time decision.
  6. Stop ferrying once other pilots are competing for your passengers and you are lifting one player at a time instead of five (RageGamingVideos). That is the signal to switch to logistics or a gunship.

Numbers

A helicopter carries 1 pallet per trip against 2 for a Ural (Loknik). Loknik repeats a second-hand estimate from the creator Bulkhead: about 2.5 minutes to reach the zone by ground against about 45 seconds by helicopter, and says himself the figures are not exact.

Why it works

The helicopter loses to the Ural on cargo, so its value is speed. Spending that speed on whichever gap is biggest right now, an empty FOB or a front line out of ammo, beats flying the same resupply route on repeat. Loknik calls the front-line half of the job the part most pilots overlook.

Where it falls apart

Two creators agree on the order of jobs, but the FOB check and the transit times are Loknik's alone, and the times are second-hand and self-described as rough, so use the ratio (helicopter several times faster), not the seconds. The front-line run ends at the fight, so it is the riskier of the two trips once enemy anti-air is up.

History

  • 2026-09-14 · Rating changedRageGamingVideos (best start) added. Rating moved from SINGLE-SOURCE to LIKELY: Loknik (28K views, post-launch) and RageGamingVideos (pre-launch footage) independently on passengers first, then logistics; the read-the-FOB check is Loknik's alone. The never-fly-empty half matches veh-passenger-economics-fines and the one-pallet limit matches veh-logistics-crates-pallets.
  • 2026-09-13 · New entryNew in the 13 Sep 2026 refresh, from Loknik.
refs: r8y58CrCj8g-02, r8y58CrCj8g-03, r8y58CrCj8g-04, r8y58CrCj8g-06, r8y58CrCj8g-07, r8y58CrCj8g-08, r8y58CrCj8g-09, 7W0KgoBf-wM-29, 7W0KgoBf-wM-30
Mouse and keyboard default flight binds
LIKELYVehicles & Fire Supportquick card: inherits tier and sources from veh-mnk-scheme-a, veh-three-axespilotpatch risk medium

Mouse and keyboard default flight: Left Shift collective up, Left Ctrl collective down, W nose down, S nose up, A/D roll, Q/E yaw, C camera toggle, L unlock the aircraft, V flares, G drop cargo, F inventory.

Numbers

Left Shift collective up, Left Ctrl collective down, W nose down, S nose up, A/D roll, Q/E yaw, C camera toggle, L unlock, V flares, G drop cargo, F inventory.

History

  • 2026-09-13 · Sources updatedThis quick Card summarises a fuller Card that gained sources in the 13 Sep 2026 refresh, and it now carries them too.
  • 2026-09-12 · Rating changedThis quick Card said CONFIRMED, but the weakest Card it summarises is only LIKELY. A quick Card cannot outrank its parents, so it drops to LIKELY and now carries their sources.
refs: wcsY2EeIlyc-04
Dump the collective the instant your skid touches
LIKELYVehicles & Fire Supportquick card: inherits tier and sources from veh-approach-landing-collective-dumppilotpatch risk low

Dump the collective fully aft the instant your first skid touches the ground, or the airframe tips and rolls.

History

  • 2026-09-13 · Sources updatedThis quick Card summarises a fuller Card that gained sources in the 13 Sep 2026 refresh, and it now carries them too.
  • 2026-09-12 · Rating changedThis quick Card said CONFIRMED, but the Card it summarises is only LIKELY. A quick Card cannot outrank its parent, so it drops to LIKELY and now carries the parent's sources.
refs: 4CHoWpu4Imw-12, 4CHoWpu4Imw-13, wcsY2EeIlyc-05
Fly low
LIKELYVehicles & Fire Supportquick card: inherits tier and sources from veh-fly-low-defeats-lockpilotpatch risk medium

Fly low, under roughly 10 m: IceManIsaac and Silk both say missiles cannot hold a lock on a helicopter that close to the ground.

History

  • 2026-09-13 · Rating changedSilk and Gigabeef added. Rating moved from SINGLE-SOURCE to LIKELY: quick card: inherits tier and sources from veh-fly-low-defeats-lock.
refs: F1DYtROWGn0-31, RcJjcjSc730-23, RcJjcjSc730-24, RcJjcjSc730-63, 4CHoWpu4Imw-27
Tanks need 2 crew minimum and 3 to fire fast
LIKELYVehicles & Fire Supportdriverpatch risk medium

Tanks need 2 crew minimum and 3 to fire fast; the third body is a rate-of-fire buff, not just another gun.

Numbers

2 crew minimum, 3 for fast reload.
Ranges, arcs and reload
LIKELYVehicles & Fire SupportSwoleBenji and StratzFPS from in-game, corroborated by WARDOGS Hub's firing table and wardogs.zone's calculator within a few percent; jackfrags, SwoleBenji and StratzFPS on the reload minigamesupportpatch risk medium

The SPH-2 reaches across most of the map with a much bigger blast than a mortar, but it cannot defend its own position and its reload is a skill check.

Numbers

- Minimum range: ~750 m (SwoleBenji, hedged as "like 750 m, a minimum-ish"); 780 m (WARDOGS Hub); dead zone ~750 m (wardogs.zone). Three sources within 4%. - Maximum range: ~2,630 m (SwoleBenji, who fumbles it on camera before settling: "2,400, I believe, 2,500 ... no, even more, yeah, 2,650? 2,630, yeah"); 2,629 m (WARDOGS Hub); 2,660 m or "2.7 km" (wardogs.zone); around 2,700 m (StratzFPS). Call it 2,630 m with arc instability past about 2,625 m. - Two arcs. WARDOGS Hub: low arc 1,181-2,629 m, high arc 780-2,629 m. ExpCarry adds that on the low arc longer range means higher MIL, and on the high arc longer range means lower MIL, with 2,000 m at about 206 MIL low or about 1,057 MIL high. Elevation range 20-1,390 mil. - Accuracy: grouping 10 MOA, plus or minus 2.9 m at 1,000 m and plus or minus 7.6 m at 2,629 m. - Reload 27 s, 450 damage, 20 m blast radius (wardogs.zone), against the L81's 6.5 s / 120 damage / 10 m. - Armament: L52 cannon firing 155mm high-explosive shells plus an M249 5.56mm machine gun (StratzFPS). 3 crew, 650 HP, top speed 65.

Why it works

The reload minigame: artillery reloading requires completing a quick-time event, unlike the mortar. jackfrags describes it as "a mini DDR game using the arrow keys". You can let the reload proceed automatically if you prefer. The minigame is strictly faster when executed correctly and strictly slower when botched, because failing it resets the reload entirely. SwoleBenji fails his own on camera. StratzFPS's fix: start the sequence the moment you fire and hit the WASD or arrow prompts deliberately rather than fast, because one wrong input resets the timer.

Where it falls apart

The practical consequence of a ~750 m minimum is that artillery cannot defend its own position. It needs a security element or a very safe hull-down spot. The C-cancel applies here too. Firing gives you a camera following the shell so you can adjust; press C to cancel it and begin reloading sooner. WARDOGS Hub's firing tables are explicitly "community measurement, not a published table", and ExpCarry's are "a pre-launch reference from the final Beta 2 period". Height differential and vehicle attitude cause misses, and wind is unconfirmed.

History

refs: 9X8U-eHCMgI-17, 9X8U-eHCMgI-18, 9X8U-eHCMgI-20, 9X8U-eHCMgI-01, uumlRZ4zUYQ-26, uumlRZ4zUYQ-27, BrTNezWMpuk-68, RyeL_HZXAAc-24, oP9RelmWk6A-05, oP9RelmWk6A-07, oP9RelmWk6A-11
Counters beyond anti-tank infantry
LIKELYVehicles & Fire SupportTheTacticalBrit and Gigabeef independently on drones; Silk on rockets from a helicoptersupportpatch risk medium

The FOB-built Stingray drone is the hard counter. Two drones in the right spot, possibly even one in a critical area, can neutralise a tank.

Numbers

Two drones in the right spot, possibly even one in a critical area.

Why it works

The drone attacks from above, which defeats the tank's armour layout entirely, and it is especially good against a tank already engaged in something else, because a fighting tank is not moving much. This flips the risk calculation: your expensive tank can be deleted by a support player's building rather than by an anti-tank infantryman.

Where it falls apart

The same drone is very hard to use against helicopters, which move too fast. Save it for tanks, inadequately protected spawn vehicles, and helicopters that have slowed to land or unload. From the air, Silk switches from miniguns to rockets for armour: about 12 to 18 rockets to kill an armoured target, and stay above the tank turret's maximum elevation or it will shoot you back. TacticalNed's myth-check is worth carrying: tanks looked overpowered in alpha and beta mainly because almost nobody ran RPGs to counter them, and by the last beta he saw far more players pulling an RPG on sight of a tank. He expects tanks to become less insane while remaining hard to kill and very profitable. DemoMan0351's mirror-image warning: ignore the support tree and you will be helpless when tanks start rolling out, begging teammates to buy RPGs and Carl Gustafs for you.

History

refs: BrTNezWMpuk-70, RcJjcjSc730-61, RcJjcjSc730-63, 1y5uNoJ7ciA-94, M0dhrSMKfLs-56, Msg78ysR_hQ-47, 4CHoWpu4Imw-21
Crew count and reload scaling
LIKELYVehicles & Fire SupportAirwingmarine on the mechanic and the doubling, Legacy Gaming independently on the commander seat, games.gg and WARDOGS Hub corroboratedriverpatch risk medium

The L2A6 has three seats, and the third crewman is a rate-of-fire buff. Two crew is the minimum you should deploy with. Three roughly doubles your shells in a tank-versus-tank fight.

Step by step

  1. The seats: driver (drives only, cannot shoot), gunner (main 120mm turret), commander (exposed machine gun).
  2. Press C in the commander seat to crouch for partial protection; people can still shoot down into you and you remain fully vulnerable to explosives and mortars.

Numbers

Airwingmarine's illustrative example is 10 seconds with driver plus gunner, 20 seconds soloing (holding 0 to swap into the gunner seat yourself), and 5 seconds with three active crew. He states explicitly and repeatedly on camera that "these times are just for discussion purposes. That's not what they actually are." Use the ratios (solo = 2x, three crew = 0.5x) and ignore the seconds. Economy: both the driver and the gunner receive cash for every kill the gunner gets, in the same amount. There is no income penalty for driving, which removes the usual argument over who gets the gun.

Why it works

The commander role increases vehicle reload speed, which is why a fully crewed tank is much more dangerous than a solo-driven one. Airwingmarine's advice is to find a third body even a useless one, joking he is "that dummy who you're going to have to revive a lot".

Where it falls apart

TacticalNed says flatly not to invest in running a tank unless you have at least one other person you can rely on.

refs: 3ubf2twZumk-40, 3ubf2twZumk-41, 3ubf2twZumk-42, 3ubf2twZumk-43, LIBNkZE1aGI-52, 1y5uNoJ7ciA-93, 1y5uNoJ7ciA-95
When not to fly
LIKELYVehicles & Fire SupportTacticalNed and SwoleBenji independently on the season clock; SwoleBenji adds the skill gatepilotpatch risk low

Skip piloting if you cannot fly yet, if your team already has several pilots, or if the enemy is heavily invested in anti-air. If you can fly, level pilot at the start of a season, before the anti-air builds up.

Numbers

TacticalNed ranks piloting second overall for early-season income.

Why it works

With multiple pilots already transporting, supplying FOBs and killing helicopters, you are competing for a fixed pool of passengers and deliveries. The anti-air case is fixable by communication: ask your team to destroy the FOB carrying the AA emplacements or to kill the players running launchers. SwoleBenji's new-player version: pilot is a money pit until you can fly, because every crash costs you and so does every passenger who bails out without a parachute, deliberate griefers included.

Where it falls apart

TacticalNed still ranks piloting second overall for early-season income, specifically because players are respawning constantly (endless passengers) and there is not much anti-air deployed yet. SwoleBenji reaches the same conclusion from the other end: level pilot right at the start of a season, because late in a season near-universal anti-air makes flying unprofitable. Both conditions decay as the season ages, so this recommendation has a built-in expiry.

History

  • 2026-09-13 · Rating changedSwoleBenji (new player start) added. Rating moved from SINGLE-SOURCE to LIKELY: TacticalNed and SwoleBenji independently on the season clock; SwoleBenji adds the skill gate.
refs: 1y5uNoJ7ciA-78, 1y5uNoJ7ciA-104, 1y5uNoJ7ciA-52, S1HARqxz4zU-28, S1HARqxz4zU-29
HOTAS: setup, sensitivities and dead zones
DISPUTEDVehicles & Fire SupportDISPUTED on exact values (IceManIsaac vs AllThings.how vs Skycoach)pilotpatch risk medium

Pitch, roll, yaw (pedals) and throttle-as-collective all bind, and the game switches to the stick automatically when you enter a helicopter. The bindings do not survive a session, so budget about five minutes of remapping every time you launch.

Step by step

  1. Settings, Gamepad, HOTAS sub-tab, Enable HOTAS.
  2. Bind roll, pitch, yaw and collective to your axes.
  3. Set sensitivities and dead zones (see the three published sets below).
  4. There is no free-look binding available for HOTAS. IceManIsaac's fix is Joystick Gremlin, mapping a physical throttle button to Left Alt so the game reads it as the mouse-and-keyboard free look.
  5. If you are not using a stick, disable HOTAS entirely. An enabled HOTAS blocks mouse and keyboard helicopter input.

Numbers

All three published sets: - IceManIsaac (182K-view guide, values spoken while on screen): all roll sensitivities 1, all dead zones including yaw 0.1. Flagged suspect because the audio is ambiguous between "0.1" and "01"; treat as approximately 0.1. - AllThings.how HOTAS guide (10 Sep 2026, post-launch): sensitivities about 1.00, roll dead zone 0.02, pitch dead zone 0.03. - Skycoach flying guide (8 Sep 2026): HOTAS sensitivity 0.75, dead zone 0.

Why it works

Why they differ: 0.1 is a large dead zone for a quality gimbal and a small one for a worn or drifting stick. AllThings.how's 0.02/0.03 is the value you want on a VKB or MOZA; IceManIsaac's 0.1 is the safe value if your stick has any centre slop. Start at 0.02/0.03, and raise only if the aircraft drifts with the stick centred. Sensitivity 1.00 is the consensus; Skycoach's 0.75 is the outlier and the least trustworthy source (a boosting site).

Where it falls apart

This whole section is at high risk from the Season 1 patch. Helicopter input damping now applies to every input device, where it previously behaved inconsistently across stick, mouse and pad. Anybody who tuned their HOTAS around the old behaviour, IceManIsaac included, is working from stale values. His numbers were recorded pre-patch. Known open bugs: bindings do not persist between sessions; axes can stick at full deflection after a remap (reported on Virpil) with the physical recentre not matched in game; holding Left Alt for free look interrupts pitch, roll and collective and can hijack the stick; flight assists misbehave on the Lakota with stick input. The studio said on Discord it is "aware of the virtual controller problem". Back up %LOCALAPPDATA%\Wardogs\Saved\Config\WindowsClient\GameUserSettings.ini before you touch anything.

refs: F1DYtROWGn0-34, F1DYtROWGn0-35, oA09eaxgcng-10, _YbhJ9sXxIE-20
Mouse and keyboard, scheme B: jackfrags' Battlefield layout
DISPUTEDVehicles & Fire SupportDISPUTED against scheme A (jackfrags, corroborated by the Steam keybind FAQ and games.gg)pilotpatch risk medium

Move everything analogue onto the mouse and give WASD to collective and yaw instead.

Step by step

  1. Settings, Controls: enable Rotary Vehicle Mouse Control.
  2. Set Helicopter Mouse Swipe Left/Right to Roll and Up/Down to Pitch.
  3. Under Rotary Vehicle Key Binds set collective raise W, collective lower S, yaw left A, yaw right D.
  4. Set helicopter mouse sensitivity around 80.
  5. Invert the Y axis if you fly inverted (his personal preference; use Invert Y Axis - Air Vehicle, and leave Invert Y Axis - Infantry off, or you will invert your infantry aim too).
  6. Disable all flight assists.

Numbers

| Function | Bind | |---|---| | Collective raise | W | | Collective lower | S | | Yaw left / right | A / D | | Pitch | Mouse up / down | | Roll | Mouse left / right | jackfrags settled on sensitivity ~80. The Steam keybind FAQ recommends 60-65% for pitch and roll; games.gg says 50%. Treat 50-80 as the usable band and tune in the range.

Why it works

Which suits whom: Scheme A keeps pitch and roll on the keys with the mouse as a trim, so a beginner can fly hands-off-mouse and still land, and it maps onto the game defaults so nothing else breaks. Scheme B puts both analogue axes on the mouse, which gives far finer attitude control and is instantly familiar if you have Battlefield hours, but it means you cannot fly at all without mouse input and it costs you the free-look-plus-fly overlap. Pick A if you are new to rotary flight or plan to do transport and landings. Pick B if you have Battlefield helicopter muscle memory or intend to fly gunships where fine aim matters more than fine collective.

Where it falls apart

They conflict on flight assists as well as binds. IceManIsaac tells beginners to turn Stability Assist and Turn Coordination on; jackfrags says disable all assists. For your first ten hours follow IceManIsaac. Also: some custom bindings are globally exclusive between infantry and vehicle, so recheck your infantry binds after remapping flight. Spacebar carries a hidden helicopter weapon-fire function that survives reassignment, and rebinding Spacebar can silently unbind Deploy Parachute. Do not put flight controls on Space.

refs: uumlRZ4zUYQ-12, uumlRZ4zUYQ-13
Mortar range envelope
DISPUTEDVehicles & Fire SupportDISPUTED at the extreme, CONFIRMED near ~700 msupportpatch risk medium

The ~684-700 m maximum is well corroborated by two creators and three written sources. The 3.1 km figure appears only as an unattributed community claim and should be disregarded until someone reproduces it.

Numbers

All published figures: - SC Haulers: about 700 m maximum. The last visible tick reads 684 m at 150 mils; he sits just above it at roughly 700 m and about 110 mils. - SwoleBenji: about 600 to 700 m "and not much further" (hedged). - WARDOGS Hub firing table (alpha-era): 132 m to 684 m, elevation 150-850 mil, grouping 50 MOA, single high arc, dispersion plus or minus 1.9 m at 132 m and plus or minus 10.0 m at 684 m. It also records a community claim of 3.1 km, and calls the discrepancy "unsettled, by a factor of four and a half". - wardogs.zone calculator: 50 m to 700 m, dead zone about 50 m, reload 6.5 s, 120 damage, 10 m blast radius, "four times quicker than the SPH-2". - BisectHosting: "roughly 700 m"; 2 hits to destroy common vehicles and buildables, 1 hit on infantry. - RadioGLHF (beta): 2 direct mortar hits destroy an enemy mortar emplacement, which matches BisectHosting's 2 hits on buildables.

Where it falls apart

The practical consequence of a ~700 m envelope is that a FOB placed too far back is useless. Mortars, drones and anti-air each have their own finite range.

History

refs: wiWNoWiQy_Q-10, wiWNoWiQy_Q-11, 9X8U-eHCMgI-16, BrTNezWMpuk-42, frGH2_OxyVA-13
Open question: the AH-6R blueprint price
DISPUTEDVehicles & Fire Support$250,000 on the wiki, $200,000 on wardogs-wiki.compilotpatch risk mediumintel

The AH-6R blueprint is $250,000 on the wiki and $200,000 on wardogs-wiki.com. Check the vendor.

Open question: the APC personal respawn cooldown
DISPUTEDVehicles & Fire Support10 minutes in three sources, 5 minutes in one (IceManIsaac, hedged)anypatch risk mediumintel

The APC personal respawn cooldown is 10 minutes in three sources and 5 minutes in one (IceManIsaac, hedged).

Numbers

10 minutes (Legacy Gaming, Airwingmarine, games.gg) vs about 5 minutes (IceManIsaac).

Where it falls apart

Trivially testable and worth pinning down because it governs push timing.

refs: eR3U1uR6Wn8-27, LIBNkZE1aGI-56
Open question: how long does a destroyed spawn APC take to come back?
NewDISPUTEDVehicles & Fire Supportabout 30 seconds (SwoleBenji) against about 5 minutes (RageGamingVideos, two videos, one channel)anypatch risk mediumintel

A destroyed spawn APC comes back after about 30 seconds according to SwoleBenji and about 5 minutes according to RageGamingVideos. This is the vehicle respawn, not the per-player spawn cooldown.

Numbers

About 30 seconds (SwoleBenji, launch day) against about 5 minutes (RageGamingVideos, 10 and 11 Sep). The replacement still has to be driven from base, about four minutes (motiv8).

Why it works

It decides whether killing the enemy APC buys a short pause or a long window, and whether your own driver should wait at base for the replacement.

Where it falls apart

Not settleable from the corpus. Rage's 5 minutes may fold in something SwoleBenji's 30 seconds does not. Plan on the drive as the minimum window after a kill either way, and have your driver at base. Test: destroy one on a live server and time the replacement appearing at the enemy base.

History

  • 2026-09-14 · New entryNew in the 14 Sep 2026 refresh, from RageGamingVideos (best start), RageGamingVideos (OP money strategy) and SwoleBenji (new player start).
refs: 7W0KgoBf-wM-27, Cuq8Sk5hn1E-28, S1HARqxz4zU-50
Open question: does cargo weight change how a helicopter flies?
NewDISPUTEDVehicles & Fire Supportjackfrags (228K views, beta) says yes; Pilot Andy (12.6K, beta) says weight is a fixed constantpilotpatch risk mediumintel

jackfrags says a helicopter loaded with supplies is noticeably heavier and less mobile. Pilot Andy says WARDOGS has no added-weight factor in flight at all. They cannot both be right.

Step by step

  1. Test: in the firing range, fly the same Z20 Lakota empty, then with a pallet, then with a full cabin. Time a climb from the ground to a fixed height at full collective and a 180 degree turn at the same speed. A consistent difference settles it for jackfrags; none settles it for Pilot Andy.

Why it works

If weight is real, a loaded aircraft needs earlier braking and gentler landings at exactly the moment it carries the most valuable load.

Where it falls apart

Until someone tests it, fly loaded as if jackfrags is right. Assuming extra weight costs nothing if he is wrong; assuming none costs a crash if he is right.

History

refs: uumlRZ4zUYQ-15, dgJOIncfhQc-14
Open question: where is the fuel tank on a heavy vehicle?
DISPUTEDVehicles & Fire SupportTacticalNed says left side; Airwingmarine confirms the mechanic but not the sidesupportpatch risk mediumintel

The fuel tank location is unsettled. TacticalNed says left side on heavy vehicles; Airwingmarine confirms the mechanic but not the side.

Step by step

  1. Test: park an L2A6 in the range, put identical rounds into left and right flanks, and watch the fuel gauge drain rate.

Where it falls apart

Nobody has tested the right side. SwoleBenji describes a fuel weak point on a different vehicle: the spawn APC shrugs off bullets and grenades, but a hit on its fuel line drains fuel continuously until it cannot move. That supports fuel damage being a real hitbox on armour, but says nothing about which side it sits on for the L2A6.

History

refs: 1y5uNoJ7ciA-50, 3ubf2twZumk-46, S1HARqxz4zU-45
Open question: the 3.1 km mortar range claim
DISPUTEDVehicles & Fire Support~684-700 m in six sources vs 3.1 km in one unattributed community claimsupportpatch risk mediumintel

Mortar range is ~684-700 m in six sources and 3.1 km in one unattributed community claim. If the 3.1 km figure is a second ammunition type or a charge setting rather than an error, that is a major undiscovered mechanic.

Step by step

  1. Look for a charge or propellant selector on the L81.

Numbers

~684-700 m vs 3.1 km.
Open question: the mortar keybinds conflict
DISPUTEDVehicles & Fire SupportW/S versus W/A elevation and S/D rotationsupportpatch risk lowintel

Two creators give incompatible mortar keybinds (W/S versus W/A elevation and S/D rotation). Thirty seconds in the range settles it.

Numbers

W/S vs W/A elevation and S/D rotation.
refs: wiWNoWiQy_Q-26
Open question: the spawn-vehicle destruction payout
DISPUTEDVehicles & Fire Support$5,000 from two tools sites vs $15,000 from one creatorsupportnumbers may be staleintel

Spawn-vehicle destruction payout ranges from $5,000 (two tools sites) to $15,000 (one creator, echoed by a wiki that cites him).

Step by step

  1. Verify by blowing one up and reading the ticker.

Numbers

$5,000 vs $15,000.
refs: M0dhrSMKfLs-22
Free-look-on-by-default sticks permanently
SINGLE-SOURCEVehicles & Fire SupportIceManIsaac believes it is a beta bugpilotpatch risk mediumglitch

Free-look-on-by-default, once toggled, permanently leaves every air vehicle starting in free look even after the setting is turned off.

Step by step

  1. Workaround: press the free-look button twice on entry.

Where it falls apart

IceManIsaac believes it is a beta bug.

Helicopter ramming for cash
SINGLE-SOURCEVehicles & Fire SupportDemoMan0351 across two of his own videos (146K and 50K views, one channel, not independent), unverified, not patchedpilotnumbers may be staleexploitbug-abuse

Helicopter ramming for cash. DemoMan0351 claims over $23,000 [BETA] in about 30 seconds from ramming enemy helicopters, and is visibly reluctant to publicise it: "I'm not sure that I should be showing you guys this because I don't really want it to become the meta." In a second video he explains the method: lower your skids into the enemy rotor, from below, which disables their helicopter without crashing yours, and Z20 transports are especially exposed to Little Birds doing it. He calls ramming lame and says to watch for it until it is fixed.

Numbers

Over $23,000 in about 30 seconds.

Where it falls apart

Not patched, single-source, unverified. This is the strongest exploit candidate in the corpus. Bug-abuse, not clever play; expect it to be fixed.

History

refs: xp1h96dJQ8A-04
Reloading a mortar during the kill cam
SINGLE-SOURCEVehicles & Fire SupportSwoleBenji, low view count but demonstrated, not patchedsupportpatch risk mediumglitchexploit

Reloading a mortar during the kill cam. That reloading is permitted inside a cinematic reads like an oversight rather than intended pacing.

Where it falls apart

Borderline; it does not break the ammunition economy, only the pacing.

Passengers can open a helicopter's inventory and drop its cargo
SINGLE-SOURCEVehicles & Fire SupportAbneyDude flags it on camera; not patchedpilotpatch risk mediumglitchbug-abuse

Passengers can open a helicopter's inventory and drop its cargo. AbneyDude flags it on camera as something that should not be possible.

Where it falls apart

Not patched. Pure griefing potential; do not use it.

refs: srDzIFGc0EI-14
Recon scanning helicopters just before a teammate's AA kills them
SINGLE-SOURCEVehicles & Fire SupportDemoMan0351, single-source, not patchedreconnumbers may be staleexploit

Recon scanning helicopters just before a teammate's AA kills them, for roughly half the XP and money of everyone aboard.

Numbers

Roughly half the XP and money of everyone aboard.

Where it falls apart

The payout structure reads as an unintended interaction. Clever play at the moment, but flagged.

Hit helicopters that fly out of render distance usually survive
NewSINGLE-SOURCEVehicles & Fire SupportRadioGLHF (99K views, beta) on the lost kill; AquaFPS separately saw helicopters de-render at roughly 1,000 mpilot, supportpatch risk mediumglitch

RadioGLHF reports that a helicopter hit by a missile usually does not die, and you get no kill, if it crosses out of render distance before it goes down. The one exception he has seen is the finishing hit landing right at the boundary.

Numbers

Render distance roughly 1,000 m (AquaFPS, uncertain); maximum view distance is 1 km at the highest setting.

Where it falls apart

Not in the Season 1 changelog and nobody reports it patched. As a pilot who is hit and still flying, head straight away from the launcher. As a SAM operator, engage inside about 1 km. Running out of render range is clever play rather than bug abuse. Single-source on the lost kill.

History

refs: gPNtdv9e5lM-37, RNt9B5cB5a0-15
Bandaging yourself from the passenger seat mid-flight
NewSINGLE-SOURCEVehicles & Fire SupportRageGamingVideos (pre-launch footage), not shown by anyone else; not patched as far as anyone reportspilotpatch risk mediumexploit

A wounded pilot can swap to a passenger seat mid-flight and bandage, as long as the helicopter is set into a gentle climb first; otherwise it drops too fast. Clever play on current flight behaviour rather than bug abuse, but likely to change.

Step by step

  1. Gain some altitude and trim the helicopter into a slow climb.
  2. Swap to a passenger seat.
  3. Bandage, then return to the pilot seat.

Why it works

The aircraft keeps flying for a while with nobody at the controls, and the climb is what buys the seconds a bandage takes.

Where it falls apart

One creator, no timing given. An empty pilot seat that keeps flying is the kind of behaviour a flight-model patch removes. Try it in the firing range with altitude to spare before you rely on it under fire.

History

refs: 7W0KgoBf-wM-37
Gun runs: where to aim, strafe speeds and the first shot
NewSINGLE-SOURCEVehicles & Fire SupportSilk (137K views, Season 1); the circle strafe that goes with it is on veh-gun-platform-and-attack-pattern alongside IceManIsaac's orbitpilotpatch risk medium

In a minigun helicopter aim with the top right quadrant of the crosshair; with AH-6R or Havoc rockets aim dead centre. Start a strafe at about 0 to 30 km/h, finish at about 80 to 100 km/h, and make the first burst count.

Step by step

  1. Minigun helicopter: put the target in the top right quadrant of the crosshair, not the centre.
  2. AH-6R or Havoc rockets: aim dead centre.
  3. Begin the run at roughly 0 to 30 km/h and let it build to roughly 80 to 100 km/h by the end.
  4. Land the first burst before committing further. A miss startles the target into moving and your follow-up shots miss with it.
  5. If the pass goes wrong, circle strafe or quick 180 out of it rather than hovering to correct.

Numbers

Crosshair: top right quadrant (miniguns), dead centre (AH-6R and Havoc rockets). Strafe speed: start 0 to 30 km/h, end 80 to 100 km/h.

Why it works

The speed band keeps you slow enough to aim at the start of the run and fast enough to be a poor target by the time the enemy reacts.

Where it falls apart

Silk flies by feel. Viewers clocked the speed figures from his footage and he says they are not a hard rule. The quadrant offset is the kind of thing a gun or turret patch moves, so check it on a static target in the firing range first.

History

refs: 4CHoWpu4Imw-06, 4CHoWpu4Imw-09, 4CHoWpu4Imw-10
Helicopter versus helicopter
NewSINGLE-SOURCEVehicles & Fire SupportSilk (137K views, Season 1), no second creator on the dogfight specificspilotnumbers may be stale

In a minigun helicopter, shoot the enemy pilot, not the airframe, because there is no armour-piercing helicopter ammunition yet. Never duel a Havoc in anything but a Havoc; keep moving and leave. After a pass, the quick 180 gets your guns back on first.

Step by step

  1. Head-on, the pilot sits on the left side of a Z20 Lakota (Silk's "Black Hawk") or a Little Bird as you look at it. Put your minigun fire there.
  2. After a head-on pass, do the quick 180: pitch up while yawing and rolling in the same direction at once. It bleeds energy fast and spins the aircraft round, and whoever comes round first usually wins.
  3. Use the same move to recover from a failed strafe or to turn onto a helicopter chasing you.
  4. Rockets against helicopters: budget about 4 for a Little Bird and plan on 10 to 12 for a Z20 Lakota or a Havoc.
  5. If a Havoc engages you in anything lighter, do not turn and fight. Keep moving laterally and run. The Havoc kills slow or head-on targets but struggles to finish a Little Bird that never stops moving.

Numbers

Rockets to kill: about 4 for a Little Bird; about 6 nominal but realistically 10 to 12 for a Z20 Lakota or Havoc (Silk, hedged). For scale, from the roster: Little Bird 400 HP, Z20 Lakota 600 HP, Havoc 800 HP.

Why it works

Without armour-piercing rounds, minigun fire on a helicopter body kills slowly, so the pilot is the only quick kill. The rocket counts track the HP gap plus the misses you take against a moving target.

Where it falls apart

Silk ties the pilot-snipe rule to the current ammo list and expects it to change once armour-piercing helicopter ammunition ships; check the vehicle ammo tab before relying on it. The rocket counts are his estimates, not range tests.

History

refs: 4CHoWpu4Imw-17, 4CHoWpu4Imw-18, 4CHoWpu4Imw-19, 4CHoWpu4Imw-20
Hunting SAM sites from the air: only when two are up
NewSINGLE-SOURCEVehicles & Fire SupportSilk (137K views, Season 1); consistent with TacticalNed's advice on veh-when-not-to-fly to get the team onto the AA FOB ; RageGamingVideos independently on the two choices (steer clear and have the team focus it, or attack it low from an unexpected angle), but not on the two-launcher thresholdpilotpatch risk medium

Fly around a single SAM launcher. When two are active at once, go and kill them, because two can triangulate you. Portable launchers are the harder threat: the operator fires and is back in cover before you find him.

Step by step

  1. When a SAM fires, look for the missile trail and note where it came from.
  2. One launcher active: route around it and carry on with the job.
  3. Two launchers active: stop and deal with them. You cannot watch both directions at once.
  4. Either land away from the site and sneak up to kill the operator, or bring rockets: Silk needs about 12 to kill a launcher.
  5. Against portable stinger-style launchers, do not hunt. Leave the area and drop low.

Numbers

About 12 rockets to destroy a SAM launcher (Silk). Threshold to bother: 2 launchers active at once.

Why it works

A lone fixed launcher has a known position you can avoid, so killing it costs time for little gain. Two launchers covering each other remove the escape angle, and that is when the kill is worth the risk.

Where it falls apart

Single creator. The rocket count is his estimate, not a range test. Portable AA has no fixed position to route around, so the ignore-one rule does not apply to it. RageGamingVideos gives the same two options without a threshold: avoid the anti-air and get the team onto it, or hard-focus it yourself by coming in low from an angle the operator does not expect, because the operator sits exposed on the turret. He admits it is easier said than done.

History

refs: 4CHoWpu4Imw-28, 4CHoWpu4Imw-29, 4CHoWpu4Imw-30, 7W0KgoBf-wM-35
Reading enemy structures off the map
NewSINGLE-SOURCEVehicles & Fire SupportRadioGLHF (76K views, beta)support, builderpatch risk low

On the map, circle icons are enemy mortars or Stingray drone launchers, and square icons near the top of a base are anti-air missile launchers. Shell those first.

Numbers

Circle: mortar or Stingray. Square near the top of a base: AA missile launcher. The AA machine gun turret (CIWS, nicknamed "sea wiz") looks like a marshmallow from above and RadioGLHF names no distinct map shape for it.

Why it works

Mortars and Stingrays are what will hit your own position, and missile launchers are what keep your team's helicopters out, so the icon shape tells you which targets change the fight.

Where it falls apart

One creator on a beta build, and icon art is exactly what a UI patch changes. Confirm a shape with your own eyes or a teammate's spot before spending shells on it.

History

refs: frGH2_OxyVA-10
Do not fire an RPG out of a helicopter
SINGLE-SOURCEVehicles & Fire SupportDemoMan0351, 146K views, phrased as a change from an earlier buildanynumbers may be stale

The backblast kills or maims everyone aboard, including you and the pilot, and racks up team kills at $1,500 per player.

Numbers

$1,500 team kill fine per player.

Where it falls apart

Nobody else in the corpus tests this, and DemoMan0351 frames it as a change, which means it may change again. Test it in the firing range before you find out in a match.

refs: Msg78ysR_hQ-38, Msg78ysR_hQ-01
Open question: SAM missiles hitting helicopters that flared
SINGLE-SOURCEVehicles & Fire SupportiMaTTpilot, supportpatch risk mediumintelglitch

SAM missiles reportedly hitting helicopters that successfully flared (iMaTT) is either a flare reliability problem, a payout registering on the resulting crash, or a genuine bug.

Step by step

  1. Worth a controlled test with a friendly pilot flaring on cue.
refs: HkruVf6lIs8-17
Running a tank: logistics, loadout and whether it pays
SINGLE-SOURCEVehicles & Fire SupportSINGLE-SOURCE on the specifics (TacticalNed), corroborated in principle by TheTacticalBritdriverpatch risk medium

Arrange FOB refuel, repair and crate resupply before you take a tank out, reserve inventory slots for fuel and repair tools, and keep the crew kit minimal.

Step by step

  1. Before you take the tank out, arrange a FOB refuel-and-repair station and a crate resupply. The tank is very slow and the drive back to base for fuel destroys your income rate.
  2. When loading main-gun rounds, reserve one to three inventory slots for a fuel can and a spare repair tool and battery. Those reserved slots are what let you self-recover instead of abandoning a $14,000 asset.
  3. Crew kit: level 1 armour and helmet, a repair tool, a gun with one extra magazine and one stack of ammo, bandages, and the free emergency resuscitator. The armour exists purely so you survive dismounting to repair. Nothing in the kit assumes you fight on foot.
  4. Ask a pilot to bring shells and machine gun ammunition by crate when you get low.

Numbers

L2A6 costs $14,000 per deployment on top of a $500,000 blueprint at Driver 35. Wiki fuel economy 8 on 110 fuel. Aiming DPI issues were fixed in Season 1, and vehicle turrets now have a maximum operator rotation speed, so the old high-DPI flick-aim advantage is gone for good.

Where it falls apart

TheTacticalBrit's ROI warning. Both the unlock spend and the per-match deployment spend have to be earned back, and the tank additionally burns fuel and ammunition continuously. A tank that dies early is a catastrophic single-life loss. The Driver 35 move is the real cost. Airwingmarine calls it a huge nerf, because driver XP comes only from ground-vehicle transport and kills, so reaching Driver 35 takes a lot of dedicated driving. He predicts you will not see tank drivers running much other gear, because they will not have unlocked it. Also: A and D slew a tank turret quickly, then refine with the mouse. jackfrags says this applies to every turret, mortar, Stinger and CRAM in the game, but notes the Season 1 rotation cap may limit how much it helps.

History

refs: 1y5uNoJ7ciA-97, 1y5uNoJ7ciA-98, 1y5uNoJ7ciA-99, BrTNezWMpuk-18, BrTNezWMpuk-66, BrTNezWMpuk-67, oA09eaxgcng-13, oA09eaxgcng-11, oA09eaxgcng-23, _YbhJ9sXxIE-03, _YbhJ9sXxIE-04, _YbhJ9sXxIE-13, uumlRZ4zUYQ-30, Msg78ysR_hQ-04, ZO7H54kLhqM-08
The solo mortar base: kit, supplies and where to hide it
NewSINGLE-SOURCEVehicles & Fire SupportRadioGLHF (76K views, beta), one demonstrated build; RadioGLHF's earlier building videos are the same channel and do not count as corroborationsupport, builderpatch risk medium

One builder can run a mortar base alone: bring a tier 3 hammer and a FOB, haul two pallets of ammo supplies in a Ural, and set up somewhere dull within about 600 m of the target with nothing overhead.

Step by step

  1. Kit: a tier 3 hammer (the Large Hammer the L81 needs), a FOB, a gun with one magazine and some loose ammo, bandages, the best armour you can afford in case of a sniper, and building materials in every remaining slot.
  2. Transport: a Ural with two pallets of ammo supplies. The FOB's starting supply plus your backpack covers the building for one wall section and one mortar.
  3. Pick the site: within about 600 m of the target, out of the way, and not where anyone would expect a mortar. Mortars need no high ground and no line of sight.
  4. Check overhead. A shell that clips a tree or anything above the tube does not detonate on the target, so avoid overhead cover.
  5. Check for sniper sightlines onto the spot and move if there are any.
  6. Drive the truck into a ditch near the site so passing pilots do not spot it and find you.

Numbers

FOB $7,500 [S1] ($2,500 [BETA] when RadioGLHF recorded). Large Hammer vendor $2,400 [S1], blueprint $75,000 [S1], Support 8 [S1]. Supply run: 2 pallets of ammo supplies. Working range: about 600 m.

Why it works

Indirect fire is the one weapon that needs distance rather than a good position. A forgettable spot with no sightlines survives far longer than a hill everybody checks, and two pallets keep the mortar firing without a resupply runner.

Where it falls apart

At Season 1 prices a lost solo base costs a $7,500 [S1] FOB plus the hammer and truck, three times the FOB money RadioGLHF was risking. One wall section is thin protection against counter-battery fire; Get Gud with Garen walls in mortar pits for exactly that reason. The 600 m figure is his working distance, inside the roughly 684 to 700 m maximum.

History

refs: frGH2_OxyVA-02, frGH2_OxyVA-03, frGH2_OxyVA-04, frGH2_OxyVA-05, frGH2_OxyVA-06
Running the SPH-2: from purchase to first shot
NewSINGLE-SOURCEVehicles & Fire SupportStratzFPS (109K views, pre-season footage) on the procedure; SwoleBenji (launch day) separately on forest parking; LiteralWedgeOfCheese (beta) on shell cost and duration, DemoMan0351 (beta) on walling it in, RageGamingVideos on the rear-RPG threatsupport, driverpatch risk medium

After buying the SPH-2, fill it with shells from the supply menu, drive it 1,600 to 2,000 m out from your spawn, into a forest if there is one, then stop the engine and switch stabilisation on before the first shot.

Step by step

  1. Buy it at the vehicle vendor. It spawns under one of the awnings on the left or right of your team's spawn, and a horn beep tells you which.
  2. Get in and open the supply menu. Buy as many main-gun shells as it will hold, plus 5.56 ammunition if someone will man the roof M249.
  3. Drive about 1,600 to 2,000 m from your spawn. That keeps most control-zone targets inside its range while making enemy infantry travel a long way to reach it with an RPG.
  4. Park in a forest if the map has one. SwoleBenji says the only realistic way to reach it there is a C4 rush on a Bobcat or a van.
  5. Stop the engine. You hear incoming helicopters and infantry, and you keep the fuel you need to drive back to resupply.
  6. If you carry a hammer, build walls around it. DemoMan0351 does this against Stingray drones, which punish a vehicle that sits still while its operator is in the camera.
  7. Switch stabilisation on. The HUD reads Unstabilized until you do, and without it the crosshair does not hold position after firing. StratzFPS calls it one of the most important steps.
  8. Fire, then start the reload input sequence straight away.

Numbers

Deployment $8,000 [S1], the same $8,000 [BETA] StratzFPS paid. 3 crew positions: driver, gunner, roof M249; most players crew it alone. StratzFPS puts maximum effective range around 2,700 m. Parking distance 1,600 to 2,000 m from spawn, map dependent. LiteralWedgeOfCheese: a full load of 41 shells costs about $2,000 [BETA] and lasts 10 to 15 minutes of uninterrupted firing.

Why it works

Most players run it as a one-person crew, so nothing is watching your back. Distance and cover do that job instead, and stabilisation is what lets a solo operator fire repeated shots without re-aiming from scratch.

Where it falls apart

StratzFPS's unlock figures (War Dog level 55 and $400,000 [BETA], no Driver requirement) are pre-season; Season 1 moved the unlock to Career 90 and $500,000 [S1]. His parking band is one creator's rule of thumb; check each target's range from the parking spot before you commit to it, and remember the roughly 750 m minimum range means the SPH-2 cannot defend its own position. Walls and forest do not stop a patient infantryman. RageGamingVideos calls sneaking up on an artillery tank very easy because the operator is head-down in the camera: three RPG hits to the rear kill it, and the front is armoured. Keep a teammate on the roof gun or check your rear between shots.

History

  • 2026-09-14 · Numbers changedRageGamingVideos (best start), DemoMan0351 (20 advanced tips) and LiteralWedgeOfCheese (level Support) added. The figures now include what they report.
  • 2026-09-13 · New entryNew in the 13 Sep 2026 refresh, from StratzFPS (artillery tanks) and SwoleBenji (new player start).
refs: oP9RelmWk6A-01, oP9RelmWk6A-02, oP9RelmWk6A-03, oP9RelmWk6A-04, oP9RelmWk6A-07, oP9RelmWk6A-09, S1HARqxz4zU-90, IO7-_TwxpII-12, xp1h96dJQ8A-18, 7W0KgoBf-wM-48
Takeoff, including from a slope
SINGLE-SOURCEVehicles & Fire SupportSINGLE-SOURCE, demonstrated (IceManIsaac, with Overgear agreeing on the "gradual, not aggressive" principle)pilotpatch risk low

Spool the rotor to max RPM before you want to leave, then apply collective. Do not firewall the throttle from idle.

Step by step

  1. The moment you sit down, bump the throttle and then bring it all the way back. This spins the blades up to max RPM while you wait for passengers, so you can lift instantly when you choose to.
  2. On flat ground, raise the collective gradually. Aggressive pitch on liftoff is the standard crash.
  3. On a slope, keep the collective fully aft, wait for RPM to reach maximum, then punch it. You will clear the obstacle fast and have far more roll authority to correct the bank the slope put you in.

Why it works

The rookie method, max throttle from idle, spools slowly and gives a lethargic drifting takeoff that slides you over the edge or into the tree beside you. A parked helicopter on a slope also has a strong tendency to roll, and you can tail-strike or clip a rotor simply from sitting tilted.

Where it falls apart

Single creator, but he demonstrates both the wrong and right version back to back on camera, which is stronger evidence than a bigger channel's assertion.

refs: F1DYtROWGn0-04, F1DYtROWGn0-17, F1DYtROWGn0-18
The flight model: thrust vector, fixed rotor pitch and the weathervane
NewSINGLE-SOURCEVehicles & Fire SupportPilot Andy (12.6K views, beta) on the thrust vector and rotor pitch; Silk (137K, Season 1) separately on the weathervane effect. No second creator on either partpilotpatch risk medium

Four things decide where a WARDOGS helicopter goes: lift, momentum, drag and weight, which add up to its thrust vector. The main rotor has fixed blade pitch, so it keeps making lift from airspeed even with the collective fully down, and the faster you fly the less the rudder can turn the nose.

Step by step

  1. Take off: you only need more lift than weight. Raise the collective until you climb, no more.
  2. Build speed: pitch forward. The airframe makes little drag flying straight ahead, so forward flight is cheap.
  3. Slow down: take lift out. Drag then pulls your thrust vector away from your momentum and the aircraft decelerates.
  4. At speed, expect the nose to line itself up with the airflow (the weathervane effect). Get nose authority back by managing speed, not by holding more yaw.

Numbers

4 factors: lift, momentum, drag, weight.

Why it works

Pilot Andy's argument is that once you can picture the thrust vector you know what input to give in any situation, instead of memorising manoeuvres. The fixed rotor pitch is the non-obvious part: the rotor acts like a wing at speed, so dropping the collective does not stop you holding height while you are fast. That is also why Silk's low speed bleed landing (collective at zero, height held with pitch) works.

Where it falls apart

Pilot Andy also says weight is a fixed constant with no added-weight effect on flight. jackfrags says the opposite, that a helicopter full of supplies is noticeably heavier and less mobile. That conflict is open; see the open question on cargo weight. Both of Pilot Andy's claims come from a small channel's first episode recorded before Season 1, and the Season 1 helicopter input damping change altered control response on every device.

History

refs: dgJOIncfhQc-10, dgJOIncfhQc-11, dgJOIncfhQc-12, dgJOIncfhQc-13, dgJOIncfhQc-14, dgJOIncfhQc-15, 4CHoWpu4Imw-05
Which helicopter to learn on
SINGLE-SOURCEVehicles & Fire SupportSINGLE-SOURCE with a partial second (IceManIsaac, 182K views; Overgear agrees on the MH-6)pilotpatch risk medium

Learn on the MH-6 Little Bird in the range. Do not learn on the Z20 Lakota transport.

Why it works

IceManIsaac endorses the general principle that mastering a sluggish heavy airframe makes the light one trivial, then carves out an explicit exception here. He believes the transport is bugged: "The transport heli, I swear it is bugged. There's some sort of flight stabilization that's wrong", overcorrecting constantly. He rates the Havoc-style attack helicopter as amazing by contrast.

Where it falls apart

This is the highest-value stale claim in the cluster. Season 1 shipped a Z20 Lakota balance pass and an explicit sluggish-pitch fix, and Airwingmarine warns beta pilots that their Lakota muscle memory will be off. TheTacticalBrit, who has many Arma Reforger flight hours, separately calls the whole flight model "very clunky, very unresponsive" and arguably too realistic for the game's pace, which is useful mainly as expectation setting: new pilots should not assume they are simply bad at it.

History

refs: F1DYtROWGn0-02, F1DYtROWGn0-03, oA09eaxgcng-09, BrTNezWMpuk-72, ZO7H54kLhqM-06
Autorotation and ground-rush recovery
UNVERIFIEDVehicles & Fire SupportUNVERIFIED-BIG-CLAIM in the negative: nothing in this corpus documents an autorotation procedurepilotpatch risk mediumintel

No creator and no written source in this corpus describes autorotation in WARDOGS, and no source confirms the game even models an engine-out autorotative descent. What does exist is a single recovery procedure for a helicopter that is falling.

Step by step

  1. Take the yaw out.
  2. Level the aircraft.
  3. Pull nose up.

Why it works

Neutralising yaw and levelling restores maximum lift, which is exactly what you need in that moment. Adding more input while already sinking makes the sink rate worse, because every input costs lift.

Where it falls apart

This is a low-energy recovery for a controlled aircraft, not an autorotation. If your tail rotor or engine is actually gone, nothing in the corpus tells you what happens. See Open questions for the test that would settle it.

refs: F1DYtROWGn0-27, F1DYtROWGn0-26
Helicopters "sucking in" nearby players and vehicles
UNVERIFIEDVehicles & Fire SupportSteam thread (Vega, 6 Sep 2026), no fix statement, status unknownanypatch risk mediumglitch

Helicopters "sucking in" nearby players and vehicles "like a black hole". Steam thread (Vega, 6 Sep 2026), no fix statement, status unknown.

Where it falls apart

Status unknown.

Open question: autorotation is entirely undocumented
UNVERIFIEDVehicles & Fire Supportnothing in 239 vehicle records or 67 web sources describes itpilotpatch risk mediumintel

Autorotation is entirely undocumented. Nothing in 239 vehicle records or 67 web sources describes an engine-out autorotative descent, or even confirms the flight model has an engine-failure state distinct from destruction.

Step by step

  1. Test: in the firing range, shoot out your own tail rotor or run the fuel to zero at 500 feet and see whether the rotor keeps turning, whether collective still affects descent rate, and whether a flare at the bottom survives.

Numbers

239 vehicle records, 67 web sources, 500 feet test altitude.

Where it falls apart

This is the single biggest gap in the flying section.

Open question: the free match-start vehicles
UNVERIFIEDVehicles & Fire Supportno confirmed timer, models named from a stale buildanypatch risk mediumintel

The free match-start vehicles (helicopter plus SUV) have no confirmed timer and their models are named from a build where the Huey still existed. Time it and identify the airframe.

Numbers

1 helicopter and 1 SUV, timer unknown.
refs: Msg78ysR_hQ-13
Open question: the Gepard has no unlock requirement listed anywhere
UNVERIFIEDVehicles & Fire Supporteither a wiki gap or a genuinely ungated vehicledriverpatch risk mediumintel

The Flakpanzer Gepard has no unlock requirement listed anywhere. Either it is a wiki gap or the vehicle is genuinely ungated, which would make a $10,000 AA tank available at level 0 and change the anti-air meta completely.

Step by step

  1. Worth five minutes at the Land vendor to confirm.

Numbers

$10,000 AA tank, level 0 if genuinely ungated.
Open question: does Season 1 input damping invalidate the HOTAS sets?
UNVERIFIEDVehicles & Fire Supportall three published sets predate or straddle the patchpilotpatch risk mediumintel

Nobody has tested whether the Season 1 helicopter input damping change invalidates the published HOTAS sensitivity sets. All three sets predate or straddle the patch.

Numbers

Three published sets: IceManIsaac (sens 1, dead zone ~0.1), AllThings.how (sens ~1.00, roll dead zone 0.02, pitch 0.03), Skycoach (sens 0.75, dead zone 0).
refs: F1DYtROWGn0-35
Open question: tank reload scaling has no real numbers
UNVERIFIEDVehicles & Fire SupportAirwingmarine's seconds are explicitly invented for illustrationdriverpatch risk mediumintel

Tank reload scaling has no real numbers. Airwingmarine's 10/20/5 seconds are explicitly invented for illustration.

Step by step

  1. Test: time twenty main-gun cycles solo, two-crew and three-crew in the range with a stopwatch.

Numbers

Airwingmarine's illustrative 10 s (two crew) / 20 s (solo) / 5 s (three crew). The ratios (solo 2x, three crew 0.5x) are what everyone repeats; nobody has verified them.
refs: 3ubf2twZumk-41
Open question: where is the fuel tank on a heavy vehicle? | WARDOGS Field Manual