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WARDOGS: a hundred-player FPS where the best score of the match can belong to the helicopter pilot
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Score7/10

WARDOGS: a hundred-player FPS where the best score of the match can belong to the helicopter pilot

Three sides, a randomised control zone, and a bank balance that follows you from match to match. Teamwork finally gets paid.

A

Alexandrosse

·11 min read

InsertCoins.press Score

7/10

Verdict

Recommended

One player sums up WARDOGS better than any trailer: somehow I have become a part-time taxi driver and part-time builder in a shooter, and I am loving it.

That is exactly what this game manufactures. And it manufactures it with a single idea: it pays for everything that is not killing.

WARDOGS, the control zone

The rules

One hundred players, three sides, and a two-kilometre-square control zone drawn at random inside a larger map.

The side with the most players inside the zone scores points. First to one hundred points wins.

That three-way format changes the whole dynamic compared with a conventional two-sided fight. You are not holding a line, you are managing two threats, and the second force often does the work for you while you reposition. And since the zone's location varies, no match takes place where the last one did.

The money, which is the real idea

Every player starts with ten thousand dollars. Each life, you buy your loadout: weapons, gear, utility, vehicles.

And crucially, the money follows you from match to match.

What pays is not the kill tally. Reviving a teammate pays. Transporting allies to the zone pays. Holding the objective pays. The studio puts it bluntly: it does not merely encourage teamplay, it rewards it.

The consequence is a genuinely interesting war economy. Dying with expensive gear costs money that will be missing next match, so caution has a number attached. And the hot zone, which pays double, becomes a gamble: you throw yourself in to double your stake knowing you could lose everything.

That system is what produces the behaviour players describe. People become helicopter pilots because it is profitable. Others spend a match building a forward base on a chokepoint. Nobody assigned them those roles: they followed the money.

WARDOGS, a vehicle approaching the zone

What genuinely works

The map is excellent, and even the most critical players acknowledge it: large, legible, well designed.

Building and destruction are integrated into combat, not bolted alongside. You fortify a chokepoint, raise a forward base, level a building with artillery. The terrain is not scenery.

And the freedom of role is real. Lone wolf, organised squad, ghillie-suited sniper, helicopter logistician: the game does not lock you into a class.

Several players compare the whole thing to a more accessible Arma Reforger, which seems fair: serious military without the simulation that puts people off.

What is wrong

Let us be precise, because at 39.99 euros in early access it matters. The game shows 25,362 positive reviews out of 32,974, roughly three quarters satisfied.

The launch was botched. Servers were unreachable for several hours, triggering a wave of negative reviews that one player considers unfair in hindsight. This is a mid-sized studio that took a blockbuster-sized influx.

Respawning is a problem. Several players describe situations where you can only respawn at base or on a single vehicle, which gets camped the moment it is spotted. A struggling team can find itself locked in at home with no way out.

Forward bases divide opinion. A player with twenty hours logged, broadly complimentary about the mechanics, reckons the build-plus-objective combination drags everything else down and makes the game slow and boring at times. It is the best-argued complaint I read.

Matches are long. With a bad team, a match can stretch out without ever becoming interesting. This is not a game you launch for twenty minutes.

And technical work remains: optimisation, infinite loading reported in the tutorial, and a reporting system that earned at least one player a chat ban from spam reports.

WARDOGS, a fortified forward base

Where this game comes from

A word on the house, because it explains the result.

BULKHEAD is the studio behind Battalion 1944, and WARDOGS grew out of a community Arma modification that became a standalone game. You can feel it everywhere: in the taste for equipment, in the room given to logistics, and in the idea that transporting somebody is a genuine act of war.

Team17 publishes, which explains the visibility and probably also the load that brought the servers to their knees on day one.

Should you go in now

If you have friends to form a squad, yes. The game is built for it, the economy rewards coordination, and the most memorable matches come from people talking to each other.

If you play alone with strangers, wait for a few patches. You will land among teams that will not revive, and you will spend whole matches stuck at base.

The game is in early access, the developers patch quickly, and the foundation is good. Our full guide to getting started details the economy, the profitable roles and the traps of your first matches.

WARDOGS, artillery in action

Was your biggest payday from killing or from driving? We compare bank statements on the InsertCoins Discord.

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