BEAKMODEWARDOGS

WARDOGS Bakurani map guide: the river valley

WARDOGSMapsUpdated 2026-09-20

Bakurani is a forested river valley: 16x16 km of near-continuous woodland with a road running the valley floor and ridges along both edges. A match uses a randomised 2x2 km slice. The trees give cover almost everywhere, which makes it the friendliest of the launch maps for infantry, but the one open line — the valley road — is both the fast route and the deadliest. Hold the Control Zone, follow the Hot Zone, and let the ridges do your artillery maths for you.

The map at a glance

Bakurani is the green one. Where Ozeti is a bare hill town and Zestafona is concrete and steel, Bakurani is near-continuous forest filling a river valley. The river and its road run along the valley floor; the ground climbs to a ridge on each side. Because a match only ever uses a randomised 2x2 km area of the full 16x16 km (256 km²) map, you might draw a stretch that is all valley floor, a length of one ridge, or a mix of both — but the character is always trees, slope and the road.

For how the mode itself works — three factions, the tick bar, first to 100 — see maps and modes. This page is about how that mode plays on Bakurani specifically.

How Bakurani plays

The defining fact is cover. Under the canopy you can move almost anywhere without being seen at range, which suits infantry, flanking and slow, deliberate pushes. Long sightlines are rare; most firefights are short-to-mid range through trees rather than open duels.

The exception is the valley road. It is the one place with a clean, fast line through the terrain, and everyone knows it:

The honest rule: use the road when speed matters more than your life (a vehicle you can afford to lose, a rush when the zone is empty), and the treeline when staying alive matters more (the approach to a contested zone, moving with expensive kit).

The control-zone and Hot-zone fight

Every objective on every map is the same shape: a 500 m circle, an 85 m Control Zone (the capture point) inside it, and a 170 m Hot Zone that roams within the Control Zone. Standing in the Hot Zone makes you count double toward your faction and pays bonus cash on teamplay actions. The full rules are on the Hot Zone page.

On Bakurani the fight for that 85 m circle is a woodland fight. That has consequences:

Medics matter here more than usual: cover means players go down and can be recovered rather than being lost to a long respawn walk, so keeping bodies up keeps your count up.

Drill towers and the code

Three drill towers sit within the zone area. Capture one from the inside and it reveals a single digit of a code; capture enough to learn the whole code, enter it, and the tower activates, pulling the Hot Zone onto it for three minutes before a 15-minute cooldown. The tower roofs also spawn loot.

On a forested map the towers are unusually valuable because they are among the few tall, fixed landmarks in a sea of trees:

Bases and vendors

Each faction has an HQ base at the edge of the map: a spawn, a deployment board, and equipment and vehicle vendors inside a roughly 480 m safe zone. This is where you rearm and rebuy between lives, and on Bakurani it is also where you decide whether to buy a vehicle worth risking on the valley road.

Spend deliberately. Because dying means a walk back through forest to the fight, staying alive is worth more than a flashy loadout — armour and a medic beside you beat an expensive gun you lose on the first ambush. See how payouts and positioning interact on the Hot Zone page.

The objective rotation

The objective location rotates between named variants on Bakurani, so the same map does not play the same way twice. A variant deeper in the trees is an infantry, close-cover fight; one sitting nearer the road or an open stretch of valley opens up sightlines and gives vehicles and artillery more to do. Check which variant you have drawn before you commit to a route — the safe treeline approach on one variant may not exist on another.

Practical strategy

Artillery on Bakurani

The ridges are the whole story for indirect fire. The valley has real height difference between the floor and the ridge lines, and that changes where your shells land:

So the same dialled range behaves differently depending on whether you are shooting up or down the valley. Range off the artillery calculator and then adjust for the slope, rather than trusting a flat-ground figure. A spotter on the opposite ridge who can see the fall of shot is worth more on Bakurani than on either other map.

A note on Early Access

WARDOGS is in Early Access and Bakurani is still being worked on: objective variants, spawns and the finer terrain can change between updates. Treat this guide as the shape of the map rather than a fixed set of callouts, and for a full interactive view use a community map tool. This page is updated as the map settles.

FAQ

What kind of map is Bakurani?

A river valley of near-continuous forest, 16x16 km, with a randomised 2x2 km slice used per match. The valley floor carries a road; ridges run along both edges.

What is the fastest route across Bakurani?

The valley road on the floor of the valley. It is the quickest way through but the most likely place to be ambushed, so most players trade speed for the safer treeline.

Where do the fights happen on Bakurani?

Around the 85 m Control Zone at the objective, plus the valley road chokepoints and any activated drill tower that has pulled the Hot Zone onto it.

Do the ridges matter for artillery?

Yes. Firing uphill tends to land short and firing downhill tends to land long, so the height difference between you and the target changes the range you dial in.

Is Bakurani finished?

No. WARDOGS is in Early Access and the maps are still changing, so treat callouts and layouts as provisional and use a community map tool for a full interactive view.

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