WARDOGS solo guide: making money and winning without a squad
Solo works in WARDOGS because most of the enemy team isn't in the fight: of roughly 33 players a side, 5–10 are in the Hot Zone, the rest are in transit or at FOBs. A lone player with explosives on the supply roads, or an RPG on the helicopter approach, costs the enemy more money per minute than a squad in the zone. Make every life a plan, not a run-and-die.
The core solo loop: interdiction
- Level support to the RPG. Until then, C4 and IEDs.
- Find the road between their base and the zone (or between base and FOB). Transports stick to roads; off-road handling is bad.
- Plant explosives where vehicles slow: FOB doors, bridges, the last bend before an LZ.
- Prioritise loaded transports, spawn vehicles and helicopters. The driver eats the vehicle and cargo; every passenger eats their kit and the travel time. One rocket can separate five banks.
- Spawn vehicle kill: $15,000 (two IEDs). FOB: $2,500 (one).
They feel safe three minutes into a drive. That's the point.
Making kills stick
Downed players wait for revives, sometimes minutes. Don't sit on the body; take a covered position at distance, plant a trap if you have one, and hit the rescuer. Do it enough and they give up (the "backpack"), which costs them the whole kit and the trip back. Early season, before banks are built, this hurts most.
Solo FOB raids
- Get height over the FOB. RPGs and sniper fire into it pull builders out of position and silence mortars.
- Hit supply helicopters and trucks as they arrive, from range.
- Reposition after every two shots. The whole FOB will turn on you.
- Pry bar for doors, hammer if you must; IED for the base itself.
- Early in a match, a quad to the tower they'll obviously build on catches people mid-hammer.
Rambo, with conditions
Going in guns-blazing isn't stupid, because you're only fighting the 5–10 who are actually in the Hot Zone. It's stupid when you do it with a $5,000 kit before you know the map, or every life with no plan. The free rifle from spawn plus armour is a fine Rambo kit on a good night; a full loadout is not until you're winning fights.
Being useful alone
- A Littlebird is cheap and a solo pilot with parachutes loaded in the inventory helps the whole team and gets tipped for it. Practise on the range first.
- Revive anyone. You're paid, and their kill doesn't stick.
- Smoke + rebreather is a cheap, safe revive that pays.
- Proximity voice works on your own team too. Tell the people around you what you're doing.
The rule
Every life: what's the plan, what does it cost, what does it pay. If the answer is "run in and see", buy the free rifle and don't spend anything else. The full payout table is on the money page.
FAQ
Can you play WARDOGS solo?
Yes. There's no forced squad, servers use a browser, and most of the highest-value plays (interdiction, FOB hunting, flying) work alone.
What should a solo player level first?
Support, to the RPG (level 5 in the first beta). Before that, C4 and IEDs on the roads.
How many enemies are actually in the zone?
Of ~33 per team, usually 5–10 contest the Hot Zone at once. The rest are flying, driving, building or at FOBs.
Sick of full servers and queues?
Rent your own WARDOGS server from an approved host and play with your mates on your rules. UK/EU: QONZER (bare metal, no slot fees). Anywhere else: BisectHosting (21 locations). Casual group: xREALM (pay by the hour). Full comparison.