Loading...
Combat Roles - Version 3 vs Version 4
Oct 14, 2026, 11:20 AM
Named the Medic track drum magazine precisely
Oct 16, 2026, 06:24 PM
Replaced the six-track table with the seven progression tracks named in the Season 2 notes and added the Season 2 role and reward changes
11WARDOGS has no classes. There is no role to pick at a spawn screen, no loadout slot reserved for a medic, and nothing stopping a player from flying a helicopter on one life and building a wall on the next. What a player is, in any given life, is whatever they bought.2233The developers state this directly: rather than picking a class, a player who likes building buys building items, a player who wants to heal buys bandages and medkits, and a player who wants both buys a bigger backpack and does both. Every role is viable, and the roles that feed teamwork are the most profitable.445566The Archetypes7788The studio names the playstyles the sandbox supports. These are descriptions of how people play rather than anything the game enforces.991010ArchetypeWhat it doesClose quartersFighting on and around the objective, where the head count is decidedSniping and spottingLong range fire and, as importantly, calling enemy positions for the teamMedicReviving and keeping teammates on the objective rather than walking back to itBuildingRaising fortifications and running a forward operating baseDemolitionsBringing down structures and dealing with fortified positionsTransportMoving players from a spawn to the fightLogisticsMoving supplies and ammunition to the people who need themArtilleryIndirect fire, from a mortar at short range to the artillery tank at long rangeAnti-vehicleAnswering enemy armour and aircraft, which nothing else in a kit can do11-The Six Progression Tracks11+The Progression Tracks121213-Roles are not enforced, but they are rewarded. Experience is earned across six tracks, and each track gates its own items behind its own levels, so the gear a player keeps buying is the gear they unlock more of. The six are named in the developers' own patch notes.13+Roles are not enforced, but they are rewarded. Experience is earned on separate tracks, and each track gates its own items behind its own levels, so the gear a player keeps buying is the gear they unlock more of. The Season 1 changelog named six tracks; the Season 2 notes list seven, and appear to use WARDOG for the track the earlier notes called Career. Every Season 2 unlock change is under Progression Tracks.141415-TrackWhat it coversCareerThe general track, carrying gear that is not specific to one role and, at its far end, the artillery tankMedicMedical equipment, plus the PP-19 50-round drum magazine named in the Season 1 patch notesSupportThe hammers and the heavier construction toolsDriverGround vehicles, reordered at launch to escalate steadily through attack vehiclesPilotAircraft and air-delivered logisticsReconOptics and the long range kit15+TrackWhat it covers in Season 2WARDOGThe general track: supply pallets, sidearms, special ammunition, Level 3 armour and helmets, parachutes, optics and access to the Gold Market. The Season 1 changelog appears to call it CareerAssaultAssault rifles and, from Season 2, the tools for attacking enemy bases: C4 with its remote detonator and the Molotov CocktailMedicMedical equipment, including the Medical Bag and the Defibrillator, and the submachine gunsReconSniper and marksman rifles, long range optics, ghillie suits, the Compound Bow and the ClaymoreSupportMachine guns, launchers such as the MAAWS and MGL-40, the 9K333 Verba and the Heavy Drill; in Season 1 also the hammersPilotAircraft, from the Little Bird to the HavocDriverGround vehicles and tanks, including all four vehicles added in Season 2 and the SPH-216-The unlock levels on each track are seasonal rather than permanent. The developers have said each season carries a different experience curve with a different item order, so a level that gates an item in Season 1 may not gate it in Season 2. Current values are under Loadouts and Arsenal and Vehicles.16+The unlock levels on each track are seasonal rather than permanent. The developers have said each season carries a different experience curve with a different item order, and Season 2 bore that out: it lowered the experience needed for every published level, moved most attachments, and made Assault the role for attacking enemy bases by moving C4 onto it and adding the Molotov Cocktail. Experience for destroying buildables and for IEDs and C4 now goes to Assault instead of Support, artillery experience goes to Driver, and repair experience goes to Driver or Pilot depending on the vehicle repaired. Current values are under Loadouts and Arsenal and Vehicles.17171818Why Support Roles Pay19192020The design pushes hard against the idea that a kill is the unit of contribution. Reviving, transporting teammates, spotting, supplying and holding the objective all pay cash, and the developers have said they do not just encourage teamplay but reward it. The scoring rule reinforces the same thing: the team with the most players in the zone scores, so a player who puts a squad in the zone has done more for the score than one who killed a squad somewhere else.21212222Players report logistics as the fastest way for a new account to build a balance, precisely because most people would rather shoot. The cash side is covered under The Cash Economy.232324-Two later changes bear on this. Update 0.1.2 on 30 September 2026 made revive validity checks fully server authoritative, to stop revives being abused for cash and experience, and the preview for Season 2, scheduled for 15 October 2026, promises additional rewards for teamplay and logistics without giving figures.24+Later changes bear on this. Update 0.1.2 on 30 September 2026 made revive validity checks fully server authoritative, to stop revives being abused for cash and experience. Season 2 then reworked team rewards: logistics pays less per delivery but adds a bonus for every consecutive run, hacking an enemy forward operating base now also pays teammates nearby, breaching a door with the Halligan Bar pays, and spotting pays around 30 percent less than in Season 1, which the studio said had been the lowest-risk, highest-paying way to earn. The details are under The Cash Economy.25252626Switching Roles27272828Because the choice is made at the buy menu each life, a player can change role between deaths without leaving the match. The practical advice players give is to read what a team is missing rather than to commit to one job for a whole match: a team with no answer to enemy armour does not need another rifle, however good the rifle is, and a team with ten people already in the zone needs almost anything else.29293030A Note on the Class-Based Label31313232The store listing still carries a class-based tag among its keywords, and it has done since before launch. It does not describe the game as shipped. Roles are bought, not selected, and nothing in the build assigns a player to one.