WARDOGS Tanks: Armour, Artillery, And Confirmed Roles
Three heavy armour vehicles confirmed: the L2A6 main battle tank, Flakpanzer Gepard anti-air, and SPH-2 self-propelled artillery, with pricing.
Heavy Armour and Direct Fire
Tanks in WARDOGS serve as the heavy armour and direct-fire backbone of a team's vehicle fleet. Their role is to breach fortified positions, suppress enemy movement with overwhelming firepower, and provide mobile cover for advancing infantry. In a game where construction and destruction are core mechanics, tanks are the primary tool for demolishing enemy fortifications, sandbag emplacements, and Hesco barriers that defend the Control Zone.
Official marketing materials from BULKHEAD and Team17 explicitly list heavy vehicle operation as one of the core playstyles. The Steam page describes a game where players can 'operate heavy vehicles' alongside sniping, helicopter supply, and base construction as equal tactical options. This confirms that tanks are not peripheral but a central pillar of the combined-arms design.
| Vehicle | Price | Unlock | Role |
|---|---|---|---|
| L2A6 | $14,000 | Driver Lv 35 | Main battle tank, heavy armour and direct fire |
| Flakpanzer Gepard | $8,000 | Driver Lv 45 | Self-propelled anti-aircraft gun |
| SPH-2 | $10,000 | Career Lv 90 | Self-propelled artillery, indirect fire support |
Important: Tank Unlock Track Change for Early Access
A key Early Access progression change moves tanks from the Wardog account track to the Driver role track. During the Closed Beta, tanks were reachable through general Wardog level progression, meaning any playstyle contributed. For Early Access, BULKHEAD has confirmed that ground vehicle time feeds Driver XP, so players who want to crew an L2A6 must grind lower-tier ground vehicles first.
The first ~20 levels of each track keep close to beta pacing, so a new account still opens useful equipment without a long wall. The steepening happens after that, where higher-tier unlocks get pushed further apart and distributed across the tracks rather than clustered. This means the L2A6 at Driver Lv 35 — and the SPH-2 artillery at Career Lv 90, raised from 55 in the Season 1 changelog — represents a real time investment, not a weekend unlock.
Tactical Application in Control Zone Fights
In the Control Zone meta, tanks serve two critical functions. First, they can drive into the zone and occupy space, acting as mobile cover for friendly infantry who need to maintain numerical superiority inside the 2x2 km area. Since scoring happens every 30 seconds based on player count, a tank that draws fire and keeps enemies suppressed indirectly helps the team maintain zone control.
Second, tanks can breach enemy fortifications. Teams that have built FOBs, sandbag walls, and Hesco barriers around the Control Zone can be difficult to dislodge with infantry alone. A tank's direct-fire cannon can demolish these structures, opening lanes for a ground assault. However, tanks are vulnerable to anti-armour weapons, so they should be supported by infantry who screen for RPG-7 and MAAWS operators on the opposing team.
The destruction mechanic in WARDOGS means that tank fire can alter the physical battlefield. Buildings, walls, and constructed emplacements can be damaged or destroyed, changing sightlines and cover opportunities in real time. A tank that levels a building can expose previously hidden defenders, creating openings for a coordinated push.
Vulnerabilities and Counter-Play
Tanks are not invincible. The enemy team has access to the RPG-7 ($2,000) and MAAWS ($2,600) anti-armour launchers that can engage tanks at range. A tank that pushes too far ahead of its infantry screen is vulnerable to being flanked and destroyed, which represents a significant financial loss given that an L2A6 costs $14,000.
The Flakpanzer Gepard ($8,000, Driver Lv 45) serves as the dedicated anti-air platform, countering enemy helicopters. It cannot engage main battle tanks effectively but denies air insertion routes. The SPH-2 ($10,000, Career Lv 90) is the self-propelled artillery platform, providing indirect fire support against targets outside the Control Zone. Teams defending against a tank push should deploy their anti-armour specialists in concealed positions along the expected approach route.
- • L2A6 breaches fortifications: sandbags, Hesco barriers, FOB structures
- • Flakpanzer Gepard denies helicopter insertion routes
- • SPH-2 provides indirect fire on staging areas outside the zone
- • Vulnerable to RPG-7 ($2,000) and MAAWS ($2,600) anti-armour launchers
- • Should be supported by infantry to prevent flanking
Frequently Asked Questions
Are tanks confirmed in WARDOGS?
Yes. Three heavy armour vehicles are confirmed: the L2A6 main battle tank ($14,000, Driver Lv 35), the Flakpanzer Gepard self-propelled anti-aircraft gun ($8,000, Driver Lv 45), and the SPH-2 self-propelled artillery ($10,000, Career Lv 90). All are purchased from the persistent cash pool.
Can tanks destroy buildings and fortifications?
Yes. WARDOGS includes destruction mechanics, and tanks are the primary tool for demolishing enemy fortifications, sandbag emplacements, and Hesco barriers around the Control Zone. Tank fire can alter the physical battlefield in real time.
What can counter a tank in WARDOGS?
The RPG-7 ($2,000) and MAAWS ($2,600) anti-armour launchers are the primary infantry counter to tanks. Teams should position anti-armour specialists in concealed locations along expected tank approach routes and coordinate fire to overwhelm the tank's armour.
How much do tanks cost?
The L2A6 main battle tank costs $14,000 (Driver Lv 35), the Flakpanzer Gepard anti-air costs $8,000 (Driver Lv 45), and the SPH-2 self-propelled artillery costs $10,000 (Career Lv 90). All are purchased from the $10,000+ persistent cash pool, representing significant financial investments. Note: For Early Access, tank unlocks have moved from the Wardog account track to the Driver role track.