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Season 1 / early access / patch 0.11

Wardogs boosting, and the grind it actually skips

Six class tracks fill at once in Wardogs and your Wardog level is simply their total, so the account-wide gear you want sits behind the tracks you have been ignoring.

This page works through where the experience actually comes from, what Bulkhead did to the curve in September, and which parts of it are worth paying somebody else to sit through. The services are at the bottom of that argument, not the top of it.

Role level 20, Season 1
250,000experience. It was 111,500 in beta.
Role level 50
1,000,000experience, up from 838,000.
Bulkhead's target
20 to 25 hfor a median player to reach level 20.
Spawn APC delivery
$3,000then $250 per teammate who spawns on it.

01 / Progression

How progression actually works

Wardogs has one progression with six inputs, which is not the same thing as having two progressions. Almost every bad purchase in this game comes from missing that.

The six role tracks each fill from the work that role does, and only from that work. Rifle kills feed Assault, and a headshot is worth 275 experience against 250 for a body shot. Spotting feeds Recon. Bandaging and reviving feed Medic. Repairs, building and killing vehicles feed Support. Carrying people and supplies into the Control Zone feeds Driver or Pilot, depending on whether the thing you are driving has rotors. A role track unlocks that role's gear and nothing else unlocks it, which is why a player at Wardog level 80 can still be locked out of a decent scope.

Your Wardog level, which Bulkhead's own patch notes call the career level, is those six class levels added together. That is the entire definition. It has no experience cost of its own, so there is nothing you can do to raise it except raise a class.

Work an example, because the arithmetic is the argument. Six classes at 15 gives you a career level of 90. One class at 90 gives you a career level of 90 as well, and costs vastly more experience to reach, because a class level near the top of a track is worth many near the bottom. Spread play buys the same career level for a fraction of the work, and Dogboosting's own bundles price exactly this shape: all six classes to 10 is advertised as Wardog level 60, all six to 20 as 120, all six to 50 as 300.

That matters because the career ladder owns everything no single class owns. Armour and helmet arrive as a pair at career 3, then 30, then 60, then 100, each pair bought with a single payment running from 17,500 dollars up to 350,000. Backpacks sit there too, and so do the armour-piercing ammunition types. A player with one very deep class and five empty ones is wearing worse plates than somebody with six mediocre ones, whatever their best track says.

So "what level are you" is a poor question in this game. "Which of your six tracks is short" decides what you are allowed to wear, and "is the thing I want behind a class level or behind a price" decides whether buying anything helps at all.

The Season 1 experience curve

On 9 September 2026, ahead of early access, Bulkhead rewrote the role track curve from level 6 upward and published the old and new figures side by side. The change is not a flat multiplier. It is a deliberate wall in the middle of the track, and it is the reason a flat price per level is a misleading way to buy.

Line chart comparing role experience needed at levels 6 to 50. The beta line rises steadily to 838,000. The Season 1 line pulls away sharply between levels 15 and 20 and ends at 1,000,000.
Role track experience required, beta against Season 1. The gap opens between level 15 and level 20 and never closes. Figures from Bulkhead's Season 1 Changelog, 9 September 2026.
Season 1 role track experience bands, as published
LevelBetaSeason 1Slower by
Below 6unchanged0%
68,7509,2505.7%
1025,00035,00040.0%
1554,750110,000100.9%
20111,500250,000124.2%
25192,000325,00069.3%
30293,750400,00036.2%
35416,500500,00020.0%
40551,250650,00017.9%
45689,500800,00016.0%
50838,0001,000,00019.3%

Source: Wardogs Season 1 Changelog, 9 September 2026, reporting Bulkhead's Steam post.

Read the last column rather than the middle two. Levels 15 and 20 took the whole weight of the rebalance, and the tail past 35 barely moved. Bulkhead said as much in the notes: slow the middle, flatten the end, and put the median player around level 20 at 20 to 25 hours of play. If you are buying levels, the ones between 15 and 25 are the ones you are really paying to avoid, and they are worth more to you than the price difference between them and level 40 suggests.

02 / Patch summary

What Season 1 and patch 0.11 changed

Two updates matter to anybody deciding what to buy right now. The Season 1 Changelog landed on 9 September 2026 and reset both progression and vendor pricing. Patch 0.11 followed on 14 September and split the server browser into Community and Official lists.

The vendor moves are not cosmetic. A Forward Operating Base tripled in price, so the Support loop that used to be a cheap way into building now needs a real balance behind it. Support's Large Hammer unlock went up by a factor of three. Meanwhile the Pilot's Z20 Lakota and the Driver's Ural both got cheaper, and the Dune Buggy dropped by ten thousand.

Patch 0.11 also carried an apology in the form of a 5 per cent End of Match cash bonus on community servers for the week that followed, and a blunt statement on economy abuse: cash exploits get a timed ban with cash and experience reset to zero, and sitting in a known experience farm server for more than a few minutes gets a permanent one.

Season 1 vendor and unlock repricing
ItemWasNow
Forward Operating Base$2,500$7,500
Support, Large Hammer$25,000$75,000
Support, Medium Hammer$10,000$25,000
Career, Artillery Tank$400,000$500,000
Recon, 6-10x MOA scope$30,000$45,000
Recon, 6-10x MRAD scope$25,000$40,000
Pilot, Little Bird miniguns$25,000$50,000
Driver, Kodiak Flatbed$15,000$35,000
Pilot, Z20 Lakota$50,000$35,000
Driver, Ural$50,000$35,000
Driver, Dune Buggy$35,000$25,000

Artillery also moved to Career level 90 and Heavy Tank to Driver level 35.

03 / Services

What you can buy, and when it is the right call

Seven Wardogs boosting services, all fulfilled at dogboosting.com. Each link carries this site's attribution code so the operator can tell whether this page is worth keeping.

Leveling

Role levels 1 to 50 on any of the six tracks, priced per level. Worth it on the tracks you never play, and worth most between 15 and 25 where Season 1 put the wall.

Assault / Medic / Support / Recon / Driver / Pilot

Buy cash

In-game cash in fixed steps. Buy against a named unlock rather than a round number, and wait until you are past Wardog level 9 so the New Recruit Discount does not go to waste.

Step, floor and ceiling shown on the slider

Starter bundles

Four fixed packages that move all six tracks together plus the Wardog level, from every role at 10 up to every role at 50. The efficient option if more than two of your tracks are empty.

Drop items & vehicles

A vendor list across land, air, weapons, gear and equipment, handed to you in match. This is where the L2A6, the Havoc, the Ghillie Body Suit and the AT Mines sit, and your login never leaves your hands for it.

Farming

Cash and experience farmed over a booked run rather than a fixed target. Suits the Support and Driver tracks, where the money and the levels arrive from the same loop.

Rent a booster

An hourly player who either joins your party while you play, or signs in and plays while you are away. Pick the party option and no login changes hands, which puts it in the same low exposure bracket as rent a driver and item drops.

Sessions 1 to 24 hours / one booster or several

Rent a driver

A driver, gunner or pilot for the seats you cannot fill, by the hour. Bring your own vehicle or have one supplied at catalogue price. Self-play only, so you stay in the vehicle and keep your own login.

Land or air / crew billed per seat

04 / In detail

Buying role levels

The pricing on a levelling order is per level, and the levels are not the same size. That sounds like a complaint about the pricing model. It is actually the reason the model works in your favour if you buy the right range.

Take the two ends. Level 10 needs 35,000 experience and level 50 needs 1,000,000, which is a factor of roughly twenty-eight. The price per level between those two points does not move by anything like a factor of twenty-eight, because the work is priced against time rather than against the raw number, and a booster earning experience at a decent rate in the late game is not twenty-eight times slower than one grinding out level 10. The practical effect is that the expensive-looking high levels are the better value per hour of your life saved, and the cheap-looking low levels are the ones you could reasonably do yourself over a weekend.

The exception is the band Season 1 created. Levels 15 to 20 more than doubled, from 54,750 and 111,500 to 110,000 and 250,000. Nothing else on the track moved like that. If you have a role sitting at 14 and you want the gear at 20, that is the single clearest case on the whole curve for paying somebody, because it is the only stretch where the game asks for roughly twice what it used to and gives you nothing extra for it.

Which track to put the money on

Assault and Medic fill themselves. You shoot people and you bandage people whether or not you set out to, so both tracks tick over in the background of normal play. Recon fills faster than most people expect once you carry binoculars, because a mark that a teammate converts pays you the assist without you firing.

Support and Driver are the ones that stall, and they stall for the same reason: the work is unglamorous. Building a Forward Operating Base, walling it, keeping it supplied, repairing vehicles with a wrench, hauling crates to a position nobody is defending yet. It is genuinely useful to a team and genuinely dull to grind, and Season 1 made it worse by moving Heavy Tank back to Driver level 35 and raising Support's Large Hammer unlock to 75,000 dollars. Those are the tracks where a levelling order buys you something you were never going to get on your own.

Pilot is its own case. The track is not slow so much as unforgiving, because the fastest way to fill it is carrying a full cabin into the Control Zone and the fastest way to empty a match is putting that cabin into a hillside. If you want the Havoc and you do not want to learn helicopter handling first, that is a reasonable thing to buy.

Price a levelling order Compare the bundles

05 / In detail

Buying in-game cash

Cash in Wardogs is not a score. You spend it every single life, because your loadout is bought before you deploy and lost with you when you die, so a bad run costs money in a way that a bad run in most shooters does not. That changes what a cash balance is for.

There are two separate jobs it does. The first is keeping you in the loadout you want match after match without dropping down to a starter rifle when you have a poor night. The second is clearing the one-off unlock prices at the Trader, and those are the numbers worth planning around, because Season 1 moved most of them upward.

Work backwards from the unlock

Pick the thing you actually want and price it. Support's Large Hammer is 75,000 dollars now. The Artillery Tank is 500,000 and sits behind Career level 90 as well. A 6-10x MOA scope is 45,000. The Little Bird with miniguns is 50,000. A Forward Operating Base module is 7,500 a time, and you will place more than one.

Then subtract what you will earn on the way. This is the step people skip. A match where you drive the M113 Spawn APC into the Control Zone and park it well pays 3,000 for the delivery and 250 for every teammate who spawns on it, and ten spawns is another 2,500. A medic with a full backpack of resuscitators was earning 900 a revive and 200 a bandage in the beta. Those are not trivial rates against a 45,000 dollar scope, and a player who does one of those loops deliberately for a few evenings does not need to buy anything.

The New Recruit Discount trap

Below Wardog level 9 the Trader sells to you at half price. That is a real discount on real prices and it disappears the moment you cross the line. Buying a large balance while you are still inside it, and then spending it afterwards, throws away the only structural advantage a new account has. If you are new, spend inside the discount and buy the balance later.

The service sells cash in fixed steps, and the slider shows you its increment along with the smallest and largest orders it will take before you commit. Most people need far less than they think once they have priced the actual unlock instead of guessing.

Price a cash order Or book a farming run

06 / Role breakdown

The six tracks and what feeds each one

What generates experience on each role track
TrackFed byFills on its own?
AssaultRifle kills. A headshot pays 275 against 250 for a body shot, so accuracy is worth about ten per cent.Yes
MedicSMG kills, bandaging, reviving, and healing after a revive. A resuscitator turns a slow revive into a fast one.Yes
ReconMarking with binoculars, monocular or range finder, and marksman or sniper kills. A marked target killed by a teammate pays you the assist.Only if you carry the gear
SupportBuilding at a FOB, wrench repairs on friendly vehicles, delivering supplies, destroying enemy vehicles and FOBs.No
DriverDriving players and supplies into the Control Zone, plus assists from what your passengers do next.No
PilotFlying players and supplies to the zone or to a FOB. Same assist chain as Driver, higher risk per trip.No

The column on the right is the one to buy against. Two tracks fill from playing the game the way most people already play it. One fills only if you remember to bring a 75 dollar pair of binoculars. Three do not fill unless you deliberately set out to fill them, and those three are where a levelling order earns its price.

Everything in that table adds to your Wardog level, because that level is the six added together and nothing else. A player who mixes roles inside one match is climbing the career ladder cheaply, even while each individual track crawls, and the career ladder is where the armour lives.

07 / Ordering

How an order runs

  1. Build it

    Pick the service, set the range or the amount, add whatever extras you want. One of those extras hides the session from your friends list, and it is not charged for.

  2. Pay

    Stripe handles the card. Nothing about the card itself lands on the operator's own infrastructure, which sees only that the charge cleared and an identifier it can query later.

  3. Hand over access, if the order needs it

    This happens after you have paid, inside your dashboard, through a form that encrypts what you type. Orders that run in a party never reach this step at all.

  4. A booster claims it

    The order becomes visible to boosters cleared for Wardogs. Payment reaches them in stages tied to progress rather than as a lump sum at the start, so abandoning a job halfway is expensive for whoever abandons it.

  5. Watch it, or do not

    The percentage you see is built from actual in-game figures the booster types in as they go, not a guess. Live streaming is available if you would rather watch. Messages to the booster go through the order itself.

  6. Completion

    You get evidence of the work. Any stored credentials are destroyed when the order closes and you receive written confirmation that it happened. Change your password regardless.

No delivery time appears on this page, because the operator declines to attach one to an individual order, reasoning that a deadline nobody can honour is worse than an honest silence. The cancellation rule stands in its place: an order that stops moving stops costing you.

08 / Read this first

The risk you are actually taking

Bulkhead's enforcement policy, last updated on 7 September 2026, names this directly. Under what is not allowed it lists "win trading, deliberate throwing, boosting, and playing to farm rewards rather than to play the game", and separately "buying, selling, renting or sharing accounts, and playing on an account that isn't yours".

Three things in that policy matter more than the headline, and none of the pages selling this will tell you about them.

The account holder carries it

The policy says the account holder is responsible for any infraction on the account, and that penalties apply no matter who was playing at the time. That is the sentence that empties out the claim every competing site makes about region-matched VPNs giving you security. A VPN changes where a session appears to come from. It does not change who Bulkhead holds responsible, and it never did.

The ladder ends somewhere you cannot appeal

Four enforcement actions exist: a server restriction, a temporary suspension, a permanent account ban and a hardware ban. A permanent ban applies across Wardogs and may extend to other games Bulkhead operates on the same account system, and it is usually accompanied by a hardware ban on the device. Only the permanent account ban can be appealed. Server restrictions, temporary suspensions and hardware bans are final in themselves, though a hardware ban imposed alongside a permanent ban is lifted with it if that ban is overturned.

Progression can be taken back

Bulkhead can remove or reset progression, cosmetics and statistics obtained through cheating or exploits, and revoke leaderboard placements. For economy abuse specifically it has said it will reset cash and experience to zero alongside a timed ban.

You can read the whole thing yourself at wardogs.com/enforcement. Do that before you buy anything, here or anywhere else.

What is true about how these orders are run

No software touches your account. Everything is played by hand, which costs more and takes longer than a script would, and that trade is deliberate, because scripted input is the category anti-cheat exists to catch. Boosters work from your region rather than their own, for a simple reason: a login history confined to one country that abruptly shows a session somewhere else, timed to hours the owner is never awake for, draws attention by itself. Where a login is required it is encrypted at rest with its key kept apart from the database, each time somebody opens it that is recorded, and the whole record goes when the order closes.

None of that is a guarantee and it is not offered as one. The honest summary is that the services where no login ever changes hands, rent a driver, item drops and rent a booster in a party, carry the least exposure, that piloted work carries more, and that the publisher has told you in writing what it thinks of all of it. Only you can decide whether to take that on.

09 / The operator

Why buy this from Dogboosting

Five claims, each one checkable against a policy the operator has already published rather than a promise made on a landing page. That is the argument for buying Wardogs boosting here rather than from whoever is cheapest this week.

The refund rule is arithmetic

Stop an order midway and the bill is worked out from the progress the booster logged, using in-game figures rather than a judgement call. Nothing is added for cancelling and nothing is shaved off the remainder.

Fourteen days to change your mind

A statutory window runs for a fortnight from confirmation, and you can use it without explaining yourself. If nothing has started yet, everything comes back.

Boosters are paid in stages

Boosters draw their money as progress lands, not at the point they claim the job. It is an incentive built into the payment flow rather than an assurance somebody has written down.

Credentials are treated as a liability

Most of what is sold here runs without a password ever changing hands. When one is required it arrives after payment through an encrypted form, sits encrypted with its key stored away from the database, and is destroyed at completion. A log survives it, recording the fact of each access rather than its contents.

No estimate dressed up as a deadline

Timings are published as estimates drawn from how long similar work has taken, and they are not presented as promises, because match length and queue times are nobody's to control. An order that has stopped moving can be cancelled, and the proportional rule handles the rest.

10 / The long tail

Everything else worth knowing before you buy

Reaching level 20 on your own time

Bulkhead put a figure on this when it published the Season 1 curve: the intention is that a median player sits around level 20 after 20 to 25 hours. That is the account-wide picture though, not one track. A single role track to 20 needs 250,000 experience on its own, and a player splitting their time across six roles is filling all six slowly rather than one quickly.

Why a flat price per level is misleading

Because the levels differ by a factor of roughly twenty-eight from 10 to 50, and the Season 1 rebalance was concentrated in the middle rather than spread evenly. A Wardogs boosting site that sells you "levels 1 to 35" as one number has quietly averaged over a curve that is not smooth. Look at what the range you want actually costs in experience before you compare two prices.

What the career level gates that no single class does

Four armour and helmet pairs, the backpacks, and the armour-piercing ammunition types. The pairs land at career 3, 30, 60 and 100, and each one takes a single payment: 17,500 dollars, then 87,500, then 175,000, then 350,000. Since the career level is just your six class levels totalled, this is the part of the game that rewards breadth, and it is what decides whether you survive being shot at.

Whether item drops are worth it over farming the cash

It depends on whether the thing is behind a level as well as a price. A vehicle or weapon gated only on cash is a question of how many evenings you want to spend earning it. One gated on a role level as well, such as Heavy Tank at Driver 35 since Season 1, is not something a cash balance solves, and that is the case where an item order or a levelling order does something farming cannot.

What happens if you log in during a piloted order

Two sessions on one account knock each other out, and the progress in flight is lost. It is one of the few things the operator's refund policy excludes outright, alongside changing the password mid-order without passing on the new one. Pause the order first, play, then resume.

Whether any of this survives a wipe

Wardogs is in early access and Bulkhead has said each season will carry a different experience curve with a different item order. That is a reason to buy against something you want to use now rather than treating a balance or a level as a long-term store of value. Nobody selling this can tell you what the next season does, and any page that implies otherwise is guessing.

11 / Questions

Frequently asked questions

Does buying Wardogs boosting get my account banned?

It can. Bulkhead's enforcement policy lists boosting, farming rewards rather than playing, and sharing an account among the things it will suspend or ban you for, and it states that the account holder is responsible for any infraction on the account no matter who was playing. Nobody selling this can promise you otherwise, and anyone who says the word undetectable is describing a wish. What is true is that no software touches your account on a Dogboosting order, boosters play manually from your own region, and self-play orders never need your login at all.

What is the difference between a role level and a Wardog level?

A role level belongs to one of the six tracks, Assault, Medic, Support, Recon, Driver and Pilot, and it fills only from work that role does. Your Wardog level, which Bulkhead calls the career level, is those six added together, so it has no experience cost of its own and cannot be raised on its own. Role levels unlock that role's gear. The career level unlocks what no single class owns: the four armour and helmet pairs at career 3, 30, 60 and 100, the backpacks, and the armour-piercing ammunition.

Which role should I buy levels in first?

Buy the track you avoid playing, not the one you enjoy. Assault and Medic fill on their own because kills, bandages and revives happen whether you plan them or not. Support and Driver are the tracks that stall, because building a Forward Operating Base and running supply vehicles is slow, unglamorous work that most players skip, and Season 1 pushed Heavy Tank back to Driver level 35.

Do you need my account login?

Often not. Rent a driver is self-play only, item drops are handed to you in match while you play on your own account, and rent a booster has a party option where nobody signs in but you. Levelling and cash orders do need a booster to sign in, and so does rent a booster if you pick the account-shared option. Where a login is required it goes in after payment through an encrypted form in your dashboard. Dogboosting encrypts what you give it, keeps the key away from the database, records every time the record is opened, and destroys it once the order closes.

How much in-game cash is worth buying?

Work backwards from the unlock you want rather than picking a round number. Season 1 moved Support's Large Hammer to 75,000 dollars, the Artillery Tank to 500,000, and the 6-10x MOA scope to 45,000. If you are below Wardog level 9 the New Recruit Discount halves vendor prices, so buying a large balance before you cross that line wastes some of it.

Did Season 1 make levelling slower?

Sharply, and unevenly. Below level 6 nothing changed. Level 10 went from 25,000 experience to 35,000, level 15 from 54,750 to 110,000, and level 20 from 111,500 to 250,000, which is 124.2 per cent slower. From level 35 the curve flattens again, so the late ranks rose by roughly a sixth to a fifth rather than doubling.

Can I play on my own account while an order is running?

Only if you pause it first. Two sessions on one account eject each other and whatever was in flight is lost, which is why this sits on the short list of things the refund policy will not cover. Pause, play, resume.

What if a booster stops halfway through my order?

Cancel it, and you are billed for the share that got logged and nothing beyond that. The split is worked out from in-game figures the booster records while working, so it is arithmetic rather than a negotiation. Cancelling itself is free and nothing is withheld from the balance that comes back.

Do you use bots or scripts?

No. A human plays every order, which is the main reason this costs what it does, because a script would be cheaper and quicker. Automated input is also the easiest thing in the world for anti-cheat to spot, and Bulkhead's policy calls out macros, scripts and hardware input devices by name.

What happens to my login details when the order closes?

They are destroyed, and you get that in writing when the order completes. A log of accesses outlives them, noting when somebody opened the record without preserving what was inside it. Rotating the password afterwards is good practice and the completion email tells you so.

12 / Guides

Five things worth knowing about the grind

Written for this site. Each one answers a question the service pages skip.

Which actions feed which role track, and what the Wardog level is for

The single most common mistake in Wardogs is grinding hard and unlocking nothing. It happens because six class tracks fill at different speeds, the career level is nothing more than their total, and the item you want sits on exactly one of those ladders.

Start with what a role track actually counts. Assault counts kills made with an assault rifle. Bring the wrong primary and the kills feed nothing on that track. A headshot is worth 275 experience against 250 for a body shot, so precision is worth about a tenth on this track and no more than that. Assault fills fastest in objective fights where contact is constant, which is another way of saying it fills fastest where you were going anyway.

Medic counts SMG kills alongside the medical work: bandaging, reviving, and healing somebody after you have picked them up. The important detail is that the heal after the revive pays separately from the revive, so a medic carrying a large backpack full of bandages earns twice from one downed teammate. Carry a resuscitator to turn the slow default revive into a fast one, and unlock the defibrillator at Medic 11 when you can afford the 1,600 dollar tool and the 150 dollar batteries it eats, each good for five uses.

Recon counts marks. Put binoculars, a monocular or a range finder in your loadout, put the reticle on something, and the target is marked for your team. If a teammate converts that mark, you take the assist, and you took it without firing. Marked helicopters are the best example: a Recon player who tags a transport helicopter that somebody else shoots down collects for an engagement they never entered. The gear costs 75 dollars at the low end, which makes this the cheapest track to start deliberately feeding.

Support counts construction and maintenance. Building defensive structures around a Forward Operating Base, repairing friendly vehicles with a wrench, delivering supplies, and destroying enemy vehicles and enemy FOBs. Note that the last of those is a combat action on a track most people think of as non-combat, which is why a Support player with a launcher levels faster than one with only a hammer.

Driver and Pilot count delivery. Driving or flying players and supplies into the Control Zone, and then the assists that follow from what those passengers do once they are out. Distance alone pays a little. A full cabin delivered alive into the zone pays properly, and then keeps paying while the passengers fight.

Sitting on top of all six is the Wardog level, and it is not a seventh track. It is the six added together, with no experience cost of its own, so every point you earn anywhere moves it by exactly as much. It gates the cross-class items: the four armour and helmet pairs at career 3, 30, 60 and 100, costing 17,500, 87,500, 175,000 and 350,000 dollars respectively, plus the backpacks and the armour-piercing ammunition.

The practical conclusion is that specialising costs you armour. Early class levels are cheap and late ones are brutal, so six tracks taken to 15 and one track taken to 90 both leave you at career level 90, and the first costs a small fraction of the experience. The player who does nothing but shoot reaches the good plates late, which is how you end up at a high Assault level dying to somebody who spent their evenings bandaging and driving.

The M113 Spawn APC, the first reliable cash loop in a match

If you want a repeatable way to leave a match richer than you entered it without being good at shooting, this is the one. The spawn vehicle is an M113 APC with a satellite dish on the roof, and it appears at each team's HQ once either team reaches 20 points.

The job is simple to describe. Get in it at HQ, drive it to the Control Zone, and park it somewhere it will survive. The delivery itself pays 3,000. After that it becomes a piece of infrastructure your team spawns from, and every teammate who deploys on it pays you 250. Ten spawns is another 2,500, and that number keeps climbing for as long as the vehicle is alive and usefully placed.

Placement is the whole skill. The temptation is to drive it as close to the fighting as it will go, because that is where people want to spawn. Do that and it lasts ninety seconds, because a stationary armoured vehicle in the open is the single most attractive rocket target on the map and every Recon player in the area is marking it for exactly that reason. The opposite mistake is parking it safely two hundred metres back, where nobody deploys on it and the passive income never starts.

What works is the outer edge of the Control Zone with something solid between the APC and the fight. Between buildings, behind a wall, in a compound, tucked against terrain. Close enough that a player deploying on it is in the action within a few seconds of walking, far enough back that it is not the first thing somebody sees when they crest a ridge. The other reliable option is driving it to one of your team's Forward Operating Bases and leaving it there, which trades a little proximity for a position that already has defences and people around it.

Two things to know before you commit an evening to this. First, only one person on the team can do it at a time, so it is not a strategy you can rely on every match, and if somebody has already taken it you need a second plan. Second, the APC is a shared asset and a teammate who does not know what you are doing will happily drive it into the middle of the zone and get it killed. Taking it yourself at the twenty-point mark is as much about preventing that as it is about the money.

The income also compounds in a way that is easy to miss. You are not only paid for the spawn. You pick up further income when the players who deployed from your vehicle go on to survive and score, which is the same assist chain the Driver track runs on. A well-placed APC in a long match is doing three jobs at once: paying you a delivery fee, paying you per spawn, and quietly feeding your Driver track while you do something else nearby.

Set against the Season 1 vendor prices, a couple of good matches of this is a Forward Operating Base module at 7,500 and change. Ten or twelve is a 6-10x MOA scope at 45,000. That is worth knowing before you price a cash order: this loop is real income, and it is the reason the honest answer to "how much cash should I buy" is usually "less than you think".

Marking with binoculars, how Recon earns without firing

Recon is the track most people misread. The word suggests sniping, the class unlocks rifles and bipods, and so new players buy a marksman rifle and go looking for kills. Those kills do feed the track. They are simply the least dependable way to fill it, because they need you to win fights, and marking does not.

Binoculars cost 75 dollars and are available from the start. Put them in your loadout, find a position with a view over a Hot Zone or an enemy Forward Operating Base, lie down, and put the reticle on things. Every soldier, vehicle and structure you look at is temporarily marked, on the map and in the world, for everybody on your team. That is the entire mechanic, and it is worth money and experience on its own.

The part that makes it efficient is the assist. When a teammate kills something while your mark is on it, you collect. You did not fire, you did not expose yourself, and you are paid. Scale that across a team of people fighting over a zone you can see and the income is steady in a way that shooting never is, because shooting depends on you winning fights and marking does not.

Some targets are worth far more attention than others. Transport helicopters are the standout: a marked helicopter that somebody else brings down pays a Recon player for a kill they could not possibly have made with a rifle. Parachuting infantry are the same idea in miniature, visible for several seconds and helpless while they are. APC spawn vehicles matter for two reasons at once, because marking one both pays you and takes away the enemy's spawn infrastructure. Buildables like the L81 Mortar are worth flagging for your own mortar and assault teams, who often cannot see them.

The reason this is the best opening track for a cautious player is the risk profile. Your loadout is bought before you deploy and lost with you, so early matches spent learning the maps with an expensive rifle are matches spent losing money. A 75 dollar pair of binoculars on a hill loses you almost nothing when it goes wrong, teaches you the map geometry that everything else depends on, and earns while you learn. You can move up to a monocular and then a range finder as the track opens them.

If you do want the rifles, the sequence matters. The SKS unlocks at Recon level 5 and costs 25,000 at the Trader, which is a meaningful step up from the starting bolt-action for finishing targets you have already marked. Season 1 also raised the scopes: the 6-10x MRAD went from 25,000 to 40,000 and the MOA from 30,000 to 45,000. Those are the purchases that turn a spotter into a sniper, and they are worth planning a cash balance around rather than buying on impulse.

One habit separates people who earn on this track from people who carry binoculars and forget them. Mark continuously, not reactively. The instinct is to raise the binoculars when something interesting appears. The income comes from sweeping constantly, so that whatever your team engages is already marked when the shooting starts rather than a second afterwards.

FOB logistics, what a Support main is actually paid for

Support is the track that stalls, and Season 1 made the entry to it considerably more expensive. A Forward Operating Base module went from 2,500 to 7,500. The Medium Hammer unlock went from 10,000 to 25,000, and the Large Hammer from 25,000 to 75,000, with the Large Hammer also pushed from level 7 to level 8. Bulkhead's stated reasoning was that it wanted both to be more of a choice. They are.

That pricing hides a useful piece of knowledge: a Medium Hammer spawns inside every placeable FOB. You can use it long before you can afford to buy one from the Trader. In practice this means the first several hours of the Support track do not require the 25,000 dollar purchase at all, provided you are working out of a base somebody has already placed. New Support players who do not know this stand around waiting to afford a tool that is sitting in the building next to them.

The loop itself has four parts, and all four pay. Placing and building a base. Walling it so it survives contact. Keeping it supplied. Repairing the vehicles that come to it. The default FOB position at the start of a match is the tower nearest your spawn, which is fine for the first few minutes and useless afterwards, because the fighting moves and the base does not. The value is in the second and third bases, placed toward the Control Zone at positions your team is about to need rather than positions it has finished with.

Supply is where a Support player stops working alone. A base needs build supplies, ammunition and fuel brought to it, and those arrive by vehicle. This is the point where the Support track and the Driver or Pilot tracks stop being separate activities. Loading a Kodiak Flatbed or a Ural with logistics and running it to a forward base pays the driving track for the delivery and the Support track for what you do when you arrive. A pilot with no passengers to carry can fill the cabin with supplies and drop them at a FOB instead, which is both safer than taxiing and better paid than flying empty.

The combat half of the track surprises people. Destroying enemy vehicles and enemy FOBs feeds Support, not Assault. A Support player carrying a launcher alongside a hammer is working both halves of their own track, and an enemy base taken down is worth doing for the progression quite apart from what it does to the enemy's spawns. This is the reason a Support main who only builds levels more slowly than one who builds and then goes looking for something to blow up.

Where this matters for buying is the shape of the track. It is slow, it is deliberate, and nothing about normal play fills it by accident. Nobody builds a base because they happened to be nearby. That makes Support the clearest case on the six tracks for a levelling order, and it is also why farming runs suit it: the same loop that fills the track is the loop that earns the cash, so an evening spent building and supplying moves both at once in a way that a levelling-only or cash-only view of the game misses entirely.

What Season 1 did to the levelling curve

On 9 September 2026 Bulkhead published the Season 1 Changelog ahead of early access and, unusually, printed the old and new experience requirements side by side. Most studios describe a rebalance. This one showed its working, which means you can price the change rather than guess at it.

The summary in the notes was that levels 10 to 20 were slowed and the curve flattened from 35 onward, with the stated aim of putting a median player around level 20 at 20 to 25 hours. The table underneath tells a sharper story than that sentence does.

Below level 6, nothing moved. Level 6 itself went from 8,750 to 9,250, which is 5.7 per cent and not worth noticing. Then the wall starts. Level 10 went from 25,000 to 35,000, up 40 per cent. Level 15 went from 54,750 to 110,000, which is 100.9 per cent, a clean doubling. Level 20 went from 111,500 to 250,000, up 124.2 per cent, and that is the largest single move on the entire track.

After that the increases shrink steadily. Level 25 rose 69.3 per cent, level 30 by 36.2, level 35 by 20. From there the changes are almost uniform and modest: 17.9 per cent at 40, 16.0 at 45, 19.3 at 50, which took level 50 from 838,000 to a round million. Bulkhead published the bands as far as 50 and the class tracks carry on past it, so read that table as the stretch the service covers rather than the whole ladder.

What this does to the shape of the grind is worth spelling out, because it is not what "levelling is slower now" implies. The early game is untouched, so a new player's first evening feels the same as it did. The late game is only slightly dearer, so a player already at 40 barely noticed. The entire weight of the change landed on the middle, on exactly the stretch where a player has learned the game, has picked a role, and is grinding toward the gear that makes that role work.

Bulkhead paired it with economy moves that push in the same direction. Artillery moved to Career level 90 and Heavy Tank to Driver level 35, so two of the most wanted vehicles went further away on the level axis at the same time as the levels got longer. The Artillery Tank also went from 400,000 to 500,000 on the cash axis. A few things moved the other way, and they are worth knowing: the Z20 Lakota and the Ural both dropped from 50,000 to 35,000, and the Dune Buggy from 35,000 to 25,000.

Five days later, patch 0.11 split the server browser into Community and Official lists and attached a 5 per cent End of Match cash bonus to community servers for the following week, by way of apology for having underserved them. The same notes carried a warning that is not an apology at all: cash exploits draw a timed ban with cash and experience reset to zero, and an account tracked joining a known experience farm server for more than a few minutes is banned permanently.

The conclusion for anybody deciding what to buy is narrow and specific. The levels worth paying somebody else to grind are 15 to 25, because that is where the game now asks for roughly double what it used to and hands back nothing extra. Below that, do it yourself over a weekend. Above 35, the curve is close to what it always was, and the case for buying is about your time rather than about the rebalance.

Diagram of a match layout showing HQ on the left, a Forward Operating Base in the middle, the outer and inner Control Zone on the right, and a marked parking position for the spawn APC inside the outer ring behind cover.
Where the loops in these guides sit relative to each other. The APC parking position is the one described in the spawn vehicle guide: inside the outer ring, behind something solid.