WARDOGS vs Squad: which one is for you
These two get compared constantly and the comparison usually stops at the surface. We think the real split is what each game does to you when you die.
The comparison people usually make
Both games put a lot of people on a big map with vehicles and let them fight over ground. Both kill you quickly. Both care about where your team is rather than how good your aim is.
That is where the usual comparison stops, and it misses the thing that actually separates them.
What dying costs
In Squad, death costs you a wave timer and a walk. You lose position and you lose minutes, and the kit you spawn with is the kit you would have had anyway. The pressure is on your patience.
In WARDOGS, death costs you everything you were carrying. If you went out with a $5,500 FAL, a $1,500 helmet and a $1,000 vest, that is $8,000 gone and you buy your next life from what is left. Cash carries between matches, so the loss does not reset when the round does.
The effect is strange and we like it. You get careful about specific things rather than careful in general. Nobody sprints a $14,000 tank into a treeline. Everybody sprints a $500 Bobcat wherever they like.
Structure
| Squad | WARDOGS | |
|---|---|---|
| Teams | 2 | 3 |
| Players | Up to 100 | Up to 100 |
| Command layer | Squad leaders, commander | None |
| Respawn | Rally points, FOBs, wave timers | Buy a new kit |
| Kit | Role licensed per squad | Anything you can afford |
| Progression | Unlocks by role | Six class ladders plus a career level |
| Match length | Often over an hour | First to 100 points |
Squad's command structure is the reason it plays the way it does. A squad leader placing a rally point is making a decision that four other people live inside. Remove that and you remove a lot of what makes Squad feel like Squad.
WARDOGS removes it. Coordination still happens, because moving people to the Control Zone pays and because the third team makes going alone expensive. It happens through incentives rather than through a chain of command.
Progression works differently
Squad gates kit by role inside a squad. You take the marksman slot or you do not get the rifle.
WARDOGS levels six classes from what you actually play: Infantry, Recon, Support, Medic, Driver and Pilot. Each ladder opens the gear of its trade at set levels, and reaching the level is half the job. The item then takes a one-time cash payment before it joins the shop. Your WARDOG level is all six class levels added together, and that career number gates the account-wide gear: armor tiers, backpacks, sidearms.
So gear is earned by playing the class and paid for with cash, never handed out through a role queue. Every entry in the database shows its gate and its unlock price.
The practical upshot is that nobody has to ask permission to take a sniper rifle. Recon 25 and a $150,000 payment unlocks the MK22, and after that losing one in the field still costs $6,400 a life.
Pacing
Squad asks for patience. Long approaches, long holds, an hour on a good round, and a genuine possibility that you spend ten minutes walking and then die to someone you never saw.
WARDOGS keeps resolving. The Control Zone moves, the Hot Zone doubles the payout somewhere else, and the score climbs toward 100. There is still travel, and a Bobcat covers 8 km on a tank of fuel for a reason. The game keeps handing you a new reason to be somewhere.
- Squad rewards you for holding a line for twenty minutes.
- WARDOGS rewards you for reading which of the other two teams is about to lose, and being nearby when they do.
Which one to play
Play Squad if you want the command structure and the commitment. Nothing in WARDOGS replaces a good squad leader running a competent squad, and nothing here asks that much of you either.
Play WARDOGS if you liked Squad's scale and bounced off its overhead. You get the vehicles, the logistics and the sense that positioning matters, with an economy doing the work that Squad's rules do.
If you are coming across, the one thing to read first is how to spend your opening $10,000. Squad instincts will tell you to take the best kit available. That is the fastest way to go broke here.
Questions people ask
Is WARDOGS a milsim like Squad?
Does WARDOGS have squad leaders and command like Squad?
Is WARDOGS easier to get into than Squad?
How long is a WARDOGS match compared to Squad?
Wardogs Zone has its own server, and it opens at launch
A hundred slots with our name on the door, open the minute Early Access unlocks. The address and the settings are on its own page now.
WARDOGS unlocks Thursday at 16:00 UTC: the Early Access countdown
16:00 UTC on Thursday. Noon in New York, five in London, two in the morning in Sydney. The clock is on this page.
WARDOGS Early Access: release time, price and what you get
Doors open at 16:00 UTC on the tenth. What $39.99 buys on day one, and who we think should wait a patch.