Gaming Guide

WARDOGS Havoc Gunner: Loadout, Costs, and the CIWS Threat

What it takes to crew the Mi-28 Havoc as a gunner, from unlock costs to the anti-air that ends flights.

What it takes to crew the Mi-28 Havoc as a gunner, from unlock costs to the anti-air that ends flights.

The Mi-28 Havoc is the dedicated attack helicopter in WARDOGS, and it runs as a two-person crew. The pilot handles the airframe and rocket fire while a second player takes the gunner seat and works the nose cannon. Getting real value out of that gunner seat depends on three things: unlocking the aircraft, arming it properly, and knowing what will shoot you out of the sky.

Quick answer: The Havoc unlocks at Pilot Level 35 and costs $500,000 to buy. A full kit of countermeasures, cannon ammo, and rockets runs about $25,000. Its biggest hard counter right now is the player-built CIWS (C-RAM), which can delete the helicopter, tanks, and fortifications with no overheat.


How to unlock the Mi-28 Havoc

The Havoc sits at the top of the Pilot progression track. You need to reach Pilot Level 35 before you can purchase it, and the purchase itself costs $500,000. That is a heavy commitment compared with lighter airframes, so most players build up the Little Bird and Huey first before touching the attack helicopter.

RequirementValue
Pilot level to unlockLevel 35
Purchase cost$500,000
Full ammo and countermeasure kit~$25,000
Crew seats2/2 (pilot + gunner)

Because the aircraft is a rotary-wing attack platform rather than a taxi, both seats matter. The gunner is not a passenger. That second player is the one putting rounds on infantry, vehicles, and structures while the pilot keeps the airframe steady.


Arming the Havoc at the Garage Vendor

You buy ammunition and countermeasures from the Garage Vendor menu in the Safe Zone before takeoff. Opening the vendor lets you stock flares, cannon ammunition, and rockets against your earned cash. Skimping here is how a crew ends up flying into a hot zone with no defensive options left.

ItemRoleCost
FlaresAnti-air countermeasure, deploys 3x bursts$750
30MM HE CannonHigh-explosive cannon rounds, small area of effect$500
122MM HE RocketHigh-explosive unguided rocket, large area of effect$150 each

You can check your full kit from the inventory screen, which lists your equipment, storage, character loadout, health, weight, and total item value. Confirm the flare count and cannon ammo before you lift off rather than after you take the first lock warning.

Havoc inventory screen with the Primary Weapon slot highlighted, showing loadout and item value
The inventory screen with the Primary Weapon slot selected, showing equipment, storage, health, weight, and item value. Image credit: Bulkhead / via @RealGF26

Havoc gunner seat: thermal camera and 30mm cannon

The gunner works from a thermal camera that now includes a zoom function, which was not present in the pre-alpha build. That zoom makes it far easier to pick out infantry and spawn vehicles as the aircraft passes over a town, and to keep tracking targets at range.

Gunner drone camera surveying a town from above with F to interact and Left Shift to zoom prompts
The gunner camera surveying a town from above, with prompts to interact using F and zoom with Left Shift. Image credit: Bulkhead / via @RealGF26

One thing to account for is shell travel time. The 30mm cannon rounds move relatively slowly, so you need to lead moving targets and factor in the aircraft’s own motion. Rockets, meanwhile, were nerfed against aircraft. Destroying a Little Bird used to take a single rocket and now takes three, which pushes the Havoc’s rockets more toward ground targets and fortified positions.


Flying the Havoc: crew roles and flight model

The Havoc’s flight model sits between a Little Bird and a Huey. It is heavier than the nimble Little Bird but more maneuverable than the Huey, and it rewards a hovering, positioning-focused style rather than high-speed passes. A skilled pilot holds a stable platform so the gunner can line up shots, and repositions between engagements instead of orbiting one spot.

Gunner camera in NO MAN'S LAND view surveying river terrain through a 1.5x zoom reticle
The gunner camera surveying terrain through the 1.5x zoom reticle during a low bridge run. Image credit: Bulkhead / via @RealGF26

Terrain flying is part of that discipline. Experienced pilots thread the Havoc under railway bridges and low concrete overpasses along rivers to break line of sight. That kind of maneuvering keeps the crew alive when anti-air is active, but it only works if pilot and gunner communicate constantly. A poorly coordinated crew simply advertises its position to every AA weapon on the map.


The CIWS (C-RAM) threat and other anti-air

The single biggest danger to a Havoc crew is the player-built CIWS, also called the C-RAM. It is extremely effective right now, with a 5-second reload time and no overheat mechanic. It can shred Hesco barriers, dismantle forward operating bases in seconds, and destroy tanks, all while covering an effective range of about 1 km.

Havoc aerial camera showing a 1.5x zoom reticle over a hillside while surveying
The Havoc aerial camera active with a 1.5x zoom reticle over a hillside, scanning for anti-air positions. Image credit: Bulkhead / via @RealGF26

Because a CIWS being built near the objective changes the whole threat picture, the gunner should prioritize destroying one before it can fire. Spotting a CIWS under construction on open ground and removing it early is far cheaper than losing a $500,000 helicopter to it later.

Helicopter camera showing READY while surveying mountainous terrain under player control
The helicopter camera reading READY while sweeping mountainous terrain for targets. Image credit: Bulkhead / via @RealGF26

Proposed balance fixes for the CIWS include adding an overheat mechanic, reducing its 1 km effective range, or restricting where it can be placed so it cannot sit at high elevations. None of those changes are confirmed. For context on how the developer approaches balance, Bulkhead previously removed the Flakpanzer vehicle entirely because of its own balance problems, so the AA picture can shift between updates.

Note: Major updates can reset progression and cash, so a Havoc unlock and bankroll are not guaranteed to carry across wipes. Spend deliberately before any announced reset.


Havoc gunner targets: FOBs and armor

When the anti-air picture is clear, the gunner earns its keep against structures and vehicles. High-value targets include enemy forward operating bases, including ones built on top of stadium stands, plus tanks caught on roads and infantry holed up in buildings. The 122mm rockets and 30mm cannon can strip walls off a residential building to clear defenders inside.

Aerial camera centered over a facility as a missile strike hits an enemy position
The aerial camera centered over a facility during a strike on an enemy FOB. Image credit: Bulkhead / via @RealGF26

The financial reality still favors caution. A tank is a more consistent, safer investment than a Havoc, since a downed helicopter costs both the airframe and its kit. That means a gunner should treat every sortie as a resource to protect, hitting FOBs, armor, and clustered infantry, then returning to the Safe Zone to rearm rather than loitering until the CIWS finds you. Fly deliberately, remove the anti-air first, and the Havoc becomes one of the strongest support platforms on the map.