Gaming How-To

WARDOGS: How to Run Logistics (Full Supply Loop)

Buying crates, loading ammo, fuel, build, and mechanical supplies, then unloading them at a FOB that actually needs them.

Buying crates, loading ammo, fuel, build, and mechanical supplies, then unloading them at a FOB that actually needs them.

Logistics in WARDOGS is the job nobody assigns you and everybody needs. Three factions fight over one Control Zone, the map is destructible, and every player rebuys their kit each life out of a cash balance that follows them between matches. None of that holds together if ammo, fuel, and building supplies stop arriving at the Forward Operating Bases near the fight. Running supplies is a short, repeatable loop, and once you know the key presses it takes about two minutes per trip.

Quick answer: Get into a cargo-capable vehicle at your team’s main base, press B to open the Garage Vendor, buy a crate or pallet and fill it with the supply type your team needs, drive or fly to a friendly FOB, press G to drop the load, then hold F on it to transfer the supplies into the base.


What a logistics run delivers

A run has two halves. First you buy cargo at your main base using your own cash, which means you are personally out of pocket until the load lands somewhere useful. Second you deliver it to a place that converts it into something your team can spend, which in practice means an active FOB or a position close to the Control Zone.

Cargo comes in two shapes. Crates are general storage that eat a bed or vehicle slot, with a Small Crate costing $75 and armored variants sitting behind progression. Pallets are purpose-built supply loads tied to a single resource type. Pallets are the cleaner delivery, because a teammate holds a single key on the pallet at the FOB and the whole thing is absorbed, while crates generally have to be emptied item by item.


Vehicles that can carry cargo in WARDOGS

Not every vehicle has cargo space, and buying a pallet before checking is the fastest way to waste money. Speed is the wrong thing to shop for here. A light vehicle threads narrow routes with one crate; a truck carries a much larger investment and needs turning room, an escort, and somewhere safe to park while it unloads.

VehicleCargo role
UralThe practical hauler for full supply pallets
Humvee / Kodiak variantsTake smaller containers, not full pallets
MH-6Carries a small crate plus up to five passengers; skips terrain entirely
BobcatMoves people, not demonstrated as a cargo hauler
BuggyNo demonstrated container space

Armed variants add protection but do not add bed capacity. A weapon on the truck does not make the truck bigger.


Run a supply delivery with the MH-6

Buy a transport at your team’s main base and walk up to it. The helicopter is the easiest starting point because it ignores mud, slopes, and blown bridges, and it can reach a hilltop FOB that a truck cannot climb.
Press the entry prompt to get in. Take the pilot seat if you are flying the load yourself; the passenger prompt puts you in one of the five seats instead.
MH-6 helicopter with the F entry prompt highlighted for boarding as a passenger
The boarding prompt at the MH-6, showing the passenger seat option. Image: BULKHEAD
While seated at a friendly main base, press B for the buy prompt. This is where the vendor lives, and it only appears inside a vehicle in a vendor area, so do not expect it out in the field.
In-helicopter view with the B buy ammo and supplies prompt on screen
The B prompt for buying ammo and supplies, shown from the pilot’s seat. Image: BULKHEAD
The Garage Vendor opens with the vehicle’s own tabs, including countermeasures and other fittings for the airframe. Skip past those unless you plan to fly near anti-air, and move to the logistics side of the menu.
Garage Vendor menu open on the countermeasures tab for the MH-6
The Garage Vendor’s countermeasures tab for the MH-6 rotary vehicle. Image: BULKHEAD
On the logistics screen, buy your container. A Small Crate is $75 and drops into a compatible slot such as the left or right slot, separate from the vehicle’s normal internal inventory, which is for tools and smaller gear.
Logistics screen with the utility tab open and a Small Crate selected for the MH-6
The Small Crate being inspected on the MH-6 logistics screen. Image: BULKHEAD
Fill the container with one resource type. Fill the largest required object first and only then use leftover space, and resist the urge to carry a bit of everything when the FOB asked for one thing.
Open the map and pick the destination before you lift off. Mark a primary route, a backup, and a spot to turn around, and note where the Control Zone and your team’s FOBs sit relative to your base.
Bakurani map screen showing terrain and regional grid coordinates
The Bakurani map screen, used to pick a drop point and route before departure. Image: BULKHEAD
Start the engine with SPACE, fly the route, and stop short of the worst crossfire rather than landing on top of the fight. Announce the arrival so builders clear the area and defenders watch the approach.
Hover or land at the drop point and press G to deploy the crate. It falls out of the slot and sits on the ground where anyone can pick it up.
Hold F on the dropped load at a valid FOB to transfer it into the base’s usable supply pool. If the truck or helicopter cannot reach the final position, a small crate can be pulled into your backpack and carried the last stretch by hand, at the cost of inventory space and being on foot in the open.

Note: B, G, and F are the controls recorded from the vehicle logistics flow, and the same keys do other jobs on foot, in build mode, and in aircraft. Read the on-screen prompt before you commit, and check the controls menu after any major update.


Supply types and what each one feeds

Four resource categories show up in the vendor. Asking the receiving FOB what it is short on before you pay is the difference between a profitable trip and an expensive donation to a base that is already full.

SupplyWhat it keeps running
Ammo SuppliesInfantry weapons and emplacements
Build SuppliesFOB construction, walls, and defenses
Fuel SuppliesVehicles and fuel-hungry structures
Mechanical SuppliesRepairs and vehicle support systems

How to confirm the delivery counted

A dropped crate sitting on the dirt is not a completed delivery. The run only closes when the hold prompt finishes and the supplies move into the FOB’s pool, at which point you get paid and the resource becomes available to the players using that base. Watch your cash balance after the transfer, since the payout lands there.

Deliveries at an active FOB or near contested ground are worth far more than the same cargo dumped in empty terrain. Dropping supplies somewhere irrelevant returns little or nothing, no matter how far you flew to get there.


Why a supply run pays nothing

  • The vendor screen never opened because the vehicle was not at a friendly main base, or the vehicle has no cargo slots at all.
  • You bought a pallet for a vehicle that only accepts small containers.
  • The cargo landed outside the valid transfer area, so nothing was ever absorbed.
  • The destination was already stocked, or the FOB does not accept that resource type.
  • You parked in the only vehicle entrance and blocked the people who were meant to unload you.
  • You reran the same road after the enemy already ambushed it once.

If a pallet refuses to unload, check the selection, your distance from the receiver, whether there is space, and whether the resource matches what the base takes.


What logistics is worth in cash

Everyone starts with $10,000 and keeps whatever they finish a match with, so the money you spend on crates is real money you will miss when you rebuy a loadout. The upside is that support actions pay. Transporting friendlies, reviving, repairing, building, capturing Towers, and holding the Control Zone all generate income, and players inside the moving Hot Zone earn double.

The steadiest version of the job is pallets into FOBs near the objective, combined with ferrying players on the same trips. Passengers you drop into a fight tend to feed you assist earnings afterwards, which is why pilots who mix transport with cargo out-earn pure haulers. Treat any specific payout you see in one match as a sample rather than a rate, because prices, capacities, and rewards shift between builds.

Keep the loop tight and the rest takes care of itself. Ask what is short, buy the one resource that fixes it, take a route nobody has ambushed yet, and finish the transfer instead of leaving a crate in a field. A team that never runs out of ammo, fuel, and build supplies at the FOB next to the zone wins more of those fights than the team with the prettier killfeed two grid squares away.