Gaming Guide

WARDOGS Stingray Guide: How to Farm Cash With the Anti-Vehicle Drone

The $5,000 loitering munition one-taps any non-MBT — what to target and how to protect your launcher.

The $5,000 loitering munition one-taps any non-MBT — what to target and how to protect your launcher.

The Stingray loitering munition is the closest thing WARDOGS has to a guaranteed payday. You buy a shot, fly it into something expensive, and the game hands you more cash than the shot cost. The catch is that every launch is a $5,000 gamble on a target that might move, and on you not getting shot in the back while you are staring at a drone feed.

Quick answer: Place the Stingray launcher inside a walled, roofed bunker, then spend the $5,000 per shot only on stationary high-value targets — enemy spawn vehicles, artillery that is actively firing, or a parked Gepard. A confirmed hit on a self-propelled artillery vehicle paid out $14,900.


Stingray cost, damage, and the one target it cannot kill

The Stingray (an Anduril Altius airframe) is a one-way drone. You launch it from a tube and terminal you build, steer it in first person, and detonate it on impact. There is no recovering it and no partial refund, so the entire economy of the weapon comes down to whether the thing you hit was worth more than $5,000.

DetailValue
Cost per shot$5,000
Resource cost900 mechanical spare parts
DamageOne-tap kill on any vehicle that is not a main battle tank
Hard limitMBTs such as the L2A6 ($14,000) survive a single hit
Confirmed payout example+$14,900 on a self-propelled artillery vehicle

That one-tap rule is the whole appeal. Anti-air, artillery, armed transports, spawn vehicles — none of them need a second strike. The main battle tank is the exception, and it is the one piece of armor you should leave to a launcher stack or IEDs rather than feeding it $5,000 drones.

Player aiming the Stingray launcher next to sandbags, with the minimap and ammo counter on the HUD
The Stingray launcher set up behind sandbag cover, ammo and minimap visible on the HUD. Image: BULKHEAD

Which vehicles are worth a $5,000 strike

Every vehicle in the game is bought with real match cash, so destroying one deletes someone’s bankroll and pays you for the privilege. Cheap transport is not worth the ammunition. Anything that sits still and costs more than a starting wallet is.

TargetRecorded valueWhy it is worth the shot
Enemy spawn vehicle~$15,000 destruction bountyWhole enemy team spawns on it; killing it collapses their frontline
SPH-2 artillery$8,000–$10,000 across buildsParks up to fire, so it is stationary and easy to hit
Flakpanzer Gepard$8,000Removes the anti-air that is grounding your team’s pilots
SAM emplacementsBuilt at FOBsSame effect as the Gepard, and it cannot move at all
Armed transport$3,750–$6,750Marginal — only when it is loaded or blocking a push
Main battle tank$14,000Skip it. One strike will not finish it

Note: the spawn vehicle only appears once any team reaches 20 points, so early matches will not have one to hunt. Its satellite dish is the weak point, and a direct strike takes the whole vehicle out of service rather than just disabling the spawn.


When to launch: the three windows that pay

Timing matters more than aim. A moving vehicle can outrun your terminal dive, and you have already paid whether you hit or not. Three situations are reliable enough to spend on.

  • An enemy spawn vehicle that has been parked and is feeding troops into the zone.
  • Enemy artillery that is actively firing, which you can identify from the kill feed before you ever see it.
  • A Gepard sitting in a fixed anti-air position, usually near a FOB.

Finding the target in flight

You are not given a magic waypoint. Once the drone is airborne, target acquisition is on you, and the clock is the drone’s fuel and the enemy’s reaction time.

Watch the kill feed before you launch. Artillery kills tell you a gun is firing somewhere, and repeated entries mean the crew is settled in one spot rather than repositioning.
Use the compass at the top of the drone view to point yourself at the enemy spawn or the general bearing where those kills are landing. Cross-check the map beforehand so you fly out on a straight line instead of wandering.
Free-look while you cruise. Vehicles get highlighted in the drone feed, so panning the camera left and right across the terrain finds targets far faster than nose-steering toward every shape you see.
Save the boost for the terminal dive. Lock the target, line up the descent, then burn speed on the way in so there is less window for the vehicle to roll out from under you.
Drone flight view with red vehicle markers highlighted and boost, brake, free-look and eject prompts on screen
The in-flight drone HUD, with highlighted vehicle markers and the boost, brake, free-look and eject controls. Image: BULKHEAD

A successful strike is unambiguous. The vehicle explodes and the screen posts a cash figure alongside a Vehicle Destroyed line and a Kill Confirmed banner. If you do not see that payout, the drone missed or hit something that survived.


Build a bunker around the launcher before you spend a cent

The single most expensive mistake with this weapon is losing your body while the drone is in the air. Piloting locks you into the terminal, so mortar fire or a two-man raid can force you to bail out mid-flight. Bailing means the $5,000 is gone with nothing to show for it. Building cover first turns the launcher into a fixed asset you can use over and over.

Switch to your hammer and set the launcher on a platform, ideally tucked inside a FOB rather than out in the open. A flat, raised base makes the walls snap together cleanly around it.
Build mode open with the hammer tool, placing a fortification around the Stingray launch platform
Build mode with the hammer out, starting the protective structure around the launch platform. Image: BULKHEAD
Turn snapping on and ring the platform with Bremer walls, Hesco blocks and sandbag barriers. Snapping removes the gaps that shrapnel and small arms slip through, and it keeps the footprint tight enough to stay inside your FOB’s build area.
Bremer walls and Hesco blocks snapping into place to form a perimeter around the drone launcher
Bremer walls, Hesco blocks and sandbags snapped into a solid perimeter. Image: BULKHEAD
Leave a single doorway and put a roof on top. Overhead cover is the part most people skip, and it is the part that stops indirect fire from ending a launch you already paid for.
Check the finished structure with your hammer. Highlighted fortification pieces confirm what has been placed and what still needs building or repairing before you commit to a shot.
Large Hammer highlighting a yellow-marked fortification piece during construction
The hammer highlighting an unfinished fortification piece in yellow. Image: BULKHEAD

With the launch tube and terminal enclosed, you can fly out, take your time picking a target, and come back to a launcher that is still standing.


Why a strike loses money

There are only a few ways to burn $5,000 with nothing in return, and all of them are avoidable.

  • You bailed out of the terminal because you were under fire, so the drone is lost mid-flight.
  • The target was moving and cleared the impact point during the dive.
  • You hit a main battle tank, which survives a single strike.
  • You spent the shot on cheap transport worth less than the drone.

Run properly, anti-vehicle work sits alongside piloting and logistics as one of the higher-ceiling ways to make cash in WARDOGS, with the added benefit that every payout you collect is money taken directly off an enemy player’s balance sheet. Fortify the pit, be patient about targets, and let the kill feed tell you when to launch.