WARDOGS FARMING,
DONE FOR YOU.
BY HAND.

Cash, levels, drops and crew, farmed by real players while you are offline. You buy the exact amount you need. Nothing bundled you did not ask for.

Side view of an M113 spawn APC with its satellite dish raised, framed by targeting brackets.
01

WARDOGS FARMING SERVICES

Every Wardogs farming and Wardogs boosting service, priced per unit. Each row opens the live calculator in the store.

02

WARDOGS CASH FARMING

Sold in fixed steps, so you buy the exact amount you need. The rate per step never moves, whatever the size of the order.

CUSTOM AMOUNT 1,500,000 SEE PRICE OPEN LIVE CALCULATOR →
03

WHAT YOUR CASH UNLOCKS

Why 5M instead of 1M. Vendor prices below are the Season 1 figures.

500KBoth Recon scopes at $40,000 and $45,000, Support's Large Hammer at $75,000, and the Level 2 armour and helmet pair at $87,500. Still change left over.
1MAdds Level 3 armour at $175,000, the Little Bird with miniguns at $50,000 and a Z20 Lakota at $35,000.
2MClears the Artillery Tank at $500,000 and the Level 4 armour pair at $350,000 in one order, with room for the garage.
5MEverything above plus the AMR 50 at $200,000, a Ural and a Kodiak Flatbed at $35,000 each, and a Dune Buggy at $25,000.
10MMore than three times over the roughly $2.79M the entire career ladder costs in unlock fees on the way to career 150.
FARM IT YOURSELF 120+ hrs

A strong spawn-APC run banks about $5,500: $3,000 for driving it into the Control Zone, then $250 for each teammate who spawns on it. Even at three matches an hour that is $16,500, so 2M is north of 120 hours.

VS
OR DON'T 0 hrs

The same 2M, farmed by hand while you are offline. Same wallet at the end of it, and not one of your evenings spent on transport runs.

04

WHAT EACH CLASS FARMS

Wardogs boosting and farming covers all six classes, level 1 to 50. Each track pays from its own work, and some pay in cash as well as experience.

WHAT A MATCH PAYS, IN GAME
ActionPays
Spawn APC into the zone$3,000
Each teammate spawning on it$250
Revive a teammate$900
Bandage a teammate$200
Binoculars, one-off cost$75

Optional on any order: jump the queue, watch it live, or keep the session off your friends list. Pick them on the order page.

05

HOW WARDOGS FARMING WORKS

  1. 01

    Place the order

    Pick a service, set the exact amount or range, watch the price update before you commit.

  2. 02

    Choose the mode

    Piloted through an encrypted login form, or self-play with a farmer in your squad.

  3. 03

    Watch it happen

    A progress bar that moves with the real in-game numbers, a chat window straight to your farmer, and a pause button.

  4. 04

    Delivery with proof

    A farmer must file evidence for every item before the order can be marked finished.

06

SELF-PLAY OR PILOTED

Two ways to run any order. The per-unit price is the same either way.

SELF-PLAY ZERO ACCOUNT ACCESS

A farmer joins your squad and works beside you. Nothing is shared, so there is nothing to hand back. Rent a driver runs this way always, and item drops never need a login either.

PILOTED WE LOG IN, WE FARM

Farmers run shifts on your account. The login goes in after payment through an encrypted form, is region matched to where you normally play, and is deleted when the order closes. You will be asked to turn off any authenticator that would lock a farmer out mid session.

WHY WARDOGSFARMING.COM

HAND-FARMED

Real players in real matches. No bots, scripts, dupes or injected currency, ever.

LIVE BOARD

Every order gets a progress page with direct farmer chat and a pause control.

PROOF PER ITEM

An order cannot close until evidence has been filed for every item on it.

EXACT PRICING

Flat per-unit rates, no forced bundles, and no fee for cancelling partway.

07

WARDOGS FARMING GUIDES

How the farming actually works in game, with the real numbers. Free whether you buy or not.

GUIDE 01

The M113 spawn APC loop

The most reliable cash loop in the game, and the one most players never take.

READ →

The spawn vehicle is an M113 APC with a satellite dish on the roof, and it appears at each team's HQ once either side reaches 20 points. Bringing it into the Control Zone pays $3,000 on its own, before a single teammate has spawned. After that every teammate who spawns on it pays you $250, so ten spawns is another $2,500, and it keeps paying for as long as the vehicle survives.

Placement is the whole skill. Park it in the open near the fighting and a rocket finds it inside a minute, because a stationary armoured vehicle is the most attractive target on the map. Park it two hundred metres back and nobody deploys on it. What works is the outer edge of the zone with a building or a wall between the APC and the contact.

Only one person per team can do it, so take it the moment it appears. You also keep earning assists from what the players who spawned on you go on to do, which quietly feeds the Driver track while you are parked.

GUIDE 02

Control Zone transport payouts

Where transport pay comes from and why a full cabin beats a fast lap.

READ →

Driving distance pays a little. Delivering people pays properly. The Driver and Pilot tracks both count players and supplies moved into the Control Zone, and the payout scales with how many you brought and whether they arrived alive.

The part people miss is the tail. You keep earning assists from what your passengers do after they get out, so a cabin dropped into a fight that your team then wins pays considerably more than the same cabin dropped somewhere quiet. Peak hours are worth more for the same reason: full lobbies mean full vehicles.

If there are no passengers, load logistics instead. Supplies run to a forward FOB pay the driving track for the delivery and the Support track for what you do when you arrive, which is two tracks moving on one trip.

GUIDE 03

FOB logistics as a Support main

Slow, unglamorous, and the track a levelling order is most worth buying.

READ →

Season 1 made the entry expensive. A Forward Operating Base module went from $2,500 to $7,500, the Medium Hammer from $10,000 to $25,000 and the Large Hammer from $25,000 to $75,000, with its unlock level pushed from 7 to 8.

Here is the thing that saves you the first purchase: a Medium Hammer spawns inside every placed FOB. You can use it long before you can afford to buy one, so the early hours of the Support track need no tool of your own at all, provided somebody has put a base down.

Four things pay: placing and building, walling it so it survives, keeping it supplied, and repairing vehicles that come to it. The default position at the start of a match is the tower nearest your spawn, which stops being useful the moment the fighting moves. The money is in the second and third bases, placed toward the zone your team is about to need rather than the one it has finished with.

Destroying enemy vehicles and enemy FOBs also feeds Support, which is why a Support player carrying a launcher levels faster than one carrying only a hammer.

GUIDE 04

Binocular spotting for passive income

Seventy-five dollars of kit, no exposure, and it pays while you learn the maps.

READ →

Binoculars cost $75 and are available from the first match. Put them in your loadout, find a position overlooking a Hot Zone or an enemy FOB, lie down, and put the reticle on things. Everything you look at is marked for your whole team, and when a teammate kills a marked target you collect the assist without firing.

Some targets are worth far more attention than others. Transport helicopters are the standout, because a marked heli that somebody else brings down pays you for a kill you could never have made. Parachuting infantry are the same idea in miniature. Enemy spawn APCs are worth double, since marking one both pays you and costs the enemy their forward spawn.

This is the best opening loop for a cautious player because your loadout is bought before you deploy and lost with you. A $75 pair of binoculars on a hill loses almost nothing when it goes wrong, and teaches you the map geometry everything else depends on.

The habit that separates earners from people who merely carry binoculars: sweep continuously rather than raising them when something appears. Income comes from targets already being marked when the shooting starts.

GUIDE 05

Pilot shuttle routes

Turning a transport helicopter into a steady cash and Pilot XP loop.

READ →

A shuttle loop between spawn and the active objective banks Pilot experience and transport pay on every drop. Keep rotations short, land flat and land often, and passengers keep choosing your aircraft over the one that crashes.

The track is not slow so much as unforgiving. A full cabin delivered into the Control Zone pays well and keeps paying through assists. A full cabin put into a hillside costs you the trip, the aircraft and everyone in it. That asymmetry is the whole reason Pilot stalls for most players.

Route around known anti-air positions rather than over them, and treat altitude as a cost rather than safety. Season 1 also cut the Z20 Lakota from $50,000 to $35,000, which makes the first serious transport helicopter considerably easier to reach than it was.

If passengers dry up, fill the cabin with logistics and drop them at a friendly FOB instead. It is safer than taxiing and better paid than flying empty.

GUIDE 06

Loadout cost control

The quiet cash leak. What your deaths actually cost, and how to stop bleeding.

READ →

Your loadout is bought before you deploy and lost with you when you die. That makes Wardogs unusual: a bad night does not just waste time, it costs money, and the better your kit the more each death costs.

The first lever is the New Recruit Discount. Below Wardog level 9 the Trader sells to you at half price, and it vanishes the moment you cross that line. Spend inside it rather than banking cash to spend afterwards.

The second is running cheap on purpose during farming sessions. Transport loops, spotting and FOB work do not need an expensive primary, so stock weapons and a $75 pair of binoculars keep your cost per life near zero while the income stays the same. Save the premium kit for the objective pushes where it changes the outcome.

The third is knowing which unlocks are gated on cash alone and which also need a class level. Anything gated only on cash is a question of evenings. Anything gated on a level as well, such as Heavy Tank at Driver 35 since Season 1, is not something a balance solves.

08

WARDOGS FARMING FAQ

How is Wardogs farming priced?

Everything is priced on its own unit rather than as a package. Cash is sold in fixed steps, so you buy the exact amount you need. Leveling is billed by the level, and the later brackets cost more because they simply take longer. Item drops are per item, bundles are four fixed tiers, and crew is hourly. The calculator on each order page shows the running total before you commit to anything.

Is the cash farmed by hand?

Yes. Farmers earn it in real matches through transport pay, objectives, spotting and vendor work. Nothing is duplicated, exploited or injected, which matters because economy exploits are the thing the publisher acts on fastest.

How fast is cash delivered?

Nobody here quotes you a finish date, because a promised date that slips is worth less than no date at all. Your order page carries a live progress bar rather than a promise, and express moves your order ahead of standard ones in the queue for 30 per cent of the base price.

Can my Wardogs account get banned for farming?

The risk is real, and anyone telling you it is zero is selling you something. Farming and boosting sit outside the game's rules, so nobody can promise a guaranteed outcome. What reduces it is method. A person plays every session, the connection is matched to the country your account already signs in from, and hiding the session from your friends list costs nothing. Want none of it? Take a self-play order, where your password never leaves your own hands.

What is the difference between Wardogs farming and Wardogs boosting?

They overlap. Farming usually means banking a resource, so cash or class experience, over a booked block of work. Boosting usually means reaching a named target, so a class taken from level 12 to level 25, or a specific unlock cleared. The same farmers do both, the rates are the same, and the order page will price either.

Do you need my login?

Often not. Rent a driver is self-play only, item drops are handed to you in match while you play, and rent a booster has a party option where nobody signs in but you. Cash and leveling orders do need a farmer to sign in. Where a login is required it goes in after payment through an encrypted form, the key is held away from the database, every access is logged, and the record is destroyed when the order closes.

How much cash should I actually buy?

Work backwards from the unlock rather than picking a round number. Support's Large Hammer is $75,000, a 6-10x MOA scope is $45,000, the Little Bird with miniguns is $50,000 and the Artillery Tank is $500,000. Then subtract what you will earn on the way, because a good spawn-APC run banks around $5,500 a match on its own.

Which class levels fastest?

Assault and Medic look after themselves, since shooting people and patching them up both happen without you planning either. Support and Driver stall, because building a FOB and hauling supplies is deliberate work most players skip. Those two are where a levelling order buys you something you were never going to grind yourself.

Can I split a big order?

Yes. Cash is sold in steps rather than fixed blocks, with the smallest order being 50,000, so you can size it to the exact unlock you are chasing. Level ranges can be set to any start and finish inside 1 to 50 and worked around your own play hours.

How do I track my order?

Every order gets a live page showing progress from your exact start to your exact finish, with direct farmer chat and a pause control. The percentage comes from real in-game values the farmer enters as they work rather than an estimate, which is also what the refund calculation uses if you cancel partway.

What happens if a farmer stops halfway?

Pull the plug and the bill covers the progress that was recorded, and stops there. A fortnight runs from the moment you confirm, and inside it you can walk away without explaining yourself. An untouched order refunds in full. No cancellation charge, and no slice taken off what comes back.

What is Wardogs farming, exactly?

Wardogs ties progression to two things: in-game cash, which buys weapons, gear and vehicles from the Trader, and six class tracks that each level from their own work. Your Wardog level, the career level, is simply those six added together, and it is what unlocks armour, backpacks and armour-piercing ammunition. Farming means an experienced player earns that cash or experience for you, either on your account or beside you in a squad. The market for it exists because Season 1 stretched the middle of the curve on purpose, leaving a typical player near level 20 somewhere around the twenty to twenty-five hour mark.

SKIP THE GRIND.
KEEP THE LOOT.

START FARMING →

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