WARDOGS Support Guide: Heavy Gunner Loadout, Suppression and Ammo
Pin them down so your team can move. The best LMG loadouts, where to set up, how to keep your faction stocked with ammo, and when to pack up and move.
By n0xen, . 5 minute read.
WARDOGS Support Guide: Heavy Gunner Loadout, Suppression and Ammo
The heavy gunner is the player who locks down an area. With a belt-fed machine gun on a bipod, you can stop an entire enemy push, keep heads down while your Assault players move, and turn a F.O.B into a fortress.
You’re also the player who keeps the faction stocked with ammunition, whether that’s sharing magazines with riflemen or keeping your F.O.B’s emplacements loaded.
Heavy gunner in one line: Pick a strong position, suppress everything that moves, keep the ammo flowing, and move before the enemy pins you down.
Heavy Gunner at a Glance
| Main job | Suppression, area denial and keeping the team supplied |
| Engagement range | 50 – 500 m |
| Progression track | Support (machine guns, shotguns, launchers and building tools) |
| Armour | Medium, or heavy if you’re driven to the fight |
| Works best with | Assault players to cover, Recon to spot targets, a driver to move you |
The Heavy Gunner Loadout (Season 2)
Unlock levels below are Support track levels unless stated. Prices are approximate vendor prices per life.
| Slot | Budget | Recommended | Premium |
|---|---|---|---|
| Primary | MP43 or M500 shotgun (close range only) | PKM (Support 15, ~$4,500) | M249 SAW (Support 20, ~$3,200) or Evo-3 Ultra (Support 30, ~$7,250) |
| Optic | Iron sights or red dot | Red dot | 4x Combat Prism Scope with Reflex (Support 21) |
| Bipod | – | PKM Bipod | M249 Bipod (Support 24) or Evolys Bipod (Support 33) |
| Sidearm | Cheap pistol | Cheap pistol | Cheap pistol |
| Helmet | Light helmet | Medium helmet | Medium or heavy helmet |
| Armour | Level 1 | Level 2 (4.5 kg) | Level 3 (10.5 kg, unlocks at Wardog 70) – only if you’re driven in |
| Backpack | Field Backpack | Operator Backpack (15 slots) | Ruck Backpack (~$2,400, 24 slots) |
| Ammo | Spare boxes plus loose ammo | 2–3 spare belts or boxes plus loose ammo | As much as your backpack allows |
| Extras | Bandages, smoke | Bandages, smoke, frag | Bandages, 2 smoke, frag |
Which Machine Gun Should You Use?
- PKM – belt-fed, hard-hitting and one of the strongest weapons in the game. In Season 2 it unlocks earlier (Support 15), making it the go-to machine gun.
- M249 SAW – slightly lighter-hitting but cheaper, and it uses STANAG magazines like the riflemen’s, so your squad can share ammo. Comes with 100-round fabric and 200-round box options.
- Evo-3 Ultra – the new Season 2 top-tier machine gun for players with the cash.
- Shotguns – the starter option. Great in buildings, useless at range.
Weight Is Everything
Machine guns and their ammo are heavy. A PKM alone is around 7.5 kg before you add belts.
- Don’t stack heavy armour on top unless someone is driving you to the fight.
- Fill your backpack with ammo, not luxuries.
- Ride with a driver or pilot whenever you can. Walking a heavy kit across the map is slow and dangerous.
How to Play Heavy Gunner
1. Suppress, Don’t Just Shoot
Your biggest contribution isn’t kills, it’s keeping the enemy’s heads down.
- Fire controlled bursts at enemy positions so they can’t peek.
- Suppress the enemy while your Assault players move across open ground.
- Tell your team when you’re covering them:
Suppressing the treeline, move now. - Keep firing at a building or ridge even if you can’t see anyone. It stops them returning fire.
2. Choose Your Position Carefully
A machine gun is a defensive weapon. Set up somewhere that gives you a long view of ground the enemy has to cross.
- Cover open ground, roads, bridges and approaches to your F.O.B or the Hot Zone.
- Deploy your bipod on a wall, a window ledge or while prone. It makes you far more accurate.
- Fire from inside a room or behind sandbags rather than out in the open.
- Have cover on both sides so you can’t be flanked easily.
3. Always Have an Exit
Once the enemy knows where you are, you become their number one target.
- Pick your fall-back position before you start firing.
- When snipers or grenades start landing on you, move.
- Use smoke to cover your relocation.
4. Keep the Ammo Flowing
Being the ammo player is part of the job.
- Share ammo with your squad. If you’re running an M249, you use the same STANAG magazines as the riflemen, so coordinate with them.
- Reload behind cover, and refill from loose ammo between fights.
- F.O.B emplacements (machine gun nests, mortars and other built weapons) need Ammo Supplies:
- Buy Ammo Supplies from the vehicle vendor while in a vehicle’s driver seat.
- Load them in a Small Crate on a vehicle with crate space (Ural, Kodiak, Humvee variants or the Z20 Lakota).
- Drive into your F.O.B’s radius and drop the crate near the emplacement.
- Ammo Supplies only stock buildable weapons inside the F.O.B radius. They won’t reload your own gun.
- Ammo Supply Pallets unlock through your Wardog level and let your team stock up in bulk.
Team Tip: Lock the vehicle when you leave it at the F.O.B, so nobody drives off with the remaining ammo.
5. Work With Your Team
- Recon spots targets for you. Ask them to call positions so you know where to suppress.
- Medics keep you alive. Stay close to cover they can reach.
- Assault players are the ones you’re protecting. Talk to them.
- You’re not an anti-vehicle player. If armour shows up, call it out and let your Engineer deal with it.
6. Hold the Objective
- A well-placed machine gun can hold the Hot Zone on its own against small groups.
- Watch the approaches to the next Hot Zone position before it moves there.
- Help defend Towers your faction has captured.
Common Heavy Gunner Mistakes
- Running around with an LMG. It’s a defensive weapon. Set up and hold.
- Firing from the same spot all match. You’ll be found and removed.
- Heavy armour on foot. You’ll be too slow to reach the fight.
- Running dry. Bring more ammo than you think you need.
- Fighting vehicles. Call them out instead.
- Forgetting your bipod. Spraying unsupported wastes ammo.
Pre-Deployment Checklist
- Machine gun and bipod
- Plenty of spare belts or boxes plus loose ammo
- Cheap sidearm
- Bandages, smoke and a frag
- Medium armour (heavy only if you’re driven in)
- A lift to the fight, and a position planned on the map
Remember: You might not top the kill feed, but every enemy who couldn’t move because of your fire is a fight your team won.
Unlock levels and prices are for Season 2 (Update 0.2.0). WARDOGS is in Early Access, so check the in-game vendor for the latest values.
Useful? Send it to your squad.
More guides
- Guide
WARDOGS Cash Guide: How to Earn Cash as a Beginner
Your $10,000 has to last. Every confirmed Season 2 payout, the new delivery streaks, and the cheap, low-risk jobs that keep your bank growing between matches.
31 Oct 2026
- Guide
WARDOGS Beginner’s Guide: How to Play, Score and Survive
New to WARDOGS? The three factions, how the Control Zone and Hot Zone score, what to buy with your first $10,000, and the habits that keep you alive in Season 2.
31 Oct 2026
- Guide
WARDOGS Driver Progression Guide: How to Level Driver Fast
Drop teammates in the zone, keep them alive, drive back and do it again. Every way to earn Driver XP, the fastest route, and every Driver unlock in Season 2.
1 Nov 2026
