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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:
    1. Buy Ammo Supplies from the vehicle vendor while in a vehicle’s driver seat.
    2. Load them in a Small Crate on a vehicle with crate space (Ural, Kodiak, Humvee variants or the Z20 Lakota).
    3. 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.