Board
Strong versus bait
The match is a 100-player, three-team King of the Hill. If a play does not put bodies in the Control Zone — or pay the people who do — it is probably content.
EA provisional · verify in-gameEarly Access / Season 1 figures. Treat as a planning aid and verify the vendor and payouts in-game before you spend.
Strong
Strong
Bodies in the Control Zone
Most players inside the 2×2 km zone score a point every 30 seconds. First to 100 wins.
This is not a battle royale and not an extraction shooter. A 20-kill life outside the circle loses to a squad that stood on the hill. If you are not sure what to buy, buy something you can walk into the zone with.
Strong
Hot Zone counts as two
Inside the Hot Zone a player counts as two for capture, and teamplay cash gets a bonus.
Treat it as the real objective, not a loot pin. Cheap kit that stays beats expensive kit that peeks a road. Loading-screen wording is specific: capture weight plus bonus cash on team actions — not a vague ‘everything is doubled’ myth.
Strong
Watch the third faction
Push one team too hard and the third walks into your back.
Lonestar, Valkyra, and Manticore keep every fight unstable on purpose. When two colors brawl on a lip, the third color owns the Hot Zone. Call the third before you dump a magazine into a 1v1 that does not matter.
Strong
Teamplay is the class system
Revives, taxis, pallets, building, and holding pay. Your wallet is the class select.
There is no locked class screen. Rifles feed Assault, SMGs / aid feed Medic, LMGs / launchers / hammers feed Support, marksman tools feed Recon, trucks feed Driver, helicopters feed Pilot. Buy the job you want to level.
Strong
Rebuy math
Cash persists between matches. Five T-21 deaths are $3,000. Five Bushmaster deaths are $0.
Enter inexpensive, loot after the lane is dead, upgrade when the bank can eat two more deaths. New Recruit Discount (50% under Wardog 9) is the window for expensive permanent unlocks — it expires forever after that.
Strong
Pallets and taxis win nights
A delivered pallet (~$2,500 vs ~$400) and a full taxi often out-earn a hero rifle.
Fill seats. Dump in cover. Ping supplies. The artillery tank is funded by this loop over several matches, not by one clip.
Bait
Bait
Road-kill tourism
Chasing fights on the outer map while your hill is empty.
Kills outside the Control Zone do not capture. They also pull you into third-faction crossfires with no score to show. If the kill does not help the zone, it is content, not a plan.
Bait
Early heavy metal
Buying the ~$500k tank because the icon is loud.
Persistent cash means a wreck follows you into the next match. Driver 35 plus a bank that survives the loss — or do not buy it. Season 1 grind is longer, not shorter.
Bait
Ghillie as armor
Leafy kit with no plates, standing where the Hot Zone can see you.
Ghillie is concealment. Helmets and Level armor are damage reduction. Mixing those jobs up is how players think they are tanky when they are only camouflaged.
Bait
Looting a live lane
Stripping a body while the third team is still shooting.
You drop your cheap kit and the loot. Wait until the contact is actually dead, then take mags — especially STANAG off M4 / T-21 / M249 families.
Bait
Empty helicopter
A $6,250 bird with one ego in it.
Pilot money is passengers. Crash tax can hit ~$1,500 per soul. AA exists. Learn on empty hops, then fill the bench or stay on a Bobcat.
Bait
Unlock flex on a tilt streak
Buying Galil / M4 / FAL because one life felt rich.
Level opens the tile; cash unlocks it; life buy happens every spawn. If you cannot rebuy it twice, it is not your gun tonight. Run the free rifle and keep the hill.