Wardogs: Arma 3’s King of the Hill goes big — 100-player, three-team warfare with a CS-style economy

Wardogs: Arma 3’s King of the Hill goes big — 100-player, three-team warfare with a CS-style economy

Game intel

Wardogs

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Genre: ShooterPublisher: Team17
Mode: MultiplayerView: First personTheme: Action, Open world

This caught my attention because three-team skirmishes have always forced players to think differently – and Wardogs promises to stretch that tense rock-paper-scissors of conflict across a 100-player battlefield with vehicles, destructible bases and a buy-economy. It could be the antidote to battle royales and extraction shooters if the balance and netcode hold up.

Wardogs – a tactical, three-way King of the Hill scaled to Battlefield-sized maps

  • Three teams of players fight for a randomized 2×2 km control zone inside a 256 km² map; first to 100 points wins.
  • Destructible and fortifiable environments plus vehicles aim to blend tactical baseplay with large-scale mobility.
  • Persistent cash and round-style buy system (think Counter-Strike) rewards actions and teamwork for better gear and vehicles.
  • Steam Early Access targeted for 2026; developed by Bulkhead with Arma 3 King of the Hill creators Sa‑Matra and published by Team17.

{{INFO_TABLE_START}}
Publisher|Team17
Release Date|Steam Early Access (2026)
Category|Tactical multiplayer FPS / King of the Hill
Platform|PC (Steam)
{{INFO_TABLE_END}}

What Wardogs actually is

Wardogs adapts the Arma 3 King of the Hill formula into a standalone 100-player game where three sides compete over a small, moving control zone inside a massive 256 km² map set in “derelict industrial mountains of Eastern Europe.” A random 2×2 km hotspot is selected each match; teams accrue points by having the most players inside that hotspot and the first team to reach 100 points wins.

Cover art for Wardogs
Cover art for Wardogs

Matches reshape environments: structures can be damaged, destroyed, or fortified into new defensive positions. Vehicles (land and air) enable fast rotations and heavy strike options. The other big twist is an economy like Counter-Strike: every respawn gives you money to buy weapons, items and even vehicles, and money is earned through actions that typically reward teamwork – transporting troops, reviving allies, or securing the zone.

Why this matters — beyond the press release

There are three practical reasons Wardogs is worth watching for competitive and teamplay-focused players.

  • Three-team dynamics change incentives. You can’t treat enemies as a single mass — decisions become political and opportunistic: push, flank or hold while two other teams slug it out.
  • The buy-economy ties individual success to team utility. Rewarding transports, revives and objective play (not just kills) nudges players toward roles and coordinated play rather than lone-wolf farming.
  • Destructible-but-fortifiable environments create evolving tactical puzzles. If implemented well, matches will feel emergent: a house tonight’s fortress could be rubble tomorrow, forcing mid-game rethinking.

What I’m skeptical about (and what I want to see)

Wardogs’ concept is promising but fragile in execution. A few concerns stand out:

  • Balance across three teams is notoriously hard — matchmaking and scoring must prevent snowballing where one team is locked out of winning early.
  • Netcode and server performance are critical with 100 players, vehicles and destructible geometry on a massive map — Early Access should focus on stability first.
  • Economy design can either create meaningful choices or reduce matches to money races where teams buy the same meta loadouts every round.

What this means for players

If Bulkhead leans into the tactical core and listens to playtest feedback, Wardogs could carve out a niche for players who want Battlefield-like scale but with objective-focused, team-centric play and the round-to-round decision-making of CS. Expect roles to matter: transport specialists, engineers who fortify chokepoints, long-range marksmen and coordinated vehicle crews.

that said, success depends on measurable choices: clear role incentives, robust anti-cheat and stable servers. The limited closed playtests and a deliberate Early Access roadmap are promising signals that the team wants iterative community input instead of rushing for a big launch.

TL;DR

Wardogs takes the Arma 3 King of the Hill idea and scales it to 100 players with three-team politics, destructible/fortifiable environments and a CS-style buy economy. It’s an exciting concept that could offer a tactical, team-first alternative to battle royales — but it hinges on balance, netcode and economy tuning during Early Access in 2026. I’m eager to test the first playtests; this model has real potential if Bulkhead and Sa‑Matra keep iterating with players.

G
GAIA
Published 2/9/2026
4 min read
Gaming
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