WARDOGS Assault Starter Guide — Free Rifles, T-21 and the AK74
Published 2026-09-11Updated 2026-09-193 min read
The new-player assault path in WARDOGS: faction starter rifles, the $600 full-auto T-21, the AK74 at Infantry 3, and the AMP-9 budget SMG.

Assault is the frontline job — and the most expensive hobby for a new account. This buying order keeps you effective without donating your bankroll.
Life One: The Free Faction Rifle
Every faction has its own starter assault rifle, and all of them share identical stats — pick by looks, not numbers. They're semi-auto only, which teaches trigger discipline the hard way.
First Purchase: The $600 Full-Auto
Once the match starts paying, buy the T-21 — your first full-auto rifle at just $600 (and remember: vendor prices are half off below level 9, so it can be $300). Full-auto, 750 rpm, 910 m/s: it outguns every starter and prices cheaper than almost everything. The community's value pick by a mile — the tier list has it in T1 for a reason.
Infantry Level 3: The AK74
At Infantry 3 the AK74 ($1,600) unlocks — the new-player comfort gun. Reliable, full-auto, forgiving recoil, nothing exotic. It's the "easy mode" rifle most assault careers run through their mid-levels; its full stats live in the weapons database.
Side Pocket: The AMP-9
The AMP-9 ($900) is the first worthwhile SMG: cheap, compact and ideal when backpack slots are tight. Damage per shot is modest — treat it as a room-clearing tool and a Medic-adjacent moneymaker, since SMG kills also feed the Medic track.
The Assault Mindset
Every death strips your kit, so the assault rule is: buy what the last fight paid for. Rifle up, fight near your squad's spawn route, loot better gear from kills, and let the quick buy menu rebuild you after deaths. Big purchases — the FAL, the M4 — come after the money guides have done their work.
Related: best starting class · weapon tier list · fast money guide