Guides

WARDOGS Compass Callouts and Bearing Format

Three-digit bearings, landmark names, and the syntax that makes a callout useful instead of noise.

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Compass Callouts and Bearing Format

A callout in WARDOGS is only useful if the teammate receiving it can act on it immediately. “Enemy over there” is noise. “Two-seven-five, forty metres, second-floor window” is a callout. This page is the reference for the bearing system, the landmark vocabulary the community uses on the Kolchia map, and the syntax rules that make a callout a decision prompt instead of a distraction.

The bearing format

WARDOGS uses a standard military-style compass bearing: three digits, clockwise from North.

BearingDirection
000North
045North-East
090East
135South-East
180South
225South-West
270West
315North-West

Callouts always lead with the three-digit bearing. You can abbreviate a full bearing to two digits when the last digit is zero: “two-seven-zero” or “two-seven-oh” for 270°. Dropping digits creates ambiguity — “west” (270°) and “west-southwest” (225°) are not the same direction.

The full callout syntax

Bearing + Distance + Landmark is the complete format. Not every callout needs all three parts.

Full format: bearing-distance-landmark

“Two-seven-five, forty metres, second-floor window.”

Break this down:

  • 275 — bearing in degrees
  • 40m — distance estimate (a rough guess is better than silence)
  • second-floor window — landmark that a teammate can look for

Short format: bearing-landmark

Use this when distance is unclear or the landmark is large enough to find without it.

“Two-seven-five, tower.”

Bearing only: emergency

Only in an emergency, when a teammate already has eyes on the same area and just needs confirmation of direction.

“Two-seven-five!”

Landmark vocabulary for Kolchia

The map is the vocabulary. Without agreed names for map features, a callout of “two-seven-five, building” is useless. The community has settled on approximate names from in-game visual features.

Common building types

  • Tower — any of the tall radio or observation towers inside the zone. Call which one.
  • Warehouse — large rectangular structures, usually near roads.
  • House — smaller residential structures.
  • Barn — rural structures with pitched roofs.
  • Factory — large industrial buildings, often near the zone edges.
  • Office — multi-storey buildings near roads or the zone perimeter.
  • Hotel — taller buildings near the zone centre.

Floor and level references

  • Ground floor — street level
  • First floor — one level up (European first floor, not American)
  • Second floor — two levels up
  • Roof — top of the building
  • Basement — below ground level
  • Stairwell — specify which end of the building

Directional modifiers

  • Near — close to your position but not exactly at the landmark
  • Far — at or beyond the landmark in the bearing direction
  • Between — between two named landmarks
  • Over — across an open space from your position
  • Behind — opposite side from where you are looking

Common mistakes that make callouts useless

1. Bearing without a landmark

“Two-seven-five” is not a callout. The teammate receiving it has to spin 360° and guess. Add a landmark.

2. Landmark without bearing

“Enemy in the tower” is a guess. The teammate has to scan every tower. Add a bearing.

3. Emotional description

“He’s right there!” is not a bearing. “Three-five-zero, twenty metres, warehouse door” is.

4. Out-of-date information

“Enemy at two-seven-five” when you last saw that contact thirty seconds ago is misleading. Update or clarify: “possibly two-seven-five, warehouse — I lost eyes.”

5. Overcalling

Calling every contact you see generates noise. Call contacts that are relevant to teammates: enemies near the zone, enemies near your position, or enemies that pose a threat to the current plan.

Tower callouts inside the zone

Tower terminals are numbered. When you interact with a terminal, the game displays which tower number it is. Call the tower number and the digit that appeared:

“Tower three — digit is seven.”

Confirm in team chat. The tower codes page has the full digit assembly process.

How to practise

  • Load into a practice match and call out every static landmark you can see using the bearing format, even if no teammates are listening.
  • Watch one recognised streamer and note how they format callouts — copy the syntax, not the accent.
  • In a squad, agree on a landmark shorthand before the match starts. If the zone is in a specific area, name that area on your squad call.
FAQ

Frequently Asked Questions

Quick answers to the most common WARDOGS questions.

What bearing is West in WARDOGS?

270°. Callouts use three digits: 000 North, 045 NE, 090 East, 135 SE, 180 South, 225 SW, 270 West, 315 NW.

How do I call out a target I cannot see clearly?

Use bearing and distance estimate only: 'Two-seven-five, thirty metres, movement.' State it as an estimate, not a confirmed position.

Should I call tower digits on voice or just in team chat?

Both. Say the digit once on proximity voice for squad awareness, then confirm in team chat so it is on record and legible to teammates who missed the voice call.