US Forces vs NVA in Hell Let Loose: Vietnam: Factions and Logistics

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Hell Let Loose: Vietnam does not build its two factions as mirror images. The US Forces use helicopters to move troops and supplies, while the North Vietnamese Army can use tunnel networks and boats to move and deploy resources.

That asymmetry changes how each team establishes new positions, supports an attack and responds when its logistics are disrupted. The exact cooldowns and balance values remain patch-sensitive, but the broad faction design is confirmed by official material.

Faction comparison

Area US Forces North Vietnamese Army
Signature movement Helicopters Tunnel networks
Supply movement Helicopters and other team logistics Boats can transport and deploy supplies
Waterways Patrol boats Patrol boats and supply movement by boat
Battlefield pressure Air mobility and commander support Concealed redeployment and unexpected approaches
Core dependency Coordinating visible aircraft movement and landing areas Building and protecting a tunnel network

This table summarizes confirmed design direction. It is not a tier list.

How faction choice changes beginner decisions

As US Forces

  • Expect helicopter activity to be part of movement and resupply.
  • Do not board or request transport without understanding the destination.
  • Protect landing and staging areas when the squad depends on them.
  • Learn what information a pilot or logistics officer needs before taking those roles.

As NVA

  • Treat tunnels as a team network, not a personal shortcut.
  • Avoid revealing a valuable route for an unnecessary solo push.
  • Pay attention to waterways as possible supply paths.
  • Learn the placement and defence rules before taking responsibility for the system.

These are editorial operating principles derived from the confirmed logistics model. They are not final role instructions.

What both factions share

Both sides fight in 50-player teams across squad-based units. The official Steam page lists Command, Infantry, Recon, Armour and Mortar units, plus a US-only Helicopter unit.

The developers also say the factions have comparable weapon classes, but individual firearms differ in recoil, ammunition capacity and handling. “Comparable” does not mean identical.

Before treating one faction as stronger, separate three questions:

  1. Does the faction have a different tool?
  2. Is the team using that tool correctly?
  3. Did the current patch tune the tool too strongly or too weakly?

Only the first question can be answered from a feature list. The other two need match evidence and current balance data.

US helicopter logistics

Helicopters give the US side an aerial method for moving troops and supplies. In the July Q&A, the developers said helicopters had received improved handling and greater resistance to small-arms fire after beta feedback.

The same update said Officers could deploy spawn points with a Field Pad after leaving a helicopter. That gives an air movement more purpose than delivering players to a remote location: a coordinated landing can help establish a new position.

The practical dependency is coordination. A helicopter route is visible and the landing area must be usable. Pilots, officers and the infantry being moved need the same plan.

Before a helicopter task, confirm the assigned role, destination, capacity and current controls with the crew. This guide does not supply tested seat, Field Pad, repair or rearm procedures.

NVA tunnel networks

Tunnel networks are the NVA’s signature deployment system. The official store describes them as a way to move forces in stealth and set up surprise attacks.

The July Q&A said tunnel cooldowns, travel time, distance and entry time had been adjusted after the open beta. That confirms the system was still being tuned close to launch.

Check the installed version before relying on a tunnel distance or cooldown. The July values describe that update, not every later build.

The stable tactical questions are:

  • Where can the team sustain a tunnel network?
  • How exposed is the entry or exit?
  • Which route does the tunnel shorten?
  • Can the team defend the network after revealing its use?
  • What happens to the attack if the network is removed?

Boats and waterways

Both factions can fight through river networks with patrol boats. The developer Q&A adds a logistical distinction: NVA boats can transport and deploy supplies, while the US side relies on helicopters for the corresponding movement.

That makes waterways more than map decoration. They can become movement corridors, supply routes and predictable points of interception.

Confirm the current boat controls, capacity and delivery location before taking supplies. Exact loading and deployment steps have not been tested for this guide.

Commander abilities and napalm

The July Q&A describes napalm as an area-denial ability, not only a direct damage strike. Lingering smoke is intended to reduce visibility and force players to reposition or choose another route.

This matters to both factions:

  • the US side needs to use the ability in support of a timed movement;
  • the NVA side needs to recognize when the affected route has become temporarily unusable;
  • both sides need to avoid treating a dramatic visual effect as a complete plan.

Damage, duration, cost and cooldown require current patch data.

How to counter the other faction

The first counter is understanding the dependency.

  • A helicopter route needs airspace, a usable destination and coordination after landing.
  • A tunnel route needs placement, travel time and a network that remains usable.
  • A boat route depends on navigable water and a safe place to unload or deploy.

Instead of searching only for enemy players, look for the movement and support system that keeps the position active. Exact destruction mechanics and scoring will be added only after verified current-build testing.

Launch-era NVA notes

Hotfix 1 fixed server crashes that could occur when NVA Tunnels were used in specific scenarios. This is a stability fix; it does not reverse the announced tunnel connection, travel-speed or Emergency Tunnel balance changes.

The earlier official briefing also listed a separate issue in which NVA players may be unable to place Satchel Charges on enemy constructables. The checked Hotfix 1 notes did not declare that Satchel issue fixed at the August snapshot. That historical issue report does not establish its status on a later build.

The Patch 1.2 preview in the launch thread is historical. Patch 1.7 was released on October 21; consult the October 21 Patch 1.7 changelog before applying an older tunnel or stability note to your current build. This comparison does not independently verify later balance changes.

What changed after the beta?

According to the July developer Q&A:

  • tunnel timing and distance behavior received balance changes;
  • helicopters received handling and resilience improvements;
  • officer deployment after helicopter movement was expanded;
  • napalm received visual, audio and area-denial changes;
  • balance work continued using playtest and community data.

These statements show direction, not final numbers.

Related guides

Sources

Game Field Guide is independent and is not affiliated with Team17 or Expression Games.

Source note, October 29, 2026 (UTC): the Patch 1.7 references above were corrected from preview wording using the October 21 release changelog. This is a source check, not a gameplay test.