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 the official store description and July developer Q&A.
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.
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:
- Does the faction have a different tool?
- Is the team using that tool correctly?
- 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.
Launch verification is still required for:
- eligible helicopter roles;
- seat and spawn behavior;
- supply capacity;
- repair and rearm procedure;
- Field Pad restrictions;
- damage and handling values.
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.
A tunnel guide therefore needs a version number. A fixed distance or cooldown copied from a beta post may be wrong at release.
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.
The exact boat controls, capacities and deploy procedure will be added only after launch verification.
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 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.
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 after launch testing.
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
- Compare the 17 roles and classes.
- Plan movement with the tactical map guide.
- Learn the first-match loop in the beginner guide.
- Return to the Hell Let Loose: Vietnam hub.
Sources
Game Field Guide is independent and is not affiliated with Team17 or Expression Games.
