Overview
In Hell Let Loose: Vietnam, where your team can spawn determines whether they fight or walk. Spawn infrastructure — Garrisons, Outposts, NVA tunnels, boat radios, and the Airhead — is the most important non-combat system in the game. A team with good spawn coverage arrives at the fight; a team without it arrives after it.
This page covers every confirmed spawn type, how it is built, what it costs, and how to use and counter it.
Confirmed Spawn Types
Garrison
The standard team-wide spawn point built by Officers using supplies.
| Rule | Value |
|---|---|
| Built by | Officer (Watch/Field Pad) |
| Supply cost (blue territory) | 50 supplies |
| Supply cost (red territory) | 100 supplies |
| Neutral territory | Not allowed |
| Build radius from enemy spawn | 200 metres minimum |
| Visible to | Entire team |
Garrisons are the backbone of US spawn infrastructure and an important supplement to NVA tunnel networks. A team with well-spread Garrisons across all three HQs has redundant spawn options — losing one does not collapse the entire network.
Outpost
A unit-only spawn point placed by the Officer — only the Officer’s own squad can spawn from it.
| Rule | Value |
|---|---|
| Built by | Officer |
| Supply cost | Lower than Garrison |
| Visible to | Officer’s squad only |
| Purpose | Forward squad-level spawn near the frontline |
Outposts are the Officer’s personal tool for keeping their squad in the fight. Place them close to the current objective — close enough that a death means a quick return to the same position, not a long run from a Garrison that’s three sectors back.
NVA Tunnel
The North Vietnamese Army’s exclusive spawn infrastructure — free, fast, and deployable in neutral territory.
| Rule | Value |
|---|---|
| Built by | NVA players (likely Officer/Engineer) |
| Supply cost | Free |
| Neutral territory | Allowed |
| Build radius | 100 metres |
| Placement cooldown | ~120 seconds |
| Connection radius | 500 metres |
| Max links per network | 4 (5 total sites) |
| Max tunnels per team | 15 |
Tunnels are the NVA’s structural advantage. Their free cost and neutral territory placement means the NVA can establish forward spawn infrastructure ahead of the contested line before fighting even begins — something no Garrison can do.
Tunnel mechanics confirmed from beta:
- Open/Close hatch — tunnels have physical hatch mechanics.
OpenTunnelHatchandCloseTunnelHatchaudio events confirm the hatches are interactive objects with distinct states - Tunnelling travel — moving through a tunnel is a distinct movement state (
Tunnelling_Active,Tunnelling_Travel) with its own audio - Emerging — exiting a tunnel has a dedicated emerge animation and audio (
EmergeFromTunnel) - Map connecting tunnels — at least one map (
MapConnectingTunnels) has tunnels as structural map features rather than just player-built infrastructure
Patrol Boat Spawn Radio
Both faction patrol boats carry radio equipment that enables them to function as mobile forward spawn points.
| Rule | Value |
|---|---|
| Available to | Both US and NVA |
| Confirmed from | SpawnNode_Radio_NVA_Boat, SpawnNode_Radio_US_Boat audio |
| Mobility | Mobile — moves with the boat |
| Requirement | Boat must be alive and positioned |
A patrol boat holding a river position becomes a forward spawn for the squad — bringing the frontline to the water rather than requiring a walk from a land-based spawn. This makes patrol boats strategically important beyond their combat role.
Airhead (US)
The US Commander’s deep-insertion spawn point deployed via helicopter.
| Rule | Value |
|---|---|
| Built by | Commander (400 Manpower) |
| Available to | US Armed Forces only |
| Deployed by | Helicopter |
| Purpose | Deep spawn behind enemy lines |
The Airhead is the US answer to NVA tunnel deep-insertion capability — a Commander-level ability that drops a spawn point far forward of the current frontline without requiring an Officer to infiltrate there on foot. Expensive and single-use; time it for a decisive push.
Countering Enemy Spawn Infrastructure
Destroying Garrisons
Enemy Garrisons can be destroyed by:
- Physically destroying the Garrison structure
- Commander: Dismantle Garrison ability — targeted destruction from the tactical map at a Manpower cost
- Proximity — being near an enemy Garrison prevents it from being rebuilt immediately
Destroying NVA Tunnels
NVA tunnels can be countered by:
- Finding and destroying tunnel exits — Engineer demolition is the most effective method
- Mortar fire on confirmed tunnel exit locations
- Commander Precision Strike on a known tunnel network
- Listening for
EmergeFromTunnelaudio cues to identify active exits - The physical hatch mechanic suggests tunnels may be closeable or destroyable directly
Destroying Patrol Boat Spawns
Simple — destroy the boat. Anti-Tank weapons, the M2HB or DShKM heavy machine gun, and helicopter door-gun fire all threaten patrol boats.
Intercepting the Airhead
A US Airhead deployment is visible — a helicopter approaching a deep insertion zone. NVA Anti-Aircraft and DShKM positions covering likely approach routes can intercept the helicopter before it deploys the Airhead.
Supply Requirements Summary
| Spawn type | Cost | Who builds | Neutral territory |
|---|---|---|---|
| Garrison (blue) | 50 supplies | Officer | No |
| Garrison (red) | 100 supplies | Officer | No |
| Outpost | < Garrison | Officer | No |
| NVA Tunnel | Free | NVA | Yes |
| Boat Radio | Built-in | Both | N/A |
| Airhead | 400 Manpower | Commander | N/A |
Key Principles
Spread, don’t stack. Whether you’re placing Garrisons or tunnels, spread them across the map rather than concentrating near the current hotspot. Redundancy survives an enemy sweep; concentration doesn’t.
Forward spawns win matches. A Garrison on the objective or a tunnel exit inside the enemy position changes the shape of the fight more than any individual kill. The spawn is the force multiplier.
Spawns need protection. A Garrison discovered and camped by the enemy is worse than no Garrison — every spawn is a death. Position spawn infrastructure in cover and check it regularly.
Deny theirs as hard as you protect yours. Every enemy Garrison or tunnel exit destroyed forces a walk. Track enemy spawn infrastructure on the map and treat its destruction as a combat objective, not a bonus.
Related
- Tunnel Warfare — NVA tunnel build mechanics in full
- Officer class — places Garrisons and Outposts
- Commander Abilities — Airhead and Dismantle Garrison
- Patrol Boat Combat — boat spawn radio details
- Game Modes — spawn infrastructure costs and rules