Skip to content

Spawn Infrastructure

How spawn points work in Hell Let Loose: Vietnam — Garrisons, Outposts, NVA tunnels, patrol boat radios, and the Airhead. The complete guide to keeping your team in the fight and denying the enemy theirs.

Category
Squad
Difficulty
Intermediate

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.

RuleValue
Built byOfficer (Watch/Field Pad)
Supply cost (blue territory)50 supplies
Supply cost (red territory)100 supplies
Neutral territoryNot allowed
Build radius from enemy spawn200 metres minimum
Visible toEntire 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.

RuleValue
Built byOfficer
Supply costLower than Garrison
Visible toOfficer’s squad only
PurposeForward 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.

RuleValue
Built byNVA players (likely Officer/Engineer)
Supply costFree
Neutral territoryAllowed
Build radius100 metres
Placement cooldown~120 seconds
Connection radius500 metres
Max links per network4 (5 total sites)
Max tunnels per team15

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. OpenTunnelHatch and CloseTunnelHatch audio 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.

RuleValue
Available toBoth US and NVA
Confirmed fromSpawnNode_Radio_NVA_Boat, SpawnNode_Radio_US_Boat audio
MobilityMobile — moves with the boat
RequirementBoat 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.

RuleValue
Built byCommander (400 Manpower)
Available toUS Armed Forces only
Deployed byHelicopter
PurposeDeep 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 EmergeFromTunnel audio 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 typeCostWho buildsNeutral territory
Garrison (blue)50 suppliesOfficerNo
Garrison (red)100 suppliesOfficerNo
Outpost< GarrisonOfficerNo
NVA TunnelFreeNVAYes
Boat RadioBuilt-inBothN/A
Airhead400 ManpowerCommanderN/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.

Ad Slot
Reserved space — appears after AdSense approval