Gaming How-To

Hell Let Loose: Vietnam Game Modes and How to Win Each One

How Warfare, Offensive, Conquest, and Domination decide victory in the NVA-versus-US battles.

How Warfare, Offensive, Conquest, and Domination decide victory in the NVA-versus-US battles.

Hell Let Loose: Vietnam drops the North Vietnamese Army against the US Armed Forces in 50-versus-50 battles that reward teamwork over reflexes. Four game modes are open from the start, and each one changes how you capture ground and how a match ends. Knowing the win condition for each mode is the difference between wasted deaths and a decisive push on the enemy headquarters.

Quick answer: Warfare and Conquest are sector tug-of-wars won by taking the enemy HQ or holding the most sectors; Offensive splits the teams into attackers and defenders with a resetting timer; Domination is a fast fight over three central sectors that unlocks the enemy HQ.

Illustration
Image via Team17

The four game modes at a comparison

ModeStructurePrimary win condition
WarfareTwo team halves with a neutral sector between themCapture the enemy HQ, or hold the most sectors at time
OffensiveOne attacking side, one defending sideAttackers take the HQ; defenders survive the timer
ConquestWarfare rules plus a shared morale meterSame as Warfare, but morale can force overtime
DominationThree central sectors captured out of orderControl the majority, unlock and take the enemy HQ

Warfare: sector tug-of-war for the enemy HQ

Warfare is the baseline mode. Each team starts with its own half of the map, and a neutral sector sits between the two sides. Both armies push into that neutral ground and then into enemy territory, trading sectors until one side reaches the opposing headquarters.

Capturing runs on where you stand inside a contested sector. Standing in the soft capture zone earns capture power at the normal rate. Moving into the hard capture zone triples that power, so fighting on the true frontline flips a sector far faster than lingering at the edge.

Taking the enemy HQ ends the match in your favor. If the timer runs out first, the team holding the most captured sectors wins instead, which makes late-game sector control just as important as an aggressive push.


Offensive: attackers versus defenders with a resetting clock

Offensive assigns one team to attack and the other to defend. Attackers must seize a single sector on each sector line of the tactical map, working forward line by line. Every time they take a sector on a line, the defenders fall back one sector line and dig in again.

Only players inside the hard capture point count toward capture power in this mode, so contesting that exact ground is essential. Each successful attacker capture on a sector line resets the match timer to 30 minutes, giving them fresh time to keep advancing.

Defenders win by protecting their HQ until the timer expires. Attackers win only by breaking through every line and capturing the headquarters, which turns the whole match into a grinding forward push against a shrinking defensive zone.

Illustration
Image via Team17

Conquest: Warfare with a morale meter

Conquest plays almost exactly like Warfare, with one added system that raises the stakes. Every side carries a shared morale count, and that count drains in two ways. It ticks down each time one of your players dies and redeploys, and it also ticks down when the enemy controls more sectors than you do.

Because morale punishes careless deaths and lost ground at the same time, reckless pushes cost far more than they do in standard Warfare. Every engagement needs a clear payoff, since throwing bodies at a sector can drain your side faster than the enemy.

The overtime rule is the tricky part. If a side holds more sectors but its morale runs out, the match goes to overtime, and the opposing team then has to capture additional sectors to claim the win. Leading on sectors alone is not enough if your morale has already collapsed.


Domination: fast fights over three central sectors

Domination is the quickest of the four modes and runs in two phases. In the first phase, both teams contest three central sectors. These can be captured out of sequence, so the action stays fast and unpredictable rather than following a fixed line of advance.

Whichever team wins majority control of those central sectors unlocks the enemy HQ. From there, capturing the HQ ends the match as a win. If neither headquarters falls, the side holding the most sectors when the timer expires takes the victory.


How to read the win condition mid-match

Across every mode the same two questions decide the outcome. Can your team reach and hold the enemy HQ before the clock runs down, and who controls the most sectors if it does not? Warfare and Domination reward a straight push toward the headquarters, Offensive rewards patient forward pressure against a resetting timer, and Conquest layers a morale drain on top that can flip a winning position into overtime.

Keep the hard capture zone in mind wherever you fight. In Warfare it triples your capture power, and in Offensive it is the only place that counts at all, so committing to that exact ground is usually what turns a stalled match into a win.