The NVA and US should not build the same spawn network with different skins. NVA tunnels reward a moving, concealed chain that is rebuilt as territory changes; US helicopters create fast troop and supply insertions, then let an Officer establish a ground spawn with the Field Pad. Winning the mobility battle means protecting the handoff, not merely using the vehicle or tunnel once.

This strategy covers the August 13, 2026 launch balance. The official pre-launch Q&A gives exact tunnel changes and helicopter improvements, while a launch-day developer interview confirms that these changes were made to correct the beta imbalance. Treat later patch notes as authoritative because both systems are intended to keep evolving.
Launch balance puts four hard limits around tunnel planning
The Open Beta let the NVA redeploy too quickly and preserve too much network behind a moving frontline. The launch changes target that tempo:
- a territory flip removes the tunnels that your side had built there;
- the tunnel cooldown increased from 2 minutes to 5 minutes;
- the maximum distance between two tunnels fell from 800 metres to 400 metres, described officially as two grid squares becoming one;
- another distance check increased from 50 metres to 100 metres.
The official summary does not label that last distance check clearly enough to call it a detection, placement, or enemy-proximity radius. Use the current build’s placement feedback for its precise meaning. The safe strategic conclusion is narrower: the launch network has longer recovery, shorter links, and stricter spacing than the beta network.
A tunnel should therefore answer two questions before it is committed:
- What task does this link enable during the next five minutes? A flank, reinforcement lane, supply movement, or fallback is a task. “Closer to the enemy” is not enough.
- What happens when the current sector changes hands? If the network depends on territory that is about to be lost, the team needs a replacement plan before the automatic destruction occurs.
NVA network design: build depth before surprise
The most dangerous tunnel is not always the closest exit. A forward link that produces one surprise wave but leaves no protected connection behind it can turn a successful capture into a five-minute mobility gap. Use three layers:
- Anchor
- A link inside territory the team can realistically defend. It protects continuity when the front moves.
- Approach
- A link that shortens the path to the active sector without placing every arriving player on the same visible route.
- Pressure
- The forward link that creates the actual flank, reinforcement angle, or supply handoff.
The 400-metre maximum link distance makes chain geometry matter. Before placing the pressure link, verify that its connection does not force the approach link into an exposed landmark or soon-to-be-lost strip. A legal link is not automatically a resilient one.
Separate exits by purpose. If the same patch of jungle serves as the arrival point, firing position, and supply path, one US patrol can discover all three functions at once. Arriving players should leave the exit before firing, spread into covered lanes, and avoid creating a visible stream back to the tunnel.
The five-minute cooldown changes recovery behaviour. When a tunnel disappears, do not send the whole squad to the old location and wait. Hold the surviving anchor, re-establish the shortest necessary connection, and let another unit keep pressure on the objective. The enemy has already gained value by removing the route; giving up the frontline for a full rebuild doubles that value.
Use territory change as an alarm, not a surprise
Automatic destruction is predictable. When the capture bar turns against friendly territory, identify every link that will be on the wrong side of the new control line. The network operator should announce which route is about to vanish and which surviving spawn replaces it.
For defenders, this produces a choice:
- If the sector is recoverable, protect the tunnel approach without stacking directly on its exit.
- If the sector is lost, move the next connection into the new friendly area before the squad needs it.
- If the cooldown prevents immediate repair, use boats or ordinary ground spawns to bridge the gap.
For attackers, do not interpret a successful capture as proof that the NVA network is gone everywhere. The rule destroys tunnels in the territory that changed control; it does not reveal or erase every surviving link. Secure the new sector, watch likely covered approaches, and expect the network to re-form from the next anchor.
US helicopter planning: the landing is only the middle step
Launch helicopters have refined handling, greater resilience to small-arms fire, and a critical infantry handoff: an Officer can deploy a spawn point with the Field Pad after exiting. The aircraft moves troops and supplies quickly, but the team only keeps that advantage when the landing creates a usable ground route.
Plan an insertion in five parts:
- Purpose: decide whether the flight carries an assault group, supplies, or a force that must establish a new spawn.
- Landing area: choose ground with a covered exit and space to disperse. The closest clearing to the objective is often the most watched.
- Officer handoff: identify who is placing the Field Pad and where the squad will protect that action.
- Immediate movement: passengers leave the aircraft’s footprint and occupy different cover rather than forming one target.
- Abort condition: if the landing area is already ranged, redirect before a bad touchdown turns mobility into a mass casualty.
The official launch-day interview notes that helicopter crews have a real learning curve. A passenger squad should not create extra cockpit pressure with competing directions. Give the destination and threat once, let the pilot fly, then be ready for the ground task.
Field Pad timing is the difference between a raid and a route. If the Officer dies before the spawn is established, later waves cannot exploit the insertion. The first players out should protect the Officer’s intended position; they should not all sprint toward the first gunfire. Once the spawn is live, the squad can widen the attack without depending on the helicopter remaining overhead.
Counter tunnels with pattern recognition, not blind jungle sweeps
A tunnel is concealed, but the traffic it creates has a pattern. Look for enemies repeatedly arriving from the same unowned direction, a flow that continues after a nearby surface spawn should have been removed, or a concentration that does not match the visible road and river approaches.
Build the search from contact:
- mark the direction in which fresh enemies are appearing;
- hold one angle on the objective so the search does not become an undefended chase;
- send a small group along the traffic line while the main force fixes the arriving players;
- search covered terrain that supports an exit, then update the marker when the flow changes.
The launch-day developer interview says helicopters can spot tunnels and mark them with flares so they can be destroyed. Treat that as a team handoff: air observation identifies the area, but ground players still need to act on the mark and protect the objective while doing so. A helicopter circling indefinitely over suspected foliage advertises its own position and leaves the tunnel pressure unanswered.
Do not promote a guess into certainty. One NVA player behind the line may have walked, arrived by boat, or survived an earlier fight. Repeated arrivals, a stable direction, and a fresh flank after ordinary spawns were cleared are stronger signals than one isolated contact.
Counter helicopters by breaking the ground handoff
More small-arms resilience means a helicopter should not be treated as a guaranteed easy kill. Even when the aircraft survives, its mission can fail if the inserted Officer cannot establish the Field Pad, supplies cannot be used, or passengers remain trapped at the landing site.
NVA defenders should separate three targets:
- aircraft: track its approach and departure without exposing the entire squad to it;
- landing zone: watch the covered exits that passengers must use;
- spawn handoff: identify the Officer and prevent a persistent ground route from replacing the aircraft.
Firing too early can warn the pilot away before the landing location is clear. Waiting forever can allow the Field Pad and squad screen to form. The useful trigger is commitment: once the aircraft is low and passengers must choose their exits, concentrate the team on the ground result, not merely on damage numbers against the helicopter.
If the landing succeeds, do not repeatedly charge the same LZ. Identify where the inserted squad is spreading, protect the active objective, and hunt the new spawn from a second angle. The helicopter may already be gone; destroying the route it created is the remaining task.
Boats connect both faction plans
Both factions have boats that transport troops and operate as mobile spawn points. NVA boats can also move and deploy supplies, while US logistics lean more heavily on helicopters. This gives the river network two roles: movement lane and spawn infrastructure.
Use a boat when the water shortens the route and the destination offers a protected dismount. Driving directly at a watched bank trades the vehicle, passengers, and spawn value for one predictable arrival. Stop away from the obvious landing, let passengers establish cover, and preserve the boat if the team still needs the route.
Against boats, watch bends, docks, and narrow banks where a crew must slow or expose a dismount. Report the direction of travel before shooting. A boat that escapes may still reveal the intended insertion; a destroyed boat with an unreported passenger squad can still produce a successful flank.
Choose the mobility tool that fits the map’s risk
| Launch map | Terrain problem | Network priority |
|---|---|---|
| Thanh Hóa Bridge | A defended crossing plus river and mountainous alternatives | Build approaches that avoid feeding the bridge; watch water and landing routes on both banks. |
| Huế Outskirts | Vertical terraces, dense jungle, industrial compounds, connected waterways | Keep tunnel links below exposed crests; place helicopter handoffs where squads can leave the LZ through cover. |
| Vạn Tường | Villages and a broad river network | Use boats to widen logistics, then keep infantry from tracing the route back to a tunnel or mobile spawn. |
| Quảng Ngãi | Flooding, cliffs, caves, bamboo, and open lowlands | Choose exits that do not trap the squad against water or rock; air crews need a clear departure as well as arrival. |
| Đắk Tô Airfield | A long, exposed airstrip surrounded by lighter cover | Do not make the runway itself the handoff. Use smoke, suppression, or a covered edge before placing a persistent spawn. |
| Cam Ranh Port | Docks, open southern water, dunes, and dense military areas | Combine water movement with a separate infantry exit; assume obvious piers and open shoreline are observed. |
Failure signals that require a network change
| Signal | What it means | Immediate response |
|---|---|---|
| Fresh NVA players are killed at the same exit | The route is discovered or passengers are not dispersing | Stop feeding it, hold the anchor, and rebuild the pressure link from another covered direction. |
| A sector loss removes several tunnels at once | The network had no protected depth | Restore the anchor and shortest necessary connection before attempting another forward link. |
| A US insertion lands but no one can return there | The Field Pad handoff failed | Protect the Officer on the next flight or use the surviving squad to establish another ground route. |
| Helicopters keep dying over the same clearing | The LZ is being treated as a fixed destination | Change the landing area, approach, or mission; do not change only the passenger squad. |
| A boat survives but every passenger dies on the bank | The dismount is predictable and uncovered | Land away from the obvious point and establish a screen before moving the mobile spawn closer. |
| The team hunts a suspected tunnel while losing the objective | The counter-search has become the enemy’s diversion | Keep the main force on the capture problem and send only a bounded search group. |
The faction advantage is not the tunnel, helicopter, or boat by itself. It is the sequence that follows: arrival, protected spawn, dispersed squad, supplied objective, and a replacement route when the front changes. Break any link in the opponent’s sequence while preserving your own.
Official launch reference
The Steam listing for the live game is the starting point for newer developer balance notices.