All Game Modes in Hell Let Loose: Vietnam Explained
Hell Let Loose: Vietnam launched with four modes, and the queue you pick changes what a good match looks like far more than the map does. Two of them forgive death almost completely, one turns every redeploy into a cost your whole team pays, and one splits the teams into attackers and defenders with a hard clock. Capturing works the same way everywhere, so the differences come down to what the game does with those captures.
All Hell Let Loose: Vietnam Game Modes
Capturing a point always comes down to having more players inside the capture area than the enemy does, shown by the blue and red chevrons on the capture bar at the top of your HUD. What changes between modes is the number of points, the clock, and whether dying costs anything beyond your own time.
Mode | How you win | Timer | Deaths cost |
|---|---|---|---|
Warfare | Take the enemy HQ, or hold more territory when time runs out | 90 minutes | Nothing beyond respawn time |
Conquest | Drain the enemy Morale meter while holding more points | Ends when a Morale meter empties | Every Redeploy drains team Morale |
Domination | Take the enemy HQ, or hold more of the three points at the timer | Fixed match timer | Nothing beyond respawn time |
Offensive | Attackers take every objective in sequence; defenders run the clock out | 30 minutes per objective | Nothing beyond respawn time |
Note: only Conquest tracks Morale, so the habit of redeploying off a useless position is free in three of the four modes and genuinely expensive in the fourth.
Warfare

One contested sector at a time, and everything else is preparation.
Both teams start on their own side with a neutral zone taking up two columns in the middle, and the Tactical Map marks a single circled capture zone inside it. Take that zone and the battle line shifts into enemy territory, where a new sector is marked; lose one you already took and the line moves back the other way. Nothing outside the marked sector advances the objective, so the rest of the map exists for supplies, tunnels, and outposts rather than for fighting. Players standing inside the main capture radius count as a Hard Cap and contribute triple capture progress, which is why a stack of bodies on the point beats a wider spread every time. The 90-minute clock also means territory held at the end wins the round even if your team lost far more players getting there.
Conquest
Multiple points, and a shared pool of lives.
Conquest scatters circular capture points across the map in a cross pattern, so instead of one meat grinder you get simultaneous fights spread through the jungle. Capturing works identically to Warfare, but the Morale meter tracks how many lives your team collectively has left, and it drops every time somebody Redeploys or while you hold fewer points than the enemy. Holding more points drains the enemy meter faster, which turns the mode into a numbers race that anyone who has played Battlefield will recognise immediately. Overtime is where it gets unusual: if the team with more points runs out of Morale first, the match goes into overtime, and the opponents only win by capturing more points during it. If they fail to do that, the team sitting on zero Morale still wins on points.
Domination
Three points, no Morale, and a route into the enemy HQ.
Domination borrows the multi-point layout from Conquest and the HQ finish from Warfare, giving both teams three control points to fight over. Achieving majority control opens the push into enemy territory toward their headquarters, and taking that HQ ends the match outright. Otherwise the team holding more points when the timer expires takes the win. There is no Morale ticker at all here, so dying and redeploying carry no team-wide penalty and you can reposition as aggressively as you like. That freedom, combined with the constant movement between sectors, makes it a good mode for learning how the maps connect.
Offensive

Attack or defend, with a clock that resets on every success.
Offensive is the only mode that assigns roles to the teams: attackers have 30 minutes to take a single control point, and failing that ends the match. Every successful capture spawns a new objective deeper in enemy territory and resets the timer to a full 30 minutes, so the attacking side lives in a permanent countdown. Defenders simply need to hold, which sounds easier until the attackers concentrate fifty players on one point. Lost objectives cannot be retaken, so as a defender there is no value in counter-attacking a sector you already conceded, and the correct move is falling back to prepare the next one. That single rule makes Offensive the mode where defensive construction on the approach roads pays off most.
Which Mode Should You Play First
Warfare is the easiest entry point, because one marked sector removes the question of where to go and the round is long enough to recover from a bad first twenty minutes. Domination is the natural second choice, since it moves you around the map without punishing the deaths that come with learning it. Save Conquest for later, as the Morale system makes casual redeploying a cost your team absorbs rather than a personal reset, and new players redeploy often by necessity. In every mode the team that keeps its spawns close to the fight is the one that holds ground, and How To Build Garrisons, Outposts, and Tunnels in Hell Let Loose: Vietnam covers how that network gets built and destroyed.
Your contribution also depends heavily on the job you took when you joined, so All 17 Roles in Hell Let Loose: Vietnam and Which One to Pick First is worth reading before you queue. If you end up in the top slot, How To Play Commander in Hell Let Loose: Vietnam explains how resource spending changes between a 90-minute Warfare round and a 30-minute Offensive countdown. And if the modes themselves still feel unreadable, start with the Hell Let Loose: Vietnam Beginner's Guide - Tips and Tricks for Your First Matches.
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