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Hell Let Loose

Game Modes

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HLL Game Modes Guide

Introduction

There are currently 2 game modes in Hell Let Loose, each requires different elements of play and tactics.

Warfare – Basically a tug of war over 5 random sectors, one in each zone of the map.

Offensive – An invasion type mode where one team holds the whole map to start with and the other team has to try to take it from them.

Currently, Warfare mode is available on all maps and Offensive is only available on a few maps. You can check the game mode of the current map in the server list.

The game mode of the current map is listed in the server list as Warfare is available on more maps than Offensive it is likely to be the dominant game mode in the list.

Warfare Game Mode

Game Objective

The aim of warfare mode is to either capture all 5 active sectors on the map or have more sectors under your control than the enemy has when the game timer runs out.


Deployment

Warfare mode games begin with each team controlling the 2 nearest zones to their lines, with the centre zone as neutral. Active sectors within these zones are randomized to provide a variety of games.

The game starts with a countdown timer of 1.5 hours.

Teams are only able to deploy on one of their HQ spawns until garrisons or outposts are built by officers.

Both teams will start with Resources as follows:
Munitions: 500
Manpower: 500
Fuel: 500

Starting resources 500 each + 3/minute for sectors owned

They will both also be initially earning an extra 3/minute of Munitions and Manpower because of the sectors they already hold.

Active sectors provide resources to the controlling team as indicated on the map.

The centre zone will begin to provide 3/min of fuel to the team that captures it.


Strategy

With the centre zone being neutral these games often start as a race for the middle point as the game can be won by taking the middle point and holding it to the end of the countdown timer.

For details of how capturing sectors works in this game mode have a look at the objectives section of the Gameplay Guide Page.

It is likely that your commander will want to strike out and attempt to end the game early by taking the next two points – even taking just the next point provides a valuable buffer as long as back up garrisons are built on previous points in case of the loss of the current point.


Offensive Game Mode

Game Objective

Objective for the attackers is to capture 8 of the 9 active sectors on the map within the time limits imposed at each zone.

Objective for the defenders is to prevent this – at any point if the capture can be denied for the length of the timer then the defender wins the round.

As with warfare mode the active sectors within the zones are randomized to provide a variety of games.

The game starts with a 32 minute timer.


Attackers

The attacking team has only one HQ spawn point initially. There is only one active point visible to the attacker at the start and they have no idea where subsequent points may be until they have captured the first point, other than that there will be 2 points in each zone.

The attacker begins the game with a single HQ spawn point.

As the attacker has no existing sectors providing resources they start with 1,000 of each resource to assist with the assault.

Attacking team starts with 1,000 of each resource.

The attacker must capture the first (and only) point shown on the map before the timer runs out or lose the round.

Only the existing objective for the current timer is visible at any time – future objectives are hidden until the current objective is taken.

Capturing in Offensive mode works different to warfare mode in that you can only capture a sector within the strongpoint, you truly need to ‘get in the circle’.

Should the attacker capture the first point successfully then the timer will be reset to 30 minutes and the next two points within the next zone will be revealed. (Further points will still be hidden) Both of these must be captured, in any order, before the timer runs down in order to continue in the game.

Note that once captured a point cannot be recaptured by the enemy so there is no need to hang about and defend it – move on to the next point as quickly as possible.

Once captured, the sector will begin to begin to provide it’s resource to your team instead of the enemy.

IMPORTANT: On the last zone the attacker only has to capture one of the active points in order to achieve the victory requirement of 8 points captured.

OVERTIME – There is a mechanic involved that if the timer runs out and the attacker is capturing the strongpoint at the time, then there will be an overtime clock counting down using the attackers current Manpower Resource.

This will continue until either the point is captured, the manpower resource runs out or all attackers are removed from the strongpoint.

This also means that the manpower resource has an additional importance in offensive game mode – it would be wise to build resource nodes as you progress across the map.

Another way of saving manpower in offensive mode is to use medics – 1 manpower point is lost for each death and while it’s not a ticket system it will affect your overtime capability in offensive mode if your manpower is reduced – So don’t give up – Wait for a Medic!

And medics – revive and bandage your team mates.


Defenders

The defending team begins with 6 spawn point. There are 3 HQ spawns and 3 automatic garrisons at the farthest zone before the enemy lines (even the inactive one). This negates the need to run the length of the map to defend the first point. Defensive squads, however, may want to build defenses and back-up garrisons at rearward points in case of loss of the forward points which would destroy the garrisons within the zone.

The defender has automatic forward garrisons at the start of the game.

The defender can see all the active sectors that need to be captured by the attackers and can therefore set about building defenses.

Defender starts with zero resources – this is 2 minutes into game.

The defenders start with zero resources but as they control all the points will attain a good amount every minute. It is also a good idea to get nodes down early as they will be higher value that deep in the map.

The defender initially gets resources every minute, from every active sector.

The defender needs to prevent the attacker from capturing the first point until the timer runs out in order to win the game.

Once a point is captured by the attacking team it cannot be retaken by the defenders, so don’t waste time pushing back once the point is lost, retreat to the next point and defend that.

Should the attacker capture the first point successfully then the timer will be reset to 30 minutes and they will need to capture the next two points before the timer runs down in order to continue in the game. Should the defender’s prevent them from doing so is victory for the defenders.

Once captured, the sector will begin to begin to provide it’s resource to the enemy team instead of your team so keep an eye on your resource nodes.

IMPORTANT: On the last zone the attacker only has to capture one of the active points in order to achieve the victory requirement of 8 points captured, so it is essential that the defending team defends both points.

OVERTIME – There is a mechanic involved that if the timer runs out and the attacker is capturing the strongpoint at the time, then there will be an overtime clock counting down using the attackers current Manpower Resource.

This will continue until either the point is captured, the manpower resource runs out or all attackers are removed from the strongpoint.

In order to drain the attacker’s manpower resource as much as possible, the defenders should therefore try to ensure kills by using explosive elements and also target medics, preventing them from picking up casualties.