TL;DR
- Domination and Conquest are the two brand-new modes in Hell Let Loose Vietnam — both were designed for this game, not carried over from the original.
- Domination: 30 minutes, three central objectives, control two to unlock the enemy HQ, capture it to win instantly.
- Conquest: Five objectives in a cross layout, both teams free to attack any of them, winner decided by draining the enemy’s Morale meter.
- In Conquest, every death costs your team Morale. Reckless play is directly punished on the scoreboard.
- The Morale overtime rule is the trickiest mechanic in the game — leading on sectors is not enough if your Morale runs out first.
- Domination has no Morale system — deaths are free. It is the most action-focused mode in the game.
- Both modes are better suited to players who already understand the basics from Warfare or Offensive.
Hell Let Loose Vietnam Domination and Conquest mode guide — both are new modes built specifically for this game. Veterans of the original Hell Let Loose will recognise Warfare and Offensive straight away. Domination and Conquest are fresh. They were designed to make battles less predictable and force different kinds of decision-making from squads and commanders alike. This guide covers both in full — how each works, how to win, and what you need to know before you drop in. For context on how these compare to all four modes side by side, see our Hell Let Loose Vietnam all game modes guide.
Hell Let Loose Vietnam Domination Mode Explained
Domination is the fastest mode in the game. Matches last 30 minutes. There are no fixed attackers or defenders. Both teams start with equal footing and fight over three central capture objectives in the middle of the map. Neither team owns them at the start.
The mode runs in two distinct phases that can switch back and forth during a match. Understanding how those phases work is the key to playing Domination well.
Domination Phase 1: Fight for the Three Central Objectives
Both teams rush the three central capture points when the match begins. These objectives can be taken in any order. There is no required sequence. Whichever team gets to two of the three first holds the majority and moves into Phase 2.
The fighting at the start of Domination is almost always the most intense part of the match. Everyone from both sides converges on the same small area of the map at the same time. Squads that communicate and coordinate their initial splits — sending two squads to two separate objectives simultaneously — tend to take the early lead over teams that pile onto a single point together.
Domination Phase 2: HQ Assault
As soon as your team controls two out of the three central objectives, the enemy’s Headquarters unlocks and becomes capturable. Your team can now push past the central zone into enemy territory and attempt to take the HQ directly.
Capturing the enemy HQ ends the match immediately. It does not matter how much time is left on the clock. An instant HQ capture is the highest-value win condition in Domination.
But there is a catch that trips many players up. If your team loses majority control of the three central objectives while pushing the HQ, the enemy HQ locks again. You get forced back to Phase 1 and have to fight for the middle again before you can assault it. The same happens in reverse — if the enemy takes two of the three central points while you are defending, your HQ becomes vulnerable.
This creates a genuine tension between pushing the HQ and protecting the objectives that unlocked it. Teams that send everyone at the HQ without leaving anyone to hold the central points routinely hand back majority control and waste the advantage they just earned.
How to Win Domination
There are two ways to win. The first and fastest is capturing the enemy HQ while you hold the majority of central objectives. The second is holding more of the three central objectives when the 30-minute timer expires — if neither team manages to take the other’s HQ, the side with the most points wins on the clock.
Because there is no Morale system in Domination, deaths do not carry an extra cost beyond the respawn delay. This makes Domination significantly more forgiving than Conquest. You can die repeatedly, redeploy freely, and keep pushing without directly harming your team’s ability to win. That said, wasted lives still waste time — and 30 minutes is short.
Domination Mode Strategy: What Actually Wins
Split your squads from the start
Two squads on two separate objectives at the opening of the match is almost always better than three squads on one. Majority control comes from holding two of three points. A team that takes two objectives in the first two minutes forces the enemy to react rather than attack on their own terms. Coordinate this through the Commander or between Squad Leaders before the match begins.
Always leave cover on the central points during HQ assault
This is the mistake that costs teams Domination victories more than any other. Your team secures two objectives, the HQ unlocks, and everyone sprints toward it. Meanwhile the enemy flips one of the two central points with minimal resistance. The HQ locks back. Now you are behind on objectives and burned time chasing an assault that should have been a win. Leave at least one squad covering the central objectives while the push happens.
Use the HQ assault to bait the enemy off the middle
A coordinated fake HQ assault can pull enemy players away from the central objectives. If the enemy team reacts to your push by reinforcing the HQ zone, they thin out the players defending the three central points. A squad left at those points can flip the majority back and lock the enemy’s HQ in response. Domination rewards teams that think about both phases simultaneously rather than reacting to each one in isolation.
Flanks and recon squads are especially powerful here
Because Domination is concentrated around a small central zone, flanking routes around the objectives can be decisive. A recon squad that appears behind an objective from an unexpected angle forces defenders to reposition — often enough to break a hold and flip the point. The Sniper guide and how to use NVA tunnels for flanking are both relevant here.
For the US side, helicopters change the mode significantly
A helicopter insertion directly onto a central objective or behind the enemy HQ is one of the highest-impact plays available to the US side in Domination. The short match time means a single well-timed helicopter drop can decide the game. See the helicopter pilot guide and the how to fly a helicopter guide for what this looks like in practice.
Best Classes for Domination Mode
Domination’s 30-minute clock and three-point focus means every class needs to contribute quickly. Slow builds and long-range camping work less well here than in the wider modes.
Squad Leader is vital for placing garrisons close to the three central objectives so your team can reinforce rapidly after deaths. Without tight garrison placement the 30 minutes evaporates faster than you expect. Full guidance in the Squad Leader guide.
Medic keeps bodies on the objectives without burning respawn time. In a mode where every second on a capture point matters, a Medic reviving players on the point itself rather than forcing them to respawn from a garrison is extremely valuable. See the Medic guide and the drag wounded guide.
Engineer can quickly build defensive structures on captured central objectives between phases, making them harder to take back. Speed matters here — there is not always time for elaborate fortification, but even basic cover on the capture circle makes a difference. See the Engineer guide.
Mortar is particularly effective in Domination because all the action concentrates around a small number of known points. Mortars set up outside the central zone can suppress defenders or soften objectives before the main push. See the mortar guide for targeting and setup.
Hell Let Loose Vietnam Conquest Mode Explained
Conquest is the most strategically complex mode in the game. It shares some DNA with Warfare — both teams fight over sectors, both can attack freely — but Conquest adds a mechanic that changes everything about how you play: Morale.
Five neutral capture points are spread across the map in a cross-shaped layout. Neither team controls any of them when the match starts. Both sides can attack any of the five objectives in any order, at any time. There is no frontline. There is no required sequence. The whole map is open.
The Conquest Map Layout
The five objectives are arranged in a cross shape — one in the centre, two on the flanks, and two closer to each team’s territory. This layout means there is almost always fighting happening in multiple locations at once. A team that focuses all fifty players on one point leaves the other four open for the enemy to take. A team that spreads too thin cannot hold any of them properly. The tension between concentrating and spreading is the core decision of Conquest.
How Morale Works in Conquest
Morale is a team-wide resource. Every player on your team shares it. It depletes in two ways:
- Every time a player on your team dies and redeploys. Each death takes a small amount from the shared Morale pool.
- When the enemy controls more objectives than your side. The more points the enemy holds above yours, the faster your Morale drains.
This combination means Conquest punishes two specific things: careless deaths and losing the objective count. A squad that throws lives away on a hopeless push drains Morale faster than the enemy. A team that falls behind on objective control loses Morale even if no one is dying.
The implication is direct: in Conquest, how you fight matters as much as whether you fight. Taking a reckless engagement that kills four of your players to eliminate two enemies is a net loss for your team’s Morale even if you technically won the firefight.
How to Win Conquest
The primary win condition is draining the enemy’s Morale to zero while your team holds the majority of the five capture points. The enemy’s Morale hitting zero while you own more objectives ends the match in your favor immediately.
There is also a timed win condition. If the match reaches its time limit before either team’s Morale reaches zero, the team holding the most objectives at that moment wins.
Neither of these is as simple as they sound, because of overtime.
The Conquest Overtime Rule — The Trickiest Mechanic in the Game
This is what confuses most players in Conquest and causes more lost games than anything else.
Normally, your Morale hitting zero while the enemy holds more objectives means you lose. But there is an important exception: if your team controls more objectives than the enemy when your Morale runs out first, the match does not end — it goes to overtime.
In overtime, the enemy team — the one that still has Morale remaining — must flip the objective count. They need to take enough points to hold the majority before their own Morale runs dry. If they manage it, they win. If your team holds the majority until their Morale also hits zero, you win despite being the side that ran out first.
What this means in practice: leading on objectives is not enough if your Morale is gone. A team that held three points all match but burned Morale recklessly enters overtime having to defend those points against a team with fresh Morale and a clear target. Many Conquest matches that looked like comfortable wins collapse in overtime because the winning team became complacent and stopped managing their death rate.
Conversely, a team trailing on objectives that plays carefully and conserves Morale can force overtime and flip the result in the final minutes.
Conquest Mode Strategy: What Actually Wins
Treat every death as a resource cost, not just a setback
In Warfare and Domination, dying is annoying but costless beyond the respawn wait. In Conquest, dying directly reduces your team’s chance of winning. Before taking an engagement, ask whether you have a realistic chance of winning it. A squad holding an objective and waiting for the enemy to push is spending fewer lives than a squad running across open ground trying to take an objective from scratch. That discipline — fighting defensively when possible — is what keeps Morale high while the enemy’s drains.
Control three of five for the fastest Morale drain
The Morale drain accelerates for the enemy when they hold fewer objectives than you. Holding three of five points is enough to trigger this. Spreading your fifty players across all five points looks impressive on the map but thins each position dangerously. Three solidly held objectives drain the enemy faster and are more defensible than five thinly held ones.
Communicate cross-squad priorities constantly
Because any point can be attacked at any time, squads can end up in very different situations simultaneously — one squad defending a comfortable point while another is being overrun somewhere else. Commanders and Squad Leaders need to be constantly sharing the objective picture and redirecting squads where the Morale equation is shifting. See the squad communication tips and the 50v50 tips guide for how to keep fifty players coordinated across five simultaneous fights.
Watch the Morale meters and respond to the gap
If your team’s Morale is draining faster than the enemy’s despite holding objectives, something is wrong — probably that your players are dying too often trying to take or hold those points. Consolidate. Pull back to fewer, more defensible objectives and reduce the death rate. It is better to hold two points cleanly with low losses than three points chaotically with high ones.
In overtime, play for the clock, not the push
If your team enters overtime with more objectives, the goal changes. You do not need to push. You need to hold what you have until the enemy’s Morale collapses. Every failed enemy assault during overtime burns their remaining Morale faster. Defend tightly, let them come to you, and do not make the mistake of pushing when you are already ahead.
Supply drops are essential in Conquest
The wide spread of five objectives means garrisons need to be built in multiple locations simultaneously. This requires supplies. A Commander who manages supply drops effectively keeps Squad Leaders able to build garrisons near all active points without having to choose between them. See the supply drop guide for how to run this efficiently.
Best Classes for Conquest Mode
Commander is the most impactful role in Conquest. With five active objectives and both teams free to attack any of them, a Commander who cannot direct squad priorities and redistribute resources will see their team fragment and lose the objective count. Conquest demands more from the Commander than any other mode. See the full Commander guide before taking this role in Conquest.
Squad Leader needs to be building and managing garrisons across multiple objectives rather than a single frontline. This is more demanding than Warfare’s linear spawn management. A Squad Leader whose garrison network covers three objectives simultaneously keeps the team able to reinforce anywhere without long runs. Full details in the Squad Leader guide.
Medic is even more valuable in Conquest than in Warfare because Morale makes death costly. A Medic who keeps players alive on objectives — using the drag mechanic to pull wounded teammates clear rather than letting them die and burn Morale — directly slows the Morale drain. See the Medic guide and drag wounded guide.
Helicopter Pilot (US) is extremely powerful in Conquest. With five objectives spread across the map, a helicopter can reinforce threatened points faster than any infantry movement. A Huey that drops a squad onto a point about to flip can save Morale that would have been lost defending the long way around. See the helicopter pilot guide.
NVA Tunnel Builder is the NVA’s equivalent answer to helicopter mobility. Well-placed tunnels near multiple objectives give NVA players fast reinsertion options across the whole map, reducing the long walks that come with defending spread-out positions. The tunnel guide and NVA tunnel guide explain how to position them for maximum Conquest value.
Domination vs Conquest: What Is the Difference?
Players often see both modes described as multi-objective modes and assume they are similar. They are not. The differences between them change how you think about every death, every push, and every decision.
- Timer: Domination runs for 30 minutes. Conquest has no fixed match timer in the same way — it ends when a team’s Morale hits zero (or the time limit after that).
- Objectives: Domination has three central objectives. Conquest has five spread in a cross.
- Death cost: Domination has no Morale system — deaths are free beyond the respawn delay. Conquest punishes every death with shared Morale loss.
- HQ mechanic: Domination unlocks the enemy HQ when you hold two of three central points and ends instantly on HQ capture. Conquest has no HQ mechanic — you win by draining Morale.
- Pace: Domination is fast and concentrated. Conquest is wider and more sustained.
- Recommended for: Domination is good for players coming from Warfare who want more action and less walking. Conquest is better suited to experienced players who understand how to coordinate at scale.
Common Mistakes in Domination and Conquest
Domination: Abandoning central objectives during the HQ push
Sending your entire team at the enemy HQ the moment it unlocks is the single most common way to throw a Domination win. The enemy retakes one central point, the HQ locks, and now you are behind on time having gained nothing. Always keep cover on the central objectives.
Domination: Ignoring the timer
Thirty minutes sounds like plenty. It is not. Teams that spend the first ten minutes cautiously feeling out the central zone often find themselves scrambling for the HQ with five minutes left and not enough time to take it. Urgency from the opening seconds matters in Domination.
Conquest: Fighting pointless engagements
In Warfare you can trade lives with the enemy fairly freely. In Conquest you cannot. A squad that chases down two enemies across open ground and loses three players in the process has burned Morale for a net negative trade. Fight for objectives, not for kills.
Conquest: Ignoring the Morale meters
Many players treat Conquest like Warfare and do not pay attention to the Morale gap. Checking both teams’ Morale regularly tells you whether to push or defend, whether to risk an aggressive flank or consolidate, and whether overtime is approaching. Ignoring it means reacting too late.
Conquest: Spreading five squads across five objectives
This seems logical but creates five thinly held, easily contested points. Three squads on three objectives holds majority and drains enemy Morale faster than five squads trying to hold everything at once with reduced numbers at each point.
US vs NVA in Domination and Conquest
The faction asymmetry matters in both modes, but it plays out differently between them.
In Domination, the US helicopter advantage is strongest. The compact three-point layout means a single helicopter insertion can flip an objective before defenders can respond. The short 30-minute clock makes every fast play count. NVA compensates with tunnels that give defenders unexpected reinsertion angles on the central objectives. See our US strategy guide and NVA strategy guide for faction-specific approaches.
In Conquest, the helicopter becomes an even bigger asset because the map is wider and the distance between objectives is larger. US commanders who use helicopter mobility to reinforce threatened objectives faster than infantry can reach them gain a significant tempo advantage. NVA tunnel networks partially counter this by giving fast underground travel between positions — but tunnels require time to build, which means NVA players need to establish their network early in the match before the cross-map fights begin. See the US vs NVA breakdown for a full comparison of how both factions play differently across modes.
Tips for New Players Trying Domination and Conquest
- Play Warfare first. Both Domination and Conquest assume you understand spawn mechanics, garrison placement, and how the Hard Cap and Soft Cap capture zones work. If those are not clear yet, the Warfare mode guide covers all of it.
- In Domination, pick a class that contributes fast. The 30-minute clock means slow setup roles need to prioritize efficiency. Garrisons, medical coverage, and fire support on the three central points from the opening minutes is what wins matches.
- In Conquest, stay alive. That is not a platitude — it is a mechanical instruction. Every unnecessary death burns Morale. Play cautiously, hold defensible positions, and fight only when the odds are in your favour.
- Talk to your squad and Commander. Both modes require cross-squad coordination more than Warfare or Offensive. The squad communication tips apply here more than anywhere else.
- Learn one mode at a time. Domination is the easier of the two to pick up first because there is no Morale system and fewer objectives. Get comfortable with the two-phase HQ mechanic before moving into the full complexity of Conquest.
Note on Domination and Conquest
Domination and Conquest are what Expression Games built specifically for the Vietnam setting. Both push you toward faster decisions and wider map thinking than the original Hell Let Loose’s modes asked for.
Domination is the better entry point — short, focused, and punchy. Conquest is where the deepest play is. The Morale system makes it the mode that most rewards a team that communicates, conserves lives, and manages the map like a resource rather than a brawl.
Once you have a handle on how Warfare and Offensive play, these two modes are where the game opens up into something genuinely different. For more on picking the right role before your first Domination or Conquest match, the all classes guide covers every role available to both factions. If you want faction-specific loadout advice before queuing, the best loadouts guide and best weapons tier list are good places to start.