TL;DR
- The US arsenal favours flexibility, firepower, and sustained engagement over the NVA’s ambush and stopping power approach.
- The M16A1 is the backbone of US infantry — burst fire at range, full-auto only inside 50 metres.
- The M60 is the best suppression weapon in the game. Bipod down on cover and lock down entire corridors.
- The M40’s 3–9x variable scope makes it easier for new snipers than the NVA’s fixed-scope Type 53 PU.
- The M79 and M203 fire the same 40mm round — the difference is whether you keep your rifle or sacrifice it for a dedicated launcher.
- The M18 Claymore is command-detonated — 700 steel balls in a 60-degree arc. Use it on chokepoints and tunnel exit positions.
- All US weapons were scanned, photographed, and audio-recorded with the UK’s Royal Armouries Museum.
The US Arsenal: Philosophy and Design
American infantry favour flexibility and firepower: the M16 as the standard assault rifle and all-round backbone, the M14 as a battle rifle with long-range punch, the M60 for belt-fed suppression, the M79 to lob explosives into cover, and the trench shotgun and M1911 sidearm for close-quarters work.
The arsenal in Hell Let Loose: Vietnam recreates the era-accurate small arms of the 1960s, with weapons scanned, photographed and audio-recorded in partnership with the UK’s Royal Armouries Museum. Every US weapon has authentic sound, animation, and handling behaviour. For just about all weapons in-game, you get to hear the ramblings of Jonathan Ferguson, Keeper of Firearms and Artillery at the Royal Armouries, which houses a collection of thousands of iconic weapons from throughout history.
Where the NVA arsenal rewards patience, concealment, and ambush, the US side rewards sustained firepower, coordinated pushes, and air mobility. The Vietnam-era firearms fire faster, reload quicker, and feature different recoil patterns that reward controlled bursts over full-auto spray. Understanding that distinction before your first match sets the foundation for every weapon decision that follows.
For how US weapons compare against the full NVA arsenal, see our NVA weapons guide and our best weapons tier list. For role-specific loadout setups, our best loadouts guide covers every US role in full.
Complete US Arsenal: All Confirmed Weapons
According to the official Hell Let Loose: Vietnam Steam page, the US arsenal includes the M16A1, M16A1-M203, M60, M40, M79, M72 LAW, M1911A1, M2A1-7, and Model 77E, alongside gear like the M18 Claymore, M61 frag grenade, M18 smoke grenade, and M183 demolition charge.
The US also has access to the M14 battle rifle, the M2HB .50 calibre heavy machine gun, and the M60D door gun confirmed on the UH-1 Huey helicopter. Here is every weapon explained in full.
M16A1 — US Standard Assault Rifle

The M16A1 is the backbone of the US infantry kit. It fires 5.56mm NATO rounds with a 20-round magazine, offering a balance of accuracy and rate of fire that suits medium-range engagements in the dense jungle maps. The M16A1 fires the 5.56x45mm NATO round and features a distinctive three-prong flash hider that reduces muzzle climb. In-game, this translates to a weapon that stays on target during sustained fire, making it ideal for medium-range engagements across rice paddies and jungle clearings.
How to fire it: Community reports from the open beta suggest the M16A1 excels at controlled burst fire rather than full-auto spraying, since recoil climbs noticeably after the third round. Players found that tapping the trigger in 2–3 round bursts keeps shots on target at 100–150 metres, while full-auto works only inside 50 metres when clearing tunnels or buildings.
M16A1 vs Type 56: Community testing suggests the M16A1 kills in 3–4 body shots at medium range, while the Type 56 kills in 2–3 shots under the same conditions. That difference matters when trading fire with an enemy who has seen you first — the Type 56 wins more often because it ends the fight quicker. The M16A1 compensates with a higher fire rate and larger magazine capacity, letting you maintain suppressive fire for longer without reloading. You win sustained firefights. You lose snap engagements at close range.
The M16A1 sound signature is a high-pitched, rapid pop — easy to identify in dense jungle, and useful for communicating friendly positions by sound alone.
Who uses it: Rifleman, Assault, most US infantry roles. Available from the start of role progression.

M16A1-M203 — Assault Rifle With Underbarrel Grenade Launcher
The M203 is a 40mm underbarrel grenade launcher mounted beneath the M16A1, giving the carrying role both a full assault rifle and a single-shot grenade launcher in one weapon. Unlike the dedicated M79, the M203 carrier retains full M16A1 capability and adds explosive firepower on top. The M203 entered US service in 1969 to solve exactly this problem — grenadiers with M79s had to sacrifice their rifle for explosive capability. The M203 removes that trade-off entirely.
The M203 and M79 fire the same 40mm rounds and have the same effective range and area effect. The difference is entirely about what you carry alongside it: the M203 is the more versatile option — full rifle plus grenades. The M79 trades rifle capability for a dedicated focus on explosive firepower.
How to use it: In a contact where you have time to prepare, open with the M203 into the enemy position, then follow immediately with M16A1 fire while they’re reacting to the explosion. Use the grenade launcher for covered targets, grouped enemy formations, and positions your rifle cannot clear. Switch back to rifle fire the moment you have a direct line of sight. Experienced players recommend using the M203 as a situational tool rather than a primary weapon — switch to it when you know enemies are grouped up, then switch back to rifle fire.
Who uses it: US Grenadier and Assault roles at higher progression levels.
M60 — US Machine Gun (Best Suppression Weapon)
The M60 delivers the heavy suppression that US squads rely on when advancing across open rice paddies or defending a contested bridge. It chambers 7.62mm NATO rounds with a 100-round belt, and its sustained fire capability makes it one of the most intimidating weapons in the game. Machine Gunners can deploy the M60 with a bipod on top of sandbags or while crouched to provide suppressive fire against opposing forces.
The M60 is a beast of a weapon that delivers devastating suppressive fire but requires you to deploy your bipod for accurate sustained fire. Standing fire is possible but wildly inaccurate beyond 50 metres, which means you need to think about positioning before you start shooting. The M60 also has a confirmed variant — the M60D — mounted on the UH-1 Huey helicopter door gun, giving the Helicopter unit the same suppression capability from the air during insertions.
How to use it: The M60 Machine Gun produces a heavy, rhythmic chugging sound — heavy suppression potential; avoid pushing the front arc. Position before contact. Get behind cover — a sandbag, a rock, an earth berm — deploy your bipod, and hold the corridor. Unlock the M60 early because suppression wins matches. A single Machine Gunner can control an entire flank and create space for your squad to advance. Do not spray from the hip or move while firing. The M60’s weight slows you significantly. Commit to your position or you will be caught exposed and slow between engagements.
M60 vs RPD: The M60 wins on raw damage and suppression effect — a single burst can pin down an entire enemy squad and force them to reposition or die. The RPD wins on mobility and reliability in close terrain. The M60 is better when you can hold a static position and dominate a sightline. The RPD is better for the NVA’s mobile ambush style. As US, you almost always want the M60 for its raw suppression power.
Who uses it: US Machine Gunner. Unlocks through Machine Gunner role progression (Automatic Rifleman Level 3–4).
M40 — US Sniper Rifle
The M40 bolt-action rifle, adapted from Remington’s classic Model 700, is a great gun. Sniper rifles are wonderfully balanced here — hitting one-taps on most body parts but with painfully slow cycling and reloads. The M40 and Type 53 PU unlock relatively early, making Recon a good choice for players who want to contribute from range while learning map layouts.
Community data suggests the M40’s effective range extends beyond 400 metres with proper zeroing, though jungle foliage often limits sightlines to 200 metres or less. The weapon’s bolt-action cycling takes about 1.5 seconds, which means you need to reposition after each shot to avoid giving away your location. Players who master the M40’s ballistic curve can dominate open areas like the Thanh Hoa Bridge map, where long sightlines reward precision shooting.
M40 vs Type 53 PU: The M40 is easier to use for new snipers because the variable 3–9x zoom lets you adapt to changing situations, while the Type 53 PU rewards experienced marksmen who can work with a fixed magnification. The M40 outperforms the Type 53 PU at range. Choose the M40 for open maps like Dak To Airfield. Choose the Type 53 PU only if playing NVA on dense jungle maps. Full Recon tactics and positioning are in our Sniper guide.
Who uses it: US Sniper (Recon unit). Always used alongside a Spotter — never solo.
M79 — Grenade Launcher (“The Blooper”)
The M79 produces a distinct hollow thud followed by an explosion — indicating US explosive support clearing bunkers. The M79 gives US grenadiers a versatile tool for both offensive and defensive operations. The 40mm grenade has a steep arc that lets you clear obstacles, but the travel time means moving targets are hard to hit without leading them significantly. Players found that the M79 excels at area denial when defending objectives, since a well-placed grenade can force the NVA to abandon a covered position or risk explosive damage. The weapon’s 3-second reload is fast enough to maintain pressure, but you need to stay behind cover while reloading because you are vulnerable during the animation.
How to use it: The M79’s steep arc is its defining characteristic. Use it to lob grenades over walls, into bunkers, and behind cover where your rifle cannot reach. Lead moving targets — the 40mm round has travel time. The M79 grenade launcher pairs well with the M1911A1 sidearm, giving you a ranged explosive option and a reliable backup for close encounters. When you fire the M79, your only close-range option is the M1911A1 until the reload completes. Never fire the M79 in the open without cover to step back into.
Who uses it: US Grenadier role (standalone launcher). The M203 variant gives the same 40mm capability with the M16A1 retained.
M14 — US Battle Rifle
The M14 is notorious for its recoil in full-auto. The M14 is a semi-automatic marksman weapon sitting between the M16A1 and M40 — harder-hitting at range, with a 20-round magazine, used by US specialist roles. It fires a harder-hitting round than the M16A1, making it viable at medium-to-long range where the M16A1 starts losing effectiveness but the M40 would be overkill.
How to use it: Fire semi-auto only. Full-auto on the M14 is almost unusable due to its severe recoil. Aim for centre mass at medium range and trust the round’s stopping power to do the work. The M14 rewards patience over aggression — take a position with a decent sightline, engage at 100–250 metres, and let the harder-hitting round compensate for the lower fire rate. It is significantly better than the M16A1 at range but punishes spray-and-pray play harder than any other US rifle.
Assault rifles typically take more than a shot to bring a target down but hold strong performance at most ranges you encounter during usual engagement. The M14 sits above the M16A1 in per-shot performance, filling the gap between the standard rifle and the dedicated sniper role.
Who uses it: US Specialist role. A mid-progression unlock.
M72 LAW — US Anti-Tank Rocket Launcher
The M72 LAW is the US disposable rocket launcher — one shot, fire and discard, effective against the NVA T-54 tank and patrol boats. The LAW’s disposable design means you carry no dead weight after firing. One round, one shot, one vehicle threat removed — then you are back to your sidearm until you can resupply.
The M72 LAW’s 66mm HEAT warhead penetrates roughly 300mm of armour, sufficient to frontally defeat the M48 Patton’s turret face at 200 metres. However, the M72 LAW cannot penetrate frontal armour on NVA tanks from the front. Target the side or rear panels. For front engagements, use the satchel charge or coordinate with an Engineer’s anti-tank mines.
How to use it: Wait for a flank shot. The LAW fired at the front of a tank from cover will damage but not destroy it, and you have revealed your position. Circle behind the vehicle or wait for it to turn before firing. Always carry smoke to escape after the shot — your position is immediately obvious from the rocket trail. The M72 LAW can destroy light patrol boats with a single hit based on community testing — aim for the hull or engine area.
Who uses it: US Anti-Tank role. The satchel charge becomes available at higher Anti-Tank role progression levels.
M18A1 Claymore — US Directional Mine
The M18A1 Claymore is a command-detonated directional mine — 700 steel balls in a 60-degree arc, ideal for chokepoints and tunnel exit denial. The M18 Claymore represents a unique defensive tool, giving US players a way to protect flanks and chokepoints without exposing themselves to direct fire. This directional mine fires a fan of steel balls toward a designated area, and its command-detonated design lets you choose the exact moment to trigger it.
How to place it: Pair the M16A1 with the M18 Claymore for defensive setups, placing the mine on likely approach routes and covering it with rifle fire. The M18 Claymore is most effective when placed in ambush positions where enemy infantry must pass through a chokepoint. The best placement positions are narrow jungle paths, bridge approaches, building entrances, and known NVA tunnel exit areas. Place it slightly off the main path and at an angle that covers the widest possible approach corridor. Then cover it with rifle fire — enemies who spot the Claymore and try to disarm it are targets. Enemies who do not spot it walk into its arc.
Who uses it: US Engineer (available as a utility item). Most effective on defence when holding a fixed position.
Model 77E — US Pump-Action Shotgun
For heavy lifting, players have the Stevens Model 77E pump-action shotgun. The M2A1-7 flamethrower and Model 77E shotgun cover close-quarters situations where jungle foliage makes visibility nearly impossible. The pump-action design gives the Model 77E more shots before reload than the NVA’s break-action IZH-58 — a meaningful advantage in tunnel clearance where follow-up shots matter.
How to use it: This weapon has one context: inside 20 metres. In a tunnel, in a building, in a narrow jungle chokepoint. At any range beyond that, switch to your primary rifle or sidearm immediately. The pump-action cycling is slow — a missed shot at close range leaves you cycling the action while the enemy fires back. Use it deliberately in spaces where the spread pattern covers doorways and corners, not in open engagements where the limited range is a liability.
Who uses it: US Specialist role. Most effective for players who operate consistently in CQB situations.
M2A1-7 — US Flamethrower
The M2A1-7 flamethrower covers close-quarters situations where jungle foliage makes visibility nearly impossible. The M2A1-7 for US forces offers better hip-fire accuracy than the NVA’s LPO-50. Both weapons excel in tunnels, trenches, and dense vegetation where engagement distances are under 50 metres. The LPO-50 flamethrower is a late-game reward that changes how you approach defensive positions. Save this grind for when you have a regular squad to coordinate with. The same logic applies to the US M2A1-7.
How to use it: Get close before igniting. You move slowly with the flamethrower equipped — you cannot win a race to a position while carrying it. Your squad needs to suppress the defenders while you close the distance. In tunnels and enclosed buildings, the flamethrower is devastating. In open jungle, you will be shot before you reach effective range. Always approach through covered routes and use your squad’s suppression to create a window of movement.
Who uses it: US Specialist / Assault role (unlocks at Assault Level 3). The M2A1-7 also has better hip-fire accuracy than the LPO-50 for situations where you cannot take the time to aim down sights.
M2HB .50 Calibre — US Heavy Machine Gun
The M2HB .50 cal is anti-vehicle, anti-helicopter, and the most powerful direct-fire infantry weapon available to US forces. This is a crew-served weapon deployed at a fixed position, not carried. It can engage NVA vehicles, patrol boats, and any helicopter that flies within range of its elevated position. The .50 calibre round penetrates light armour and delivers enough damage to threaten any vehicle in the game.
How to use it: Position the M2HB with clear sightlines over known vehicle approach routes, river crossing points, or known helicopter flight corridors. The weapon’s anti-aircraft capability makes it a direct counter to NVA patrol boats and any threat the DShKM covers on the NVA side. As with all crew-served weapons, provide infantry protection for the gun position — a flanking NVA squad can destroy the emplacement before it can turn to face them.
Who uses it: US Machine Gunner role (emplaced variant).
M1911A1 — US Sidearm
The M1911A1 is the standard US backup weapon — 7 rounds of .45 ACP for close-quarters emergencies when your primary runs dry. The M1911A1 is carried by most US officer and support roles as a secondary. Its .45 ACP round hits harder than most pistols, and 7 rounds is enough for one or two close-range engagements when reloading the primary would cost you your life.
The M1911A1 is not a weapon you choose. It is a weapon you are glad exists when your M16A1 runs dry mid-tunnel. Know it is there, pull it when you need it, and do not try to use it as a primary in any engagement where your rifle is still available.
Who uses it: Most US officer, Recon, Anti-Tank, and specialist support roles as a secondary sidearm.
M61 Frag Grenade and M18 Smoke Grenade
Both grenades are available to most US infantry roles as utility items, and the choice between them at any given moment is one of the most impactful micro-decisions you make in a match.
M61 Frag: Use for clearing rooms, flushing defenders from cover, disrupting NVA pushes, and finishing off wounded enemies who have gone to ground behind cover. Most effective when you know where the enemy is and they cannot escape.
M18 Smoke: Use for covering advances across open ground, protecting Medics during revives, masking Garrison placement, screening helicopter LZ approaches, and creating movement windows when crossing NVA-covered sightlines. Pairing the M79 with smoke grenades creates a powerful combo for advancing across open ground — smoke the sightline, then lob an M79 grenade into the covered position on the other side while the enemy is blinded. Our loadouts guide covers exactly which grenade to prioritise for each role.
M183 Demolition Charge
The M183 demolition charge is a US-specific explosive item used for destroying enemy structures, vehicle obstacles, and fortifications that standard grenades cannot breach. It is a high-yield planted explosive that requires setting and detonation, making it a deliberate tool rather than a thrown weapon. Use it to destroy NVA tunnel entrances you have located, demolish fortified positions before an assault, and clear vehicle obstacles on bridge approaches.
Who uses it: US Engineer and Anti-Tank roles at higher progression levels.
M60D — Helicopter Door Gun
The M60D door gun is confirmed on the UH-1 Huey, operated from the helicopter by crew members during insertions and fire support runs — 400 rounds per gun with a spare belt per side. The M60D is the same M60 action mounted on a swivel at the helicopter door, giving the Helicopter unit the ability to suppress LZs during insertion, engage NVA positions during supply runs, and provide aerial fire support for ground operations.
The door gunner switches to the M60D from the co-pilot seat. During a hot insertion, the Logistics Officer suppresses the LZ with the M60D while the Pilot keeps the helicopter stable and on approach. The 400-round belt gives extended suppression without reloading during a single run. Full Helicopter unit tactics are in our Helicopter Pilot guide.
US Weapons by Role: Quick Reference
US weapons are tied to roles. Here is which weapon goes with which class at a glance:
- Rifleman: M16A1, M61 frag, M18 smoke, M1911A1 sidearm, extra ammo box
- Grenadier/Assault: M16A1-M203 or standalone M79, M1911A1, M18 smoke, M61 frag
- Machine Gunner: M60 (infantry), M2HB .50 cal (emplaced), M1911A1
- Sniper (Recon): M40, M1911A1, M61 frag grenade
- Anti-Tank: M72 LAW, M1911A1, M18 smoke, M61 frag, M183 demolition charge (higher level)
- Specialist: Model 77E shotgun, M14, M2A1-7 flamethrower (unlocks Assault Level 3)
- Engineer: M16A1, wrench and hammer, M18 Claymore, AP and AT mines, M183 demolition charge
- Medic: M16A1, M1911A1, bandages, morphine, M18 smoke
- Squad Leader: M16A1, binoculars, field pad (garrison tool), M18 smoke
- Helicopter Pilot: M1911A1 personal defence, M60D on helicopter door
- Logistics Officer: M1911A1, binoculars, flare gun, M18 smoke
For full role-by-role loadout breakdowns with equipment priorities and grenade choices, see our Hell Let Loose Vietnam best loadouts guide.
US Weapon Sound Identification
Learning the US weapons by sound is just as important as knowing their stats. The M16A1 produces a high-pitched, rapid pop — indicating friendly US presence or a close-range flank. The M60 Machine Gun produces a heavy, rhythmic chugging — heavy suppression potential; avoid pushing the front arc. The M79 “Thumper” produces a distinct hollow thud followed by an explosion — indicating US explosive support clearing bunkers.
As an NVA player, recognising these sounds gives you early warning of US weapon types and positions. As a US player, knowing that your own weapons are identifiable means you should reposition after sustained fire from the M60 and after M79 shots that did not clear the position. The NVA will locate you by sound.
US Weapons on Specific Maps
The US arsenal’s strengths shift based on map terrain. Open maps favour US firepower and range. Dense jungle maps compress that advantage.
On open terrain maps like Dak To Airfield and Thanh Hoa Bridge, the M40 dominates long sightlines, the M60 locks down crossing zones, and the M72 LAW covers open vehicle approaches. These are the maps where the US faction’s weapons give the biggest advantage over the NVA.
On dense jungle maps like Van Tuong and Quang Ngai, the M16A1’s range advantage narrows. The Model 77E and M2A1-7 become more relevant. The M18 Claymore earns its weight on jungle chokepoints where NVA tunnel exits bring enemies within arm’s reach.
On river maps like Cam Ranh Port and Hue Outskirts, the M72 LAW is critical for NVA patrol boat interdiction. The M60 positioned on river banks or elevated positions above crossing zones is among the most impactful weapons in those matches.
See our all maps guide for detailed per-map weapon positioning and tactics.
Common US Weapon Mistakes to Avoid
- Spraying the M16A1 on full-auto at range. Recoil climbs noticeably after the third round. Burst fire at medium range, full-auto only inside 50 metres.
- Firing the M60 from the hip while moving. Standing fire is possible but wildly inaccurate beyond 50 metres. Deploy the bipod. Commit to the position. Win the corridor.
- Using the M79 without a sidearm ready. The M79’s reload leaves you defenceless. Always have the M1911A1 accessible as a fallback before pulling the M79 trigger.
- Placing the M18 Claymore in the open. A Claymore spotted by the enemy before detonation is a wasted mine. Place it slightly off the main path, in shadow, or behind natural cover that channels the enemy through its arc.
- Running the Model 77E outside CQB. Two pump-action shots at 30 metres accomplishes nothing. Save the shotgun for tunnels, buildings, and tight chokepoints where its spread pattern actually covers the engagement zone.
- Saving the M72 LAW for the perfect shot. A patrol boat or light vehicle destroyed with an imperfect shot is still destroyed. A rocket you hold onto while the vehicle does damage is a wasted rocket. Fire when you have a viable shot on a vehicle target, not only when you have a perfect one.
- Not repositioning after firing the M40. The bolt-action cycling takes about 1.5 seconds, which means you need to reposition after each shot to avoid giving away your location. Take the shot and move immediately.
Where to Get Hell Let Loose Vietnam
Hell Let Loose Vietnam is available on PlayStation Store, Xbox, and through the official site for PC. For PC performance tips, see our best PC settings guide.
Final Thoughts on the US Arsenal
The US weapons are not individually superior to the NVA’s. The Type 56 kills faster at close range. The K50M wins tunnels outright. The RPG-7 counters the helicopters the US faction depends on. What the US arsenal does better is sustain — the M16A1 keeps firing longer before reload, the M60 dominates open corridors the NVA cannot match with the RPD, and the M40’s variable scope gives Recon teams flexibility the fixed Type 53 PU cannot replicate.
The US side wins when it uses its weapons at the ranges they were built for: medium-range rifle engagements, sustained machine gun suppression over open ground, and precision sniper fire from elevated positions. Let the NVA come to you in the open, and your weapons will do the rest. Chase them into the jungle at short range, and you cede every advantage your arsenal provides.



