WWII Milsim · Strategy · Cosmo Hub

Hell Let Loose

Expression Games’ 100-player WWII tactical shooter. Communication is mandatory. The Garrison is the round.

Welcome to the Cosmo strategy hub for Hell Let Loose. Black Matter started this 100-player WWII tactical shooter in 2019 early access; Team17 published the 1.0 release in 2021; Expression Games continues development through Update 19 and the upcoming 2026 Conquest game mode. Hell Let Loose rewards squad communication, sector-by-sector positioning, and resource management over individual aim. A team that builds Garrisons wins; a team that does not loses, regardless of how many kills the top frag-getter posts. Everything below is vanilla, mechanics-only knowledge — the combat loop, communication structure, roles and kits, the Garrison and Outpost spawn system, resources, map knowledge, tank play, artillery and recon, audio and settings, and pro tips.

01 · The Combat Loop

50v50 WWII combat. Five sectors. The Garrison decides the round.

  • 50v50 player count Hell Let Loose runs 100 players per match (50v50) on full servers. Some servers cap lower; the default is the standard.
  • Three primary modes Warfare (symmetric capture-and-hold across 5 sectors), Offensive (one side attacks, the other defends sector by sector), Skirmish (smaller 16v16 single-sector mode).
  • New Conquest mode in 2026 Currently on Experimental Branch as of February 2026. Adds a 50v50 mode focused on dynamic objective control; refines the Warfare formula.
  • Two factions per match US Army, Wehrmacht, British Army, Soviet Army. The 2026 roadmap adds Canadian Forces. Each faction has distinct kits, vehicles, and weapon balance.
  • Match length: 90 minutes Warfare matches run 90 minutes with potential ticket-bleed shortening. Offensive matches end when defenders run out of sectors or time runs out.
  • Realistic ballistics and damage Two-shot rifle kills under armor; bullet drop at long range; bleed-out timers. The damage model rewards positioning over reflex.
  • Squad-based structure Six infantry squads of six per team, plus Recon (2 players), Armor (3 players), and Commander (1). The squad structure is the team structure.

02 · Communication Structure

HLL voice is three-tier. The Officer and Commander roles connect them.

  • Local voice (proximity) Hear and be heard by everyone in proximity. Useful for ad-hoc coordination with enemy-side players or allied teams from other squads.
  • Squad voice Everyone in your squad hears you regardless of distance. The primary tactical channel; default key V.
  • Command voice (Officers + Commander) Officers (Squad Leaders) and the Commander coordinate on a separate channel. Plans and inter-squad coordination live here.
  • Officer role One Officer per squad, the squad’s leader. Places Outposts and Garrisons (the spawn infrastructure), uses smoke grenades, calls strategic markers, communicates with other Officers.
  • Commander role One per team. Calls strategic call-ins (recon planes, supply drops, artillery, bombing runs), reads the map at the highest level, coordinates between Officers via command voice.
  • Map markers Officers and Commanders place markers visible to the team. Markers convey orders without voice congestion; use them for sectors, attack arrows, defend points, and supply drops.
  • New players: pick up squad voice fast The single biggest skill jump for new HLL players is using squad voice. A coordinated squad of six rookies beats six silent veterans.

03 · Roles by Squad Type

Infantry, Armor, Recon, Command — each has its own progression.

Infantry Squads (6 players each) The main combat force; six squads per team
  • Officer (Squad Leader)
  • Rifleman, Assault, Medic, Engineer, Support
  • Machine Gunner, Automatic Rifleman, Anti-Tank, Spotter
Bring
Voice communication and the willingness to follow Officer orders.
Take
Sector capture, defensive holds, and the tickets that decide most matches.

Infantry is where 80 percent of the team plays. Every other squad type supports infantry; without infantry capturing sectors, nothing else matters.

Armor Squads (3 players each) Tank, IFV, and armored vehicle crews
  • Tank Commander (Officer for the squad)
  • Crewman (driver, gunner, loader)
  • Sherman, Panther, T-34, Tiger, etc.
Bring
Coordination on driver-gunner-commander roles and patience for long crossings.
Take
Anti-infantry suppression, anti-tank engagements, and the mobile firepower that breaks defensive lines.

A full tank crew of three is dramatically more effective than a solo tank with one player switching seats. Coordinate fully; do not freelance.

Recon Squads (2 players each) Spotter and Sniper pair
  • Spotter (Officer for the squad)
  • Sniper
Bring
Marksmanship, map knowledge, and the patience to spend rounds without firing.
Take
Long-range picks, enemy garrison locations marked for the Commander, and the intelligence that drives strategic call-ins.

Recon is the most-misused squad type. Many new players pick it for the sniper rifle and provide zero intelligence. Use the binoculars; mark enemy garrisons.

Command (1 player) The team’s strategic role
  • Commander only — no other slots in this squad
Bring
Map awareness, comfort with command voice, and the willingness to spend the round watching the bigger picture rather than fighting.
Take
Recon planes for intel, bombing runs on enemy clusters, artillery on enemy garrisons, supply drops to enable forward Garrisons.

Commander is high-impact but rarely glamorous. The team’s win rate scales with Commander quality more than any other single role.

04 · Kits & Loadouts

Each infantry squad has limited kit slots. Coordinate before picking.

KitSquad Slot LimitPrimary Job
Officer1 per squad (required)Squad Leader. Places Outposts and Garrisons. Carries smoke grenades and binoculars. Uses command voice.
RiflemanUnlimitedDefault kit. Carries the standard service rifle and a resupply ammo crate that resupplies teammates.
AssaultLimited per squadSMG or assault rifle. Close-range push role; trades range for fire rate. Strong in urban sectors.
MedicLimited per squad (1–2)Faster revives, more bandages, smoke grenades. Every squad benefits from a Medic; lobbies without Medics bleed tickets.
EngineerLimited per squad (1)Builds resource nodes (Manpower, Munitions, Fuel), fortifications, anti-tank guns. The build-side counterpart to the Officer.
SupportLimited per squad (1)Carries the Supply Box that Officers convert into Garrisons. Critical for spawn-line expansion.
Machine GunnerLimited per squad (1)LMG kit. Sustained suppression at range; bipod use mandatory. Strong in defensive holds.
Anti-TankLimited per squad (1)Bazooka, Panzerschreck, PIAT, PTRS. The infantry counter to enemy armor. Coordinate with Officer for armor calls.

05 · Garrisons & Outposts

The spawn infrastructure is the round.

  • Garrison: team-wide forward spawn Officers place Garrisons using a Supply Box (delivered by Support kit or supply truck). Any teammate can spawn at any Garrison; this is the team’s mobility.
  • Garrison range requirement Garrisons must be placed within a friendly capture sector or near the next active sector. Garrisons too far from action waste a placement.
  • Outpost: squad-only forward spawn Officers place Outposts without supplies. Squad members only spawn there; one Outpost per squad. Useful for tactical positioning that does not warrant team-wide spawn.
  • Enemy Garrison destruction Players within enemy Garrison range can destroy it (takes time and exposure). Destroying an enemy Garrison cuts their forward spawn options; high-leverage play.
  • Garrison decay Garrisons in enemy-controlled territory decay over time. Keep at least one teammate near each active Garrison or lose it without combat.
  • Three-Garrison rule A team without three active Garrisons cannot sustain offensive pressure. Officers should always be looking to place the next one; Supports should always be carrying supplies.
  • Spawn point selection The spawn screen shows all available Garrisons, Outposts, and base spawns. Pick the spawn closest to the active sector; do not back-spawn for safety.

06 · Resources & Supplies

Manpower, Munitions, Fuel.

  • Three resource types Manpower (infantry recovery), Munitions (Commander call-ins), Fuel (vehicle and tank deployment). All three feed Commander capability.
  • Resource nodes built by Engineers Engineers build nodes in friendly territory. Each node generates one resource type slowly; three nodes per type at full setup.
  • Node positioning matters Nodes in contested or exposed territory get destroyed by enemy raids. Place nodes deep in friendly territory; protect them from cavalry runs.
  • Manpower for infantry call-ins The Commander spends Manpower for supply drops, reinforcements, and infantry support call-ins. Without Manpower, the Commander cannot supply Garrison expansion.
  • Munitions for combat call-ins Artillery barrages, bombing runs, recon planes — all paid in Munitions. The most match-deciding resource on most maps.
  • Fuel for vehicle spawning Tanks and armored vehicles spawn from depots and cost Fuel. Without Fuel, the Armor squads have no vehicles to crew.
  • Engineer is the most-undervalued role A squad with a dedicated Engineer building nodes contributes more tickets than the same squad chasing kills. The team’s late-game depends on the early-game Engineers.

07 · Map Knowledge

Read the map by sector. Memorize the Garrison spots.

  • Sector-based maps Each map divides into 5 sectors arranged in a 3x5 grid. Capturing sectors and holding them is the only path to victory in Warfare and Offensive modes.
  • European theatre maps Hill 400, Foy, Hürtgen Forest, Sainte Mère Église, Utah Beach, Omaha Beach, Carentan, Purple Heart Lane, Sainte Marie du Mont, Remagen, Driel. Western Front classics.
  • Eastern Front maps Stalingrad, Kursk, Kharkov. Wider open terrain; tank engagement-heavy; different positioning than urban Western Front maps.
  • North Africa maps El Alamein and Tobruk. Desert engagement at extreme range; sandstorm weather conditions affect visibility and tank duels.
  • Defensible strongpoints per sector Each sector has 2-3 natural strongpoints (buildings, ridges, choke points). Memorize the strongpoints on your most-played maps; the rest is rotation.
  • Garrison-friendly spots Each map has known Garrison spots favored by experienced Officers — forest edges, ruined buildings, hidden valleys. Learn them; expect enemy Garrisons there too.
  • Map rotation Most public servers rotate maps every match. Memorize the 5-10 most-played maps; the rest fill in over time.

08 · Tank & Armor Play

Three-player tank crews dominate; solo tanks die.

  • Three-player crew Tank Commander, Driver, and Gunner roles. A full crew is dramatically more effective than a solo tank with one player switching seats. Coordinate via Squad voice.
  • Tank Commander uses binoculars The Commander seat has periscope view and binoculars. Spot for the Gunner; mark enemy infantry for the Officer; control the engagement.
  • Penetration math by angle Tank penetration depends on the round, the target armor thickness, and the angle of impact. Side and rear shots penetrate where frontal shots bounce. Learn the weak spots.
  • Repair vehicles Crewmen can repair tanks with the wrench tool. A tank with crew repairing is harder to kill than a tank without. Stay alive; rejoin the fight.
  • Anti-tank infantry are the counter A solo tank versus three Anti-Tank infantry loses. Tanks should not push without infantry support; infantry should not push without tank support.
  • Light tanks and IFVs Stuart, T-70, Greyhound, Puma. Light vehicles for scouting and anti-infantry; do not face main battle tanks in light vehicles.
  • Tank spawn at depots Tank depots are fixed spawn locations behind friendly lines. Get to the depot; crew up; deploy with three full players or wait for the third.

09 · Artillery & Recon

Recon spots; Commander calls; artillery delivers.

  • Recon Spotters mark targets The Spotter uses binoculars to identify enemy Garrisons, vehicle positions, and infantry clusters. Marks become Commander intel.
  • Snipers eliminate Officers Killing an enemy Officer disables their squad’s spawn placement temporarily. Sniper picks compound; one good pick can stall an enemy sector push.
  • Commander artillery call-ins Commanders spend Munitions on artillery barrages targeting marked positions. Coordinate with Recon for accurate targeting.
  • Recon plane intel Commanders deploy Recon planes that reveal enemy positions on the map for a short window. Use the window to plan attacks or relocate threatened Garrisons.
  • Bombing runs on clusters When the enemy clusters at a Garrison, the Commander’s bombing run can wipe them entirely. Recon Spotters mark the cluster; Commander calls; the round shifts.
  • Artillery duels Some maps allow team-built artillery emplacements. Engineers can build them; squads coordinate crewing. Counter-battery fire is real; move the artillery after firing.
  • Anti-air rare but present Some maps have anti-air emplacements that shoot down enemy planes. Use them when the enemy Commander relies heavily on aircraft.

10 · Audio & Settings

HLL audio is the game.

  • Headphones, not speakers Distant artillery, footsteps through walls, vehicle audio at extreme range — all rely on stereo. A wired headset improves performance significantly.
  • Master volume around 50–60 percent HLL peaks loud during tank battles and artillery strikes. Lower master volume preserves headroom for distant footsteps and Squad voice.
  • Field of view 90 Standard for milsim. Wider feels arcade-like; narrower restricts peripheral vision. 90 is the public-server consensus.
  • Push-to-talk for proximity, voice activation for squad Push-to-talk for Local voice (avoids open-mic moments); voice activation acceptable for Squad voice in tight groups. Officers should use PTT for command voice.
  • Mouse sensitivity low Lower than typical FPS. Iron sights and scoped engagements at long range reward deliberate aim. 800 DPI and moderate in-game sensitivity is the public-server standard.
  • Disable motion blur Off in the video menu. Saves clarity during rotations.
  • Verify after every patch Expression Games ships updates regularly. Five minutes of menu review prevents one bad match on unfamiliar settings.

11 · Pro Tips

HLL is a marathon. Pace yourself.

  • Find a regular group Public servers are matchmaking lotteries. A regular six-person squad transforms the experience; community clans and Discord servers help.
  • Start as Rifleman Rifleman is the simplest kit and the most useful for the squad (ammo crate). Learn the basics before requesting specialist kits.
  • Do not Officer until you understand A bad Officer sinks the whole squad. Play 50+ hours as a squad member; observe what good Officers do; volunteer when you can place Garrisons confidently.
  • Use the map screen constantly Tab opens the map. Awareness of sectors, Garrisons, and enemy positions matters more than kill count.
  • Voice with intent Brief, factual radio comms. "Two infantry north of barn, holding rooftop" is a complete callout. Long ramble costs lives.
  • Engineer for the team A round spent building resource nodes contributes more to the win than a round spent fragging. Engineer is the most-undervalued role.
  • Take the L on bad matches Some matches start unwinnable. Accept the loss; rejoin fresh. The win rate evens out across many sessions.