Welcome to the complete, no-fluff guide to becoming a powerful, confident, and effective Commander in Hell Let Loose. Whether you’re new to the role or already dipping your boots into the mud of leadership, this long-form breakdown explains absolutely everything you need to know—from opening moves and abilities to managing resources and keeping morale high.
Starting a Match as Commander
Pre-Match and Early Game Setup:
- Spawn Your Own Supply Truck: Don’t rely on the default one—spawn your own and drive it to build the first garrison near the midpoint.
- Drop a Supply Drop: Before the game starts, drop it in a neutral zone for a future flanking or fallback garrison.
- Place Your First Garrison Fast: Get it as close as possible to the strong point. It doesn’t need to be perfect—speed is more important.
- Spawn Another Supply Truck After: Once the cooldown ends, spawn a second supply truck for engineers and SLs to use.
Early Priorities:
- Ensure nodes are being built (manpower, munitions, fuel)
- Check that tanks are manned and artillery is being used
- Consider aggressive vs. defensive follow-up garrisons based on your read of the match
- Learn the map icons—especially for infantry, tanks, garrisons, OPs, and command abilities
Reading the Map and Tracking Combat
Icon Visibility:
- Commander Marks = Visible to the entire team
- SL Marks = Visible to other SLs and Commander
- Unit Marks = Only visible to your squad
Map Interpretation:
- Friendly positions, direction they’re facing, and gaps in their lines indicate enemy presence
- Garrison status: if it’s red, enemies are within 100m. If it locks, they’re even closer
- Garrison doesn’t light up = likely safe
Core Mechanics and Game Rules
- Garrisons: 50 supplies in blue zone, 100 in red zone
- OPs: Can be destroyed by walking into them or using explosives
- Garrisons: Only destroyed by satchels, tank shells, precision strikes, bombing runs
- Supply Trucks: Must drive two sectors out to drop supplies
- Cap Weight: Everyone in sector = x1, in strongpoint = x3
Commander Abilities and When to Use Them
Munitions
- Supply Drop (100): Most valuable when used for red zone garrisons or flanks
- Recon Plane (100): Use to reveal enemy positions before bombing runs or to find garrisons
- Precision Strike (250): High-risk, high-reward; best vs. stationary heavy tanks
- Strafing Run (150): Useful for clearing hot garrisons or interrupting cap races
- Bombing Run (300): Best tool for destroying known enemy garrisons
- Katuysha Strike (Soviets): Less precise, high-area denial, use it frequently if resources allow
Manpower
- Airhead (200): Tactical forward spawn anywhere outside 3+ deep red zones; fragile
- Dismantle Garrison (100): Use when repositioning or removing unused garrisons
- Reinforce (200): Only for defense, doubles friendly cap strength in strong point
- Encourage (200): Doubles node production for 2 minutes—use it every 10 minutes if you have full nodes
Fuel
- Heavy Tanks (500): Best late-game investment
- Medium/Light Tanks: Spawn on request
- Half-tracks (300): Poor investment unless supporting a deep backline or last-ditch spawn
How to Lead Effectively
- Communicate Constantly: Use VOIP and text chat to keep squad leaders informed
- Be Respectful & Calm: Don’t escalate drama, guide others through example
- Adapt Your Leadership Style: Experienced lobbies need less micromanagement; new players need clear directions
- Use Text Chat Strategically: Commander text is highlighted—use it wisely, not constantly
Winning Games
- Garrisons Win Games: Constant flow of reinforcements > numbers
- Build in Layers: Frontline garrisons, support garrisons behind those, and fallback defensive garrisons
- Copy Marks: If a squad marks a tank or garrison, duplicate it as Commander to alert everyone
- Use Mid-Game Wisely: Coordinate Garrison placement, airheads, bombing runs, and supply drops to reinforce attack or shore up defense
Special Notes for Offensive Mode
- Defense gets permanent 10-second spawns; can’t be destroyed by explosives
- On offense, all attack garrisons are long-take-down (like backline)
- Capture time is 1 minute (vs. 2 minutes in Warfare)
- You MUST keep AirHeads or flanks active—no garrisons = guaranteed loss
Final Thoughts
- You won’t win every game, but a good Commander can prevent a blowout and keep morale high
- Thank people for making nodes and garrisons
- If you’re hoarding 1000+ of any resource, you’re mismanaging it—spend it wisely
- Artillery is the most efficient use of munitions—don’t shut it down unless absolutely necessary
If you’ve made it this far—congrats, you’re serious about commanding. Watch gameplay, study the maps, and don’t hesitate to get in the role and learn by doing. You’ve got this, soldier.
Subscribe to Soul Sniper for more Commander content and battlefield guides.




Leave a comment