Hell Let Loose: Vietnam map support is mostly map-making
Hell Let Loose: Vietnam launched on 13 August with six maps: Thanh Hóa Bridge, Huế Outskirts (Hue Outskirts), Vạn Tường (Van Tuong), Quảng Ngãi (Quang Ngai), Đắk Tô Airfield (Dak To Airfield) and Cam Ranh Port. A lot of clans asked the same question that week: when can we brief on them?
The honest answer is that supporting a new theatre means making maps, one map at a time.Two are ready now: Đắk Tô Airfield and Cam Ranh Port. The other four are in the pipeline and go live as they are finished. Most of August's Vietnam work went into that pipeline, and it is worth explaining, because it is the part that decides whether your first Vietnam brief feels like the tool you already know or like a beta.
A briefing map has to survive being zoomed into
You do not plan at the whole-map level. You plan at the level of one treeline, one trail junction, one bend in a river. You argue about it with five other people looking at the same picture. That only works if the image holds up when you zoom in on the corner of a grid square.
Ours did not, at first. Every map was being published at the same fixed width, which looked perfectly fine as a thumbnail and fell apart exactly where planning happens. Vietnam maps are dense with terrain that matters: jungle edges, paddy boundaries, trails that decide whether a flank is possible. That detail was the first thing to go. Vietnam maps now publish at full source resolution instead, and no map goes live until it holds up at the zoom level people actually plan at. That is the bar the remaining four are working through.

Đắk Tô Airfield gets special treatment
Neither finished map is one picture. Dak To Airfield is published at four times the detail of a normal map because it is assembled from around seventy in-game screenshots, taken cell by cell and fitted back together into one seamless map. That gives roughly 1,100 pixels per grid square, enough that you can zoom to a single compound and still see what you are pointing at. Cam Ranh Port is the same job at a different scale: 45 4K captures, published at 4096 across.
I only do that where it pays off, and I measured it rather than guessing: assembling a map from screenshots is worth it above a certain size and actively worse below it, where the joins between pieces cost you more than the extra detail buys. There is a floor under it too: a stitch shrunk below about 3,000 pixels is measurably worse than the single capture it replaced, so a map published at the old fixed width would have thrown the work away rather than merely compressed it. Both finished maps clear that bar; whether the next one gets stitched is a decision made per map.
Fitting seventy screenshots together by hand is the kind of job that quietly does not get done, so most of that assembly now runs automatically. That is what makes the remaining four a queue rather than a wish, and it is what will matter most for the seventh map, whenever it arrives.
And the boring, essential part
Vietnam clans now exist properly inside Cadre: matches, plans and playbooks all understand them, and the map editor opens for them. Along the way I found that three of the six new map names were not being recognised at all, which would have made half the theatre look broken on day one.
Vietnam vehicles are on the map too: Huey and boat markers, drawn in the same tactical symbol language as everything else.
If you are weighing up whether Cadre fits a Vietnam clan, the Hell Let Loose: Vietnam overview lays out what the tool does for the theatre as a whole.
❓ Quick answers
Which Vietnam maps can I brief on today? Two: Dak To Airfield and Cam Ranh Port. The other four (Hue Outskirts, Thanh Hoa Bridge, Van Tuong and Quang Ngai) are still being captured and assembled, and land one at a time as they are finished.
When are the rest coming? No date per map. Each one is a capture-and-assembly job rather than a switch, and I would rather ship a map you can actually plan on than six you cannot zoom into. They go live as they are done.
What else is missing on the Vietnam maps? Two things. The strongpoint layer is empty, because the objective circles come from reading each tac map in-game. And the artillery calculator is hidden.
Why is the artillery calculator hidden on Vietnam maps? It models a WW2 howitzer: a linear mil-per-metre curve over a 100–1600 m band, with pre-built gun blueprints in the HQ. Vietnam’s indirect fire is a player-emplaced mortar aimed in degrees over roughly 450 m, so none of that transfers. A panel reading “Germany / USA” on a Vietnam map is worse than no panel. The mortar model is its own project.
Why are the two finished maps so sharp? Both are stitched from in-game screenshots rather than published from a single capture: Dak To Airfield from around 70, at roughly 1,100 px per grid square, and Cam Ranh Port from 45 4K captures. Stitching only beats a single capture above a certain map size, so it is a decision made per map rather than a rule.
Do Vietnam matches work with CRCON stats and the War Room? Not yet. The War Room’s position work is theatre agnostic (it reads positions, not map names), but Vietnam is still waiting on RCON support, so the War Room stays closed for Vietnam clans for now.
Are there Vietnam-specific markers? Yes. There are Huey and boat markers, drawn in the same tac symbol set as the rest of the editor.
If you run a Hell Let Loose clan and want to plan your Vietnam matches on a proper briefing map, Đắk Tô Airfield and Cam Ranh Port are waiting for you at app.cadre.gg, and the rest of August is in the monthly recap.