Vietnam ‘65

Vietnam ‘65

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Units Guide (USA)
By Gen
Unit Guide - United States Units
   
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Infantry Units
US Infantry- The core of your army and much stronger in combat than Green Beret and ARVN, use helicopters and APC to manuver unit around map to visit villages with burning fire. Although US Infantry can not auto detect mines, clearing mines 1 space away from villages is good habit (especially if a move/action is available).

Green Beret- Weak in combat but great for scouting, its increased movement and supply makes it a good unit to lead your army frontline. Using green beret to create ARVN at a fire base (not home base) is a good way to get more infantry with no political support.

ARVN- Created at a firebase by the Green Beret unit, this unit is weak in combat but more effective than Green Beret in fights. Using ARVN to clear village offers increased intel report chance, other than that ARVN can be used more loosely than US infantry for the low cost and ability to spawn further in the map.
Air Units
Transport Helicopter (HUEY) - This unit is great for moving Infantry from village to village, creating a 2nd home base further west of the map early allows you to make longer troop drop offs and supply drops. Try to get the villages on the far west of the map cleared by turn 2-3 and use your 2nd home base to make up the distance from your Main Home Base. Do not risk using in damaged HUEYs on long missions that have you travel through unexplored terrain (Unexplored for 2-3 turns).

Cobra- Cobra is n awesome unit for destroying all enemy units/bases, its long range makes it a great early unit to get kills against units out of reach (and if airstrike is on cooldown). Using Cobra to escort HUEYs is efective (but not 100% against some RPG ambushs), just have cobra travel the path in front of huey and it will engage any enemy units that would have threatened the HUEY.

Chinook- Same role as HUEY but has increased move distance, great for long range missions but as vulnerable as the HUEY and the Cobra is just a bit slower and can not escort the full distance. Great for later game and moving artillery.
Armor Units
APC- Using this to transport a US Infantry unit to places your HUEY can not drop troops is its role early game, later it can manuver to villages near your forward bases. Keeping APC near a forward base is best as it will run out of fuel fast and can not be re supplied by HUEY. Keeping it in a forward base does not refuel unit but prevents it from losing more fuel (2nd home base does refuel and resupply)

Enginer- A very important unit and must be kept alive to accomplish a few things, it must create a 2nd home base and a forward base as well as clear any jungle near a village blocking HUEY transport. Creating roads can be good if you have the map under control, but main goal is to keep alive because you dont want to fork out 4,000 for another. Detecting mines automaticly is one of the einginers benifits but be careful as it is still able to get RPG ambushed if leading the frontline.

Patton tank- Very inexpensive for its delivery, have your tank bounce from your bases to save fuel and hit enemy units that pop up near your bases ( try to create bases as close to villages as possible) Tanks worst enemy is mines and losig fuel, if available pair with an einginer to create a escort for tanks.

*Artrillery - This unit can hit enemies near your base that are revealed, it is automatically resupplied at the Main base but must be re supplied after 4 shots when deployed on forward bases. I recomend moving this unit up to the front as soon as possible in the game

Build Order
(Turn 1) HUEY, APC, US Infantry, US Infantry, Cobra

(Turn 2- 45) 2nd Main Base, Tank, Forward Base, *replace units you lose, Chinook, 2nd Cobra, 2nd Forward Base, 2nd Tank,*replace any units you lose, 2nd Arty peice.
Conclusion
Building units varies for the map layout but using this build and guide will maximize your chances for a decisive victory. Remeber to use the flag indicator in the vilalges to indentify what enemies are in that sector, if its a NVA flag be preparedd for tanks, infantry or a base. Best way to keep NVA threat low is to establish a presence on the west villages as soon as you can.

Thanks for reading.
14 Comments
grabelPS456 13 Aug, 2022 @ 3:04pm 
Very interesting build order. Usually, I would go dual engineers to kickstart my logistics building operation, but that's a whole different strategy compared to yours.

As for your analysis on US units (including ARVN), you should talk about how infantry can ambush enemies, giving them a slight increase in attack chances. ARVN infantry's combat capability is not weak, but not as strong as key units like artillery. They can be used in combat just like US infantry where you can set up ambushes. In fact, they should be replacing the US infantry's role in attacks where they are busy elsewhere. For example, US infantry should generally stay in bases for defense by setting up ambushes inside while ARVN partake intelligence operations. One thing to note is that infantry combat should be kept at a minimum.
Gen  [author] 12 Aug, 2019 @ 4:12pm 
Yes, this tactic utilizes easy resupply for your helos and infantry
The Rabid Otter 11 Jul, 2019 @ 6:13pm 
Is there a key to force a unit to resupply at the main base?
Gen  [author] 3 Apr, 2017 @ 5:07pm 
Thanks and look forward to reading yours.
CapGun1977 3 Apr, 2017 @ 3:44pm 
I`m working on a guide and mentioned yours as a good starters guide. Good work.
jobledesma 3 Apr, 2017 @ 5:47am 
Great guide. Thanks.
Eric 10 Mar, 2017 @ 3:29am 
TY
racketyjack 10 Feb, 2017 @ 12:59pm 
Thanks for the guide. Helpful to me as a noob.
keldog 4 Jul, 2015 @ 7:50pm 
FUCKIN A
Gen  [author] 20 May, 2015 @ 4:06pm 
It must end its turn in either your mainbase or the free main base you can build with einginer.