Repair the spawn network first
A concealed hatch does not help when the team cannot reach the entry.
Hell Let Loose: VietnamUnofficial News & Community HubNVA ASYMMETRIC MOVEMENT
Treat a tunnel as a travel link: anchor, place a concealed destination, connect on the tactical map, then rebuild and prune so you never waste the four-connection launch cap on dead routes.
PATCH 1.3 ANSWER
Confirm the tunnel was placed, select the tunnel and intended Garrison or tunnel endpoint on the map, then verify the connection highlight. Patch 1.3 doubles placement cooldown from five to ten minutes and blocks travel to a destination while it is hot; the documented connection maximum remains four.

CHOOSE YOUR CURRENT STATE
Each tunnel action should preserve a reachable anchor and one useful destination inside the documented four-connection launch limit.
A concealed hatch does not help when the team cannot reach the entry.
Confirm placement, select the intended endpoints and look for the current connection highlight.
Verify the destination is usable before the wider team depends on it.
Free capacity when the objective moves or a link no longer shortens a real team route.
WHAT A TUNNEL DOES
Official material establishes extensive NVA tunnel networks as the faction's answer to US air mobility. Post-launch coverage describes entering an attached network, choosing an exit and travelling through a first-person transition to the destination.
WHAT IT DOES NOT DO
Do not abandon Garrison and Outpost work because a tunnel can be placed. The network needs a useful entry, a useful exit and players who know the connection exists.
Compare every spawn and movement optionBUILD & CONNECT
Make sure the team has a useful Garrison or existing tunnel endpoint. A disconnected hatch does not replace team-wide spawn infrastructure.
Move to concealed terrain that shortens a real route to the active objective. Avoid obvious roads, open ground and positions the team will abandon immediately.
Select the tunnel build option and confirm the placement completes before opening the tactical map.
Select one endpoint and then the intended Garrison or tunnel. Watch for the current build's connection highlight; if nothing changes, reverse the selection order once.
Enter from the anchor, select the destination and confirm the exit is usable before telling the wider team to depend on it.
Remove stale links, protect useful hatches and reconnect the route when the active objective or Garrison network changes.
GOOD DESTINATION
BAD DESTINATION
TROUBLESHOOTING
The intended endpoint can be easy to miss. Confirm the placement completed and look for the network icon before building anything else.
The connection is made through the tactical map, not by physically entering the Garrison. Clear the selection and select the intended pair again if no highlight appears.
Let the spoken instruction finish, locate the prebuilt tunnel on the tactical map and reconnect only the endpoints requested by the tutorial.
Travel through once. If the exit is exposed, obsolete or cannot support the objective, remove or replace the link.
PATCH 1.3 STATE CHECK
Patch 1.3 doubled the placement cooldown from five to ten minutes. Waiting for the current cooldown is different from a failed map connection.
Players can no longer travel to a tunnel destination while it is considered hot. Protect or wait for the destination instead of deleting a valid link immediately.
If no connection highlight exists, clear the tactical-map selection and choose the intended pair again; verify that the network still stays inside the four-link maximum.
The same changelog reports improved performance while travelling through tunnels. Record the platform, server and exact route if a current-build problem remains.
DETAILED PROCEDURE
Create an anchor Garrison or tunnel endpoint before building new links.
Place a concealed, useful destination hatch where it shortens routes to the live objective and can survive a sweep.
Connect on the tactical map by selecting both endpoints; watch for the connection highlight; reverse selection order once if needed.
Test travel end-to-end before advertising the route on command chat.
When rebuilding after a lost hatch, delete or abandon stale links first so you stay inside the four-connection launch maximum.
Reconnect only endpoints that still serve the active objective; do not auto-restore every old path.
After Patch 1.3, distinguish a hot destination or active ten-minute placement cooldown from a broken connection before rebuilding.
Call network changes on command chat: which hatch died, which new link is live, and which old exit to ignore.
COMMON PITFALLS
BETA WORKFLOW REFERENCE
This community walkthrough demonstrates a beta-build tunnel network and is useful for understanding the intended loop. Menu labels, limits and interactions visible in the recording remain tied to that build.
QUICK ANSWERS
A tunnel is best understood as a connected travel route rather than a standalone replacement for a garrison. Post-launch descriptions show players entering an attached point, selecting an exit and travelling to the connected destination.
Place the tunnel, open the tactical map, select one network endpoint and then the garrison or tunnel you want to attach. Community tutorial reports differ on click order, so follow the connection highlight shown by the current build rather than repeatedly placing new structures.
Patch 1.3 blocks travel to a destination while it is considered hot. Confirm that the connection still exists and wait for or protect the destination instead of immediately deleting a valid link. The same patch doubled placement cooldown from five to ten minutes.
Zoom out on the tactical map, confirm the tunnel was successfully placed and look for its network icon. If the tutorial does not advance, wait for the spoken instruction, disconnect and reconnect the intended endpoints, and avoid placing a second tunnel before confirming the first one.
Four connections is the documented launch limit. The official July 30 balance update reduced the maximum from five to four, and a post-launch review observed the same limit. Because this is balance-sensitive, recheck the current tactical-map UI after later patches.
Remove dead links, free connection slots under the four-connection launch cap, place a new concealed destination, reconnect on the tactical map, and test travel before advertising the route.
Four connected tunnels is the documented launch maximum. The official July 30 balance update reduced it from five. Recheck the tactical-map UI after later patches.
No. Connect to anchors that still matter for the live objective. Dead Garrisons create secret routes to nowhere.
SOURCES & EVIDENCE BOUNDARY
These guides separate first-party release facts, dated catalogues and observed gameplay behavior. Version-sensitive values or features remain unstated when the current sources do not verify them.