Core problem: matches swing on whether each side actually uses its own system and kills the other side's logistics. US tempo vs NVA attrition is the recurring community take. Helicopters decide where the fight happens if the US keeps moving. Tunnels decide who is still there if the NVA rebuilds after every flip.

How the Two Systems Differ

NVA
Tunnels
Built by Squad Leader, Commander, or Recon Spotter. No supplies needed. Place in friendly, neutral, or unlocked enemy territory. Connect on the tactical map to another tunnel or a garrison. You do not crawl through them, you interact, pick a destination, and take a time-skip based on distance (max about 400 m after balance changes). Auto-destroyed when the enemy captures the sector they sit in. Cooldown now 10 min in 1.3, and travel to a "hot" destination is blocked.
US
Helicopters
Transport birds move squads and act as a mobile spawn when landed. Motor running matters, community reports they are not a spawn if the motor is off. Officers can drop a Field Pad spawn after exiting. Support and logistics birds drop supplies so you can plant garrisons fast. They are loud, visible, and eat RPGs, AA, and small arms if you hover or fly the same lane twice.

1NVAConcrete Tunnel Steps

Decision point: Build deep and hidden vs build close to the cap. Close means faster defense but dies the second the cap flips. Deep in cover means slower first response, survives longer and supports flanks.

2USConcrete Helicopter Steps

Decision point: Hot-drop on the next cap vs land one grid back and walk in. Hot-drop wins tempo if the LZ is unexpected. One grid back wins if AA or RPGs are already covering the obvious pads.

3How to Fight the Other System

US vs Tunnels
Hunt and push sectors
Listen for Morse, radio, or lantern cues. Destroy the entrance you find. Push the sector so remaining tunnels auto-delete. Do not "clear" ground and walk away, NVA will rebuild on cooldown if you leave the sector green for them.
NVA vs Helicopters
Cover the LZs
Watch the sky and the usual LZ shapes: clearings, river banks, roads. RPG and AA the hover, not the speck at altitude. Put a tunnel exit covering the pad so the squad that just landed walks into a prepared kill. Do not waste the first RPG on a bird that is already leaving.

Common Mistakes

Play the doctrine you spawned into: US keeps the map small with birds. NVA keeps the map full of exits the US did not see.