{"id":2090,"date":"2026-08-23T12:17:13","date_gmt":"2026-08-23T10:17:13","guid":{"rendered":"https:\/\/fln.gg\/guides\/hell-let-loose-squadleader-guide-kommunikation-fuehrung\/"},"modified":"2026-08-23T12:26:45","modified_gmt":"2026-08-23T10:26:45","slug":"hell-let-loose-squadleader-guide-kommunikation-fuehrung","status":"publish","type":"page","link":"https:\/\/fln.gg\/en\/guides\/hell-let-loose-squadleader-guide-kommunikation-fuehrung\/","title":{"rendered":"Squadleader in Hell Let Loose: Successfully lead between squad and command"},"content":{"rendered":"<p>Who in <em>Hell Let Loose<\/em> or <em>Hell Let Loose: Vietnam<\/em> Playing for the first time as a squadleader, faces an unusual task. He is to fight, watch the map, maintain an outpost, build garrisons, coordinate five more players and simultaneously follow the leadership channel.<\/p>\n<p>At first, this sounds like a long list of individual duties. In fact, almost all of them depend on one central skill: communication.<\/p>\n<p>The squadleader sits right in the middle of the chain of command. The commander sees the strategic position, but not every single battle. The members of a squad see their immediate surroundings, but not always the plan of the entire team. The squadleader combines both perspectives.<\/p>\n<p>If you want to lead not only your own squad, but the entire team, the <a href=\"https:\/\/fln.gg\/guides\/hell-let-loose-commander-guide-kommunikation-fuehrung\/\">Commander-Guide on Communication and Leadership<\/a> the overarching role.<\/p>\n<p>The most important finding is therefore:<\/p>\n<blockquote>\n<p>A good squadleader doesn\u2019t just pass on information. He translates them into decisions and concrete actions.<\/p>\n<\/blockquote>\n<h2>The squadleader is the hinge of the chain of command<\/h2>\n<p>The commander does not personally lead every infantryman. He coordinates the unit leaders and sets the overarching priorities. The squadleader receives an order from this and makes it executable for five other players.<\/p>\n<p>The chain of command thus works in both directions:<\/p>\n<ol>\n<li><strong>The commander shall determine the overriding intent.<\/strong> For example, the team should hold a target, open a second attack direction or build a replacement garrison.<\/li>\n<li><strong>The squadleader translates this intention into a squad order.<\/strong> It determines path, rallying point, roles and immediate destination.<\/li>\n<li><strong>The members of the squad shall carry out the task.<\/strong> They collect information about opponents, terrain and their own possibilities.<\/li>\n<li><strong>The squadleader condenses these observations into a message.<\/strong> Only what influences decisions of other units gets into the leadership channel.<\/li>\n<\/ol>\n<p>The squadleader is therefore not a loudspeaker that repeats every radio message of the commander. It is a filter. For example, \u201cWe lose the defense point and need more forces there\u201d becomes for his squad:<\/p>\n<blockquote>\n<p>After the next death, return to the replacement garrison. We defend the north side of our own goal.<\/p>\n<\/blockquote>\n<p>In the other direction, he turns several hectic messages from his squad into useful leadership information:<\/p>\n<blockquote>\n<p>Able reports strong infantry pressure from the northeast. We can keep it short, but we need a second squad.<\/p>\n<\/blockquote>\n<h2>The five most important tasks<\/h2>\n<p>A squadleader does not have to master every conceivable tactic. Those who reliably fulfill five basics already make a significant contribution:<\/p>\n<ol>\n<li><strong>Maintain a useful outpost.<\/strong><\/li>\n<li><strong>Help build the garrison network.<\/strong><\/li>\n<li><strong>Give the squad a clear current order.<\/strong><\/li>\n<li><strong>Mark and share important information.<\/strong><\/li>\n<li><strong>Adapt the order to a changed situation.<\/strong><\/li>\n<\/ol>\n<p>Your own kill number is not on this list. A squadleader can win a battle and still lead poorly if his five teammates travel a long way after each death or do not even know which goal to pursue.<\/p>\n<h2>Outposts and garrisons are part of the leadership<\/h2>\n<p>The outpost and the garrison are not just technical re-entry points. Their placement directly affects how players move across the map.<\/p>\n<blockquote>\n<p>The outpost solves the movement problem of their own squad. The garrison solves the movement problem of the entire team.<\/p>\n<\/blockquote>\n<h3>The outpost gives the squad a direction<\/h3>\n<figure class=\"fln-guide-figure fln-guide-figure-squadleader-funk\"><img decoding=\"async\" src=\"https:\/\/fln.gg\/wp-content\/uploads\/2026\/08\/hell-let-loose-squadleader-funk-aussenposten-1024x683.png\" alt=\"Squadleader koordiniert Funkmeldung und Au\u00dfenposten mit seinem Trupp in Hell Let Loose.\" loading=\"lazy\" \/><figcaption>A good outpost, clear markings and short radio messages give the squad the same direction.<\/figcaption><\/figure>\n<p>The outpost is the most important tool for the squadleader. It should shorten the path to the current order and at the same time be difficult to discover.<\/p>\n<p>A good outpost:<\/p>\n<ul>\n<li>lies behind the current enemy touch,<\/li>\n<li>has cover against direct view,<\/li>\n<li>stands apart from obvious roads and walkways,<\/li>\n<li>offers several possible directions of movement,<\/li>\n<li>is not immediately adjacent to a garrison,<\/li>\n<li>will be moved if front or order changes.<\/li>\n<\/ul>\n<p>Placement is also a form of silent communication. If the outpost is west of the target, most players will start their attack from there. A poorly placed outpost can send the entire squad to the same fire corridor over and over again \u2013 even if the squadleader demands something else via radio.<\/p>\n<p>Outposts, markers and spoken orders should therefore indicate the same direction.<\/p>\n<h3>The garrison requires thinking beyond your own squad<\/h3>\n<p>Garrisons serve the entire crew. Their construction is not only the task of the commander. A squadleader should regularly check which function is missing in the network:<\/p>\n<ul>\n<li>One <strong>Verteidigungsgarnison<\/strong> brings players reliably to their own goal.<\/li>\n<li>One <strong>Ersatzgarnison<\/strong> receives a retreat if a sector is lost.<\/li>\n<li>One <strong>Angriffsgarnison<\/strong> opens up another direction to the enemy target.<\/li>\n<li>One <strong>seitliche Garnison<\/strong> distributes the crew and makes enemy pressure visible on a flank.<\/li>\n<\/ul>\n<p>In the absence of supplies, the squadleader should not generally ask the squad if \u201csomeone\u201d can take over the supply role. He addresses a small, concrete task to a specific person:<\/p>\n<blockquote>\n<p>\u201cAlex, can you take over the supply role after your next death and bring the supplies to my mark?\u201d Then you can change again.<\/p>\n<\/blockquote>\n<p>The player knows the task, time, place and duration. The probability of execution increases because responsibility is not distributed to the entire squad.<\/p>\n<h2>Three radio channels, three different tasks<\/h2>\n<p>Squadleaders often hear multiple conversation levels at the same time. This is one of the biggest burdens of the role. The solution is not to talk as much as possible, but to use each channel for its own purpose.<\/p>\n<h3>The Truppfunk<\/h3>\n<p>The squad radio includes all information that influences the immediate behavior of the own squad:<\/p>\n<ul>\n<li>the current order;<\/li>\n<li>points of movement and gathering,<\/li>\n<li>the condition and location of the outpost;<\/li>\n<li>roll and stock requirements;<\/li>\n<li>relevante Feindinformationen,<\/li>\n<li>a brief summary of the decisions of the commander.<\/li>\n<\/ul>\n<p>The squad does not have to hear every discussion from the leadership channel. He just needs to know what will change for him.<\/p>\n<h3>The guide channel<\/h3>\n<p>The command channel is intended for information that changes decisions of the commander or other unit leaders:<\/p>\n<ul>\n<li>confirmed enemy garrisons, outposts and tunnels,<\/li>\n<li>larger infantry movements with direction,<\/li>\n<li>important vehicles and their movement,<\/li>\n<li>endangered own re-entry points,<\/li>\n<li>the result or impediment of a given contract;<\/li>\n<li>specific need for supplies, anti-tanks or reinforcements.<\/li>\n<\/ul>\n<p>A message should contain unit, object, location, direction and condition:<\/p>\n<blockquote>\n<p>\u201cAble: enemy tank on our tank marking at E5, moving south.\u201d<\/p>\n<\/blockquote>\n<blockquote>\n<p>Able builds the defense garrison. There are stockpiles.<\/p>\n<\/blockquote>\n<p>The statement \u201con my ping\u201d is often too inaccurate in the leadership channel. Multiple unit leaders can mark at the same time. It is better to name your own unit and the type of marking.<\/p>\n<h3>The short-range radio<\/h3>\n<p>The short-range radio serves direct arrangements with players in the area. These include grenade warnings, cover when dismantling an enemy re-entry point, or locally securing a garrison. A longer team plan, on the other hand, does not belong in this channel.<\/p>\n<h2>Kommunikation bedeutet Filtern<\/h2>\n<p>The squadleader is regularly confronted with more information than his squad can process. The commander speaks, several squadleaders report enemy contacts and at the same time their own players describe their battle.<\/p>\n<p>The critical skill is to ask three questions:<\/p>\n<ol>\n<li>Betrifft diese Information unseren aktuellen Auftrag?<\/li>\n<li>Muss jemand aufgrund dieser Information anders handeln?<\/li>\n<li>Who is the right recipient?<\/li>\n<\/ol>\n<p>A single enemy sighting behind a hedge is first a message for the squad. A confirmed enemy re-entry point, on the other hand, may affect several units and belong in the leadership channel.<\/p>\n<p>The squadleader should not try to operate both radio channels with full reports. Often a brief confirmation to the top and a translated order to the bottom is sufficient:<\/p>\n<blockquote>\n<p>Leadership channel: \u201cAble confirms defense North.\u201d<\/p>\n<\/blockquote>\n<blockquote>\n<p>Truppfunk: We will stay on the north side. Pay attention to the garrison warning and seek the enemy attack path.<\/p>\n<\/blockquote>\n<h2>What Communication Research Says<\/h2>\n<p>The research mostly examines work, medical or assignment teams and not players in <em>Hell Let Loose<\/em>. The transfer to the game is therefore a justified application, but not a direct proof of a higher win rate. Nevertheless, several well-studied mechanisms explain why certain forms of squad guidance work.<\/p>\n<h3>Quality is more important than radio quantity<\/h3>\n<p>A meta-analysis of the communication and performance of teams showed that the quality of communication was more closely related to performance than its mere frequency. Particularly valuable was communication, which classified information and made it usable for the common task.<\/p>\n<p>For squadleaders, that means \u201cmany opponents with me\u201d is less helpful than:<\/p>\n<blockquote>\n<p>\u201cAt least one squad is approaching our garrison from the northeast.\u201d<\/p>\n<\/blockquote>\n<p>The second message contains direction, approximate strength and meaning.<\/p>\n<h3>A common situational picture holds the squad together<\/h3>\n<p>Team research speaks of <strong>gemeinsamen mentalen Modellen<\/strong>in English <em>Shared Mental Models<\/em>. This means a sufficiently similar idea of goal, roles, location and expected approach. A meta-analysis of 23 independent studies found a positive correlation of such common beliefs with team processes and performance.<\/p>\n<p>A squadleader creates this common situational picture by answering four questions:<\/p>\n<ul>\n<li>What is our mission?<\/li>\n<li>Where do we gather?<\/li>\n<li>Who plays a special role?<\/li>\n<li>What do we do if the plan fails?<\/li>\n<\/ul>\n<p>That\u2019s why \u201cwe attack\u201d is too little. \u201cWe gather at the western outpost, wait for smoke and then go on the garrison mark\u201d creates a common image.<\/p>\n<h3>Orders need a closed communication loop<\/h3>\n<p>In high-risk teams, a <strong>geschlossene Kommunikationsschleife<\/strong> Used in English <em>Closed-Loop Communication<\/em>. A person names a recipient and an order. The recipient confirms it; later the result is reported.<\/p>\n<p>For the squad, it may look like this:<\/p>\n<blockquote>\n<p>\u201cChris, take anti-tank defense on the next step and go to my vehicle marking.\u201d<\/p>\n<\/blockquote>\n<blockquote>\n<p>\u201cChris confirms.\u201d<\/p>\n<\/blockquote>\n<blockquote>\n<p>\"Arms destroyed, I'll switch back.\"<\/p>\n<\/blockquote>\n<p>At first, this seems more formal than an ordinary game talk. For important tasks, however, it prevents several players from \u201csomeone\u201d and in the end no one acts.<\/p>\n<h3>Psychological safety improves the flow of information<\/h3>\n<p>Amy Edmondson\u2019s research on psychological safety shows why the tone is important for leadership. People are more likely to report mistakes, insecurity and problems when they don\u2019t have to expect to be ridiculed or personally attacked.<\/p>\n<p>A squadleader just needs the unpleasant information:<\/p>\n<ul>\n<li>The outpost is monitored.<\/li>\n<li>The attack is deadlocked.<\/li>\n<li>The anti-tank system no longer has ammunition.<\/li>\n<li>A player does not understand his mission.<\/li>\n<\/ul>\n<p>If the squadleader reacts with ridicule, the radio channel can become calmer \u2013 but not because the problems have disappeared. They are simply no longer reported.<\/p>\n<p>A helpful response is:<\/p>\n<blockquote>\n<p>Understand, the outpost is insecure. Don\u2019t get in there anymore; I\u2019ll reset him.<\/p>\n<\/blockquote>\n<h3>Schulz von Thun explains the effect of clay<\/h3>\n<p>The communication square of Friedemann Schulz von Thun also fits the squadleader. According to the model, a statement contains factual information, self-disclosure, relationship advice and appeal.<\/p>\n<p>The sentence \u201cWhy does no one play here again supply?\u201d contains a factual need and an appeal. On the relationship level, however, it can seem like \u201cyou are incapable and unreliable.\u201d<\/p>\n<p>A better wording is:<\/p>\n<blockquote>\n<p>Alex, we need supplies for the replacement garrison. Can you briefly take on the role at the next entry?<\/p>\n<\/blockquote>\n<p>The communication square is a didactic explanatory framework and not an empirical proof of better game results. But it clearly shows why the same order can generate cooperation or resistance, depending on the formulation.<\/p>\n<h2>The usable squad task<\/h2>\n<p>A clear order can be built with a simple formula:<\/p>\n<blockquote>\n<p><strong>Recipient \u2013 task \u2013 location \u2013 purpose \u2013 time or confirmation<\/strong><\/p>\n<\/blockquote>\n<p>Beispiel:<\/p>\n<blockquote>\n<p>Baker, gather at the western outpost. We secure the flank there until the replacement garrison stands. Confirmed briefly.<\/p>\n<\/blockquote>\n<p>For individual roles:<\/p>\n<blockquote>\n<p>\u201cMara, cover the road by my observation marker with the machine gun as we pass on the left.\u201d<\/p>\n<\/blockquote>\n<p>The squadleader thus specifies the desired result without determining each step. Capable players can decide for themselves which cover or exact fire position they use.<\/p>\n<h2>Organize the squad without patronizing it<\/h2>\n<p>A good start to the round does not require a long speech:<\/p>\n<blockquote>\n<p>Hello everyone. Short radio check. We will first take over the North Defense. Entry at the western garrison; outpost follows.<\/p>\n<\/blockquote>\n<p>Thus, the squad already knows the task, area and first meeting point.<\/p>\n<p>Difficult projects can then be broken down into small role orders:<\/p>\n<ul>\n<li>The machine gunner covers a transition.<\/li>\n<li>The supply soldier will remain with the squadleader until the supplies are handed over.<\/li>\n<li>The pioneer attached a designated access.<\/li>\n<li>The anti-tank system goes with a companion to the vehicle marking.<\/li>\n<li>One or two players secure the construction of the outpost.<\/li>\n<\/ul>\n<p>Not every role permanently needs its own command. A squadleader should only intervene where coordination makes a real difference.<\/p>\n<h2>Leading the attack<\/h2>\n<p>When attacking, the task is not easy to send the squad to the conquest point as quickly as possible. The squadleader must receive pressure and interfere with the enemy supply.<\/p>\n<p>A sensible process is:<\/p>\n<ol>\n<li>Set a covert outpost for the attack path.<\/li>\n<li>Mark the collection point and the direction of movement.<\/li>\n<li>Take one or two players as a backup.<\/li>\n<li>Determine the direction of enemy reinforcement.<\/li>\n<li>Destroy or cut off enemy reentry points.<\/li>\n<li>Vote the advance with smoke, other squads, vehicles, helicopters or tunnels.<\/li>\n<li>Only move the outpost when the new position really offers an advantage.<\/li>\n<\/ol>\n<p>If everyone dies repeatedly via the same path, the squadleader must change angle, time, support or order. The nearby outpost must not become a comfortable death loop.<\/p>\n<p>The squadleader also does not have to go through every door first. Binoculars, map, radio, markings and body access are often more valuable than his rifle. If he dies before setting the outpost, the entire squad loses time.<\/p>\n<h2>Leading the defence<\/h2>\n<p>Defense does not mean putting six players in the same building. Good defense controls entrances, observes alert states and seeks the source of enemy pressure.<\/p>\n<p>The squad should:<\/p>\n<ul>\n<li>Secure a certain side of the target,<\/li>\n<li>Observe warnings from garrison and outposts,<\/li>\n<li>control gaps between friendly units,<\/li>\n<li>seeking enemy supplies and re-entry routes,<\/li>\n<li>Report the strength and direction of the attack,<\/li>\n<li>a replacement garrisone is obtained,<\/li>\n<li>Only move on to the counterattack if the target is sufficiently safe.<\/li>\n<\/ul>\n<p>Immediately after taking a sector, clear communication is especially important. Many players automatically run to the next destination. The squadleader must therefore expressly say, if his squad remains:<\/p>\n<blockquote>\n<p>We are defending the new point first. Don't go any further. Outposts and defensive tokens will be deployed.<\/p>\n<\/blockquote>\n<h2>Special features in Hell Let Loose: Vietnam<\/h2>\n<p>The core tasks remain the same. However, the terrain and asymmetrical means of movement expand communication.<\/p>\n<h3>US squadleaders and helicopters<\/h3>\n<p>A helicopter cannot know what an infantry squad is planning. The squadleader should therefore:<\/p>\n<ul>\n<li>Mark the pick-up or landing zone,<\/li>\n<li>indicate the number of players to be transported;<\/li>\n<li>distinguish between pick-up and entry;<\/li>\n<li>cancel an observed zone in due time;<\/li>\n<li>Choose ground or waterways if the flight would betray the plan.<\/li>\n<\/ul>\n<h3>NVA squadleader and tunnel<\/h3>\n<p>Tunnels complement movement planning but do not automatically replace a viable garrison network. Entrances must be hidden, connections built into the plan, and changes reported to the squad.<\/p>\n<p>On the US side, on the other hand, infantry flows from seemingly illogical directions can indicate a tunnel system. The squadleader first reports the suspicion and changes the marker only after confirmation.<\/p>\n<h3>Game modes and learning programme<\/h3>\n<p><em>Hell Let Loose: Vietnam<\/em> It has six game modes and additional movement options such as swimming and climbing. The squadleader must therefore check active target, area restrictions and mode rules before entering. One of: <em>Warfare<\/em> The known flank may be worthless in another mode.<\/p>\n<p>The Squadleader learning program is in <em>Vietnam<\/em> Mandatory. It must be completed before the role can be chosen. Due to the young patch location, specific distances, construction costs, cooldowns and tunnel boundaries should be checked immediately in the current game.<\/p>\n<h2>A silent squad is not automatically lost<\/h2>\n<p>Even players who speak little can follow outposts, markers, and movements. The squadleader should first create the simplest possible structure:<\/p>\n<ol>\n<li>Name a clear mission.<\/li>\n<li>Appropriately place order markers and outposts.<\/li>\n<li>Address critical tasks to specific players.<\/li>\n<li>Erledigte Aufgaben knapp anerkennen.<\/li>\n<li>Only remove players whose behavior actually interferes with the squad.<\/li>\n<\/ol>\n<p>Inexperience alone is not a reason for exclusion. A phrase like \u201cThank you for the supplies, the garrison stands\u201d reinforces useful behavior better than a standing cram.<\/p>\n<h2>Frequent leadership errors<\/h2>\n<p><strong>No current outpost:<\/strong> The members of the squad spend more time on walks than on the assignment.<\/p>\n<p><strong>Unklare Befehle:<\/strong> \u201cGripe on\u201d does not create a common path and no time.<\/p>\n<p><strong>Too much radio traffic:<\/strong> The squadleader transmits every discussion from the leadership channel to the squad.<\/p>\n<p><strong>Too little radio traffic:<\/strong> No one knows whether the squad is attacking, defending or setting up a garrison.<\/p>\n<p><strong>Veraltete Marker:<\/strong> Commander and other squadleaders make decisions based on outdated information.<\/p>\n<p><strong>Outpost and garrison next to each other:<\/strong> A single opposing advance jeopardises both re-entry routes.<\/p>\n<p><strong>Attacking exclusively:<\/strong> After taking it, the new target remains unprotected.<\/p>\n<p><strong>Jede Einzelheit vorgeben:<\/strong> The radio channel is overloaded and experienced players are unnecessarily deprived of their independence.<\/p>\n<p><strong>Open each battle itself:<\/strong> The squadleader dies before outposts and markers are set.<\/p>\n<p><strong>Schuldzuweisungen:<\/strong> Players report problems later or no more.<\/p>\n<h2>The communication rhythm of a game<\/h2>\n<h3>At the beginning<\/h3>\n<p>Check radio, recognize game mode, name first order and build a usable outpost.<\/p>\n<h3>During combat<\/h3>\n<p>Watching more than talking. Keep outposts, markers and orders up-to-date. Give only decision-relevant information to the leadership channel.<\/p>\n<h3>After taking<\/h3>\n<p>Immediately clarify whether the squad continues to attack or defend. Adjust order tokens and outposts and check the local garrison network.<\/p>\n<h3>After a loss<\/h3>\n<p>Name a new re-entry point, remove outdated attack markers, and give a clear retreat order.<\/p>\n<h3>In a crisis<\/h3>\n<p>Reduce communication to one priority:<\/p>\n<blockquote>\n<p>\u201cEveryone back to their own goal.\u201d Entrance via the southern replacement garrison. Everything else is waiting.<\/p>\n<\/blockquote>\n<h2>Checklist for Squadleader<\/h2>\n<p>Before a larger order:<\/p>\n<ul>\n<li>Is the recipient clear?<\/li>\n<li>Are the task and the place clear?<\/li>\n<li>Does the squad know the purpose?<\/li>\n<li>Do outposts and markers support the same plan?<\/li>\n<li>Does anyone have to confirm the order?<\/li>\n<\/ul>\n<p>During the lot:<\/p>\n<ul>\n<li>Is a viable outpost active?<\/li>\n<li>Is there an important garrison missing?<\/li>\n<li>Does the squad know if it is attacking or defending?<\/li>\n<li>Are the enemy markers still current?<\/li>\n<li>What information needs to be reported upwards?<\/li>\n<li>Which decision of the commander must be translated downwards?<\/li>\n<li>Am I talking because it is necessary \u2013 or just because the funk is silent?<\/li>\n<\/ul>\n<h2>Conclusion<\/h2>\n<p>A successful squadleader transforms five single players into a squad with a joint mission. For this, he does not need a perfect military tone and an exceptional number of launches. He needs a viable outpost, an up-to-date situational picture and the ability to pass on information to the right recipient.<\/p>\n<p>The best squadleaders don\u2019t speak continuously. They reduce the plan to an understandable task, make important requests to specific players and only report to the leadership what changes decisions. Outposts and markers support the spoken word.<\/p>\n<p>Or, in short:<\/p>\n<blockquote>\n<p>The squadleader does not hold the squad together by volume, but by direction, reliability and understandable communication.<\/p>\n<\/blockquote>\n<hr \/>\n<h2>Sources and additional information<\/h2>\n<ul>\n<li><a href=\"https:\/\/store.steampowered.com\/app\/3079210\" rel=\"noopener noreferrer\" target=\"_blank\">Hell Let Loose: Vietnam \u2013 Official Role Overview<\/a><\/li>\n<li><a href=\"https:\/\/www.hellletloose.com\/game\/hll-vietnam\" rel=\"noopener noreferrer\" target=\"_blank\">Hell Let Loose: Vietnam \u2013 Official Game Description<\/a><\/li>\n<li><a href=\"https:\/\/steamcommunity.com\/app\/3079210\/allnews\" rel=\"noopener noreferrer\" target=\"_blank\">Hell Let Loose: Vietnam \u2013 Official Start Information and Role Learning Programs<\/a><\/li>\n<li><a href=\"https:\/\/www.hellletloose.com\/blog\/hllv-patch-1-2\" rel=\"noopener noreferrer\" target=\"_blank\">Hell Let Loose: Vietnam \u2013 offizieller Patch 1.2<\/a><\/li>\n<li><a href=\"https:\/\/www.team17.com\/news\/hell-let-loose-faq\" rel=\"noopener noreferrer\" target=\"_blank\">Team17: Hell Let Loose FAQ to the radio channels<\/a><\/li>\n<li><a href=\"https:\/\/hellletloosevietnam.run\/guides\/squad-leader\" rel=\"noopener noreferrer\" target=\"_blank\">Current Community Guide for Squadleaders in Hell Let Loose: Vietnam<\/a><\/li>\n<li><a href=\"https:\/\/guildorder.com\/games\/hell_let_loose\/guides\/squad-leader-training-and-voice-discipline\" rel=\"noopener noreferrer\" target=\"_blank\">Guild Order: Squadleader Training and Radio Discipline<\/a><\/li>\n<li><a href=\"https:\/\/www.youtube.com\/watch?v=1VYWekPL7Xw\" rel=\"noopener noreferrer\" target=\"_blank\">SoulSniper: Basic Squadleader Guide to Hell Let Loose<\/a><\/li>\n<li><a href=\"https:\/\/www.schulz-von-thun.de\/die-modelle\/das-kommunikationsquadrat\" rel=\"noopener noreferrer\" target=\"_blank\">Schulz von Thun Institute: The Communication Square<\/a><\/li>\n<li><a href=\"https:\/\/www.sciencedirect.com\/science\/article\/pii\/S074959781630125X\" rel=\"noopener noreferrer\" target=\"_blank\">Marlow et al. (2018): Meta-analysis of team communication and performance<\/a><\/li>\n<li><a href=\"https:\/\/atlas.northwestern.edu\/papers\/sharedTeam.pdf\" rel=\"noopener noreferrer\" target=\"_blank\">DeChurch &amp; Mesmer-Magnus (2010): Metaanalysis of Common Mental Models<\/a><\/li>\n<li><a href=\"https:\/\/pmc.ncbi.nlm.nih.gov\/articles\/PMC12597367\/\" rel=\"noopener noreferrer\" target=\"_blank\">Wilson et al. (2024): Directed, closed communication in simulated emergencies<\/a><\/li>\n<li><a href=\"https:\/\/doi.org\/10.2307\/2666999\" rel=\"noopener noreferrer\" target=\"_blank\">Edmondson (1999): Psychological Safety and Learning Behavior in Working Teams<\/a><\/li>\n<\/ul>\n<section class=\"fln-guide-further-reading\">\n<h2>Continued at Frontline<\/h2>\n<p>These pages will help you with the next round:<\/p>\n<ul>\n<li><a href=\"https:\/\/fln.gg\/guides\/hell-let-loose-beginner-guide\/\">Hell Let Loose Beginner Guide<\/a><\/li>\n<li><a href=\"https:\/\/fln.gg\/guides\/hell-let-loose-commander-guide-kommunikation-fuehrung\/\">Commander in Hell Let Loose: Communication and Leadership<\/a><\/li>\n<li><a href=\"https:\/\/fln.gg\/server-finden\/gameserver\/hell-let-loose-server\/\">Hell Let Loose Server at Frontline<\/a><\/li>\n<li><a href=\"https:\/\/fln.gg\/guides\/hell-let-loose-vietnam\/\">Hell Let Loose: Vietnam Guide<\/a><\/li>\n<\/ul>\n<\/section>","protected":false},"excerpt":{"rendered":"<p>Hell Let Loose Squadleader Guide for HLL and Hell Let Loose: Vietnam: lead squad, set outposts and use radio channels specifically.<\/p>","protected":false},"author":1,"featured_media":2091,"parent":750,"menu_order":0,"comment_status":"open","ping_status":"closed","template":"","meta":{"_seopress_titles_title":"Hell Let Loose Squadleader Guide: F\u00fchrung, Funk & Au\u00dfenposten","_seopress_titles_desc":"Hell Let Loose Squadleader Guide f\u00fcr HLL und Hell Let Loose: Vietnam: Trupp f\u00fchren, Au\u00dfenposten setzen und Funkkan\u00e4le gezielt 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