Hell Let Loose

Hell Let Loose

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Manpower Stepping inside Hell Let loose NOT CURRENT PRE V10
By Londonsmee
Hell let loose has a lot of guides but not much on Man power, Just did a bit of exploring of the misunderstood stat. Hopefully having a read of this will explain some things for SL's to consider.
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Manpower what's it good for

When you start a spawn you get the chance to choose a multitude of classes, each has a vital role to assist your team, but are you really assisting your team with the fancy weapon loadouts have you considered the hidden disadvantage that class has, that being the manpower cost.

Manpower at the present is really an un utilised asset for the Commander[hellletloose.gamepedia.com] for he will only be able to use his Manpower Orders while having a positive figure,and while a cost of between 30-75 mp it will soon eat away at the starting points of 500. Your team will destroy that like voracious locusts. Very rarely do you see the manpower increase even with Maximum nodes. Maybe with a bit of diving into the structuring of manpower we can see a different way of thinking. Maybe even change that.

Commanders Orders overview
  • (30) Reinforce: Temporarily Changes the ratio strong point Infantry ratio from 3:1 to 4:1
  • (30) Encouraged: Sectors will temporarily generate more resources when captured
  • (30) Final Stand: Will not lose any resources for a short time ( Bombing runs / New Tiger)
  • (50) Dismantle Garrison: Immediately dismantle a friendly Garrison ( DO NOT USE )
  • (75) Establish Airhead: Can establish a temporary Garison in enemy territory for 2 mins.


Reinforce: The extra ratio means your side will have a better hope of holding the objective and stopping the enemy from wiping all your garrisons and outposts, not to mention the fact that when you lose the strong point it can put your whole team out of place on the map.
When Capturing the strong point each soldier is worth 3 and the surrounding are they are worth 1, Reinforce changes this so each of your soldiers in the caputure area is worth 4, so an increase of 1.

Final Stand: Use of this is that lets you use other abilities without cost for one minute. This can be a major advantage for saving your other supplies for later in the game like Bombing Run for 75 munitions.

Dismantle Garrison: At a cost of 50 manpower your insane to use it , just redeploy or walk (saving 5 mp) you dont have enough manpower to waste on this one.

Establish Airhead: Possibly the best order dropping a garrison behind enemy lines to allow your team to spawn behind and create a second from. It has a massive 10 min timer so use it as quick as you can for your find that your wont have manpower in 20 mins.

This was just a little overview of the manpower uses that you may know about. But we will move on.
Basic Role Cost


As you can see every role has a cost the more asset heavy the role the more manpower it costs. Which seems a bit wrong but that's how the game is structured. It would have been nice maybe if the symbols would have had a some thing to represent their cost but that's for the DEVS to decide.

Example :Average squad


With the above image you see an average public game this shows the cost of the single role and the large image shows the cost of the squad its quite easy to see the difference that role chosen in a squad can change the manpower cost, also this is only half the team. so it would be a lot more. So lets deleve a little deeper.

Various Squad Roles

With the table you can see that the manpower cost of a squad can vary quite a bit from 6 - 21, 21 being the highest cost when you take every specialist type roles and 6 when you take the lowest possible, (No officier no comms with others, very bad).

Squad roles explained (quick)
  • Max Cost: your squad take everyting that costs the most expensive
  • Defensive: Attempt to build hold a defensive position from infantry
  • 50% OneCost: this tries to keep half your squad on the 1 manpower cost
  • Tank hunters: Dedicated squad hunting tanks.
  • Support: building nodes for commander ( only needs 2 to build )
  • Standard: Best for all round functionality, building garrison and attacking and defending
  • Smokers: When attacking say Ohama putting out as much smoke to get off the beach
  • Basic: When your squad are legends and only need tootpicks to win.
  • Lowest: when saving every penny, not normally the best but just an option

Hopefully this covers the types of options, there maybe more but think it covers most of them.
Chewing some of the stats
So I might be stating the obvious but if your still this far maybe its showing things you weren't thinking about. So lets chew some of the fat.



If you can see the number of squad can drastically effect your manpower demands. say we have 8 squads and they all take every specialist kit the total would be 168 manpower which you burn through 500 manpower in 3 mins. I'm saying thats the worst situation were everyone dies and gives in straight away. Where as if the squads try and say use 50% OneCost your looking at 96 total which is a difference of 72 and nearly double the time.

I realise that theres going to be a lot of mixing of squad values, but if you use some some standard squads your reduce the over all team unit cost. eg 3 x (21)max + 5 x (9)standard = 108/8 = 13.5r 14 33% less than everyone maxing out. Thats a 60pt saving and nearly doubling manpower retention.

Taking that you can have say 5 pieces of armour (15) then scouts (4) and Commander (1) then your looking at 30 possible infantry men. Which is 5 squads which is a manpower of bewteen 45 -105 so you could lose your manpower in between 5 -11 mins even if you say people are pretty good at surviving and you double it 10 - 22 mins and your manpower gone. Which seems about average for a game.

There in and many different squad setups and numbers of squad members So there no perfect formula of cost setup. Hope this gives something to think about.
Coffee Time (TLDR)
Ok, accept your going to lose your Manpower. Use your Manpower Orders as quickly as you can, especially Airhead has a 10 min cool down so if you get 2 in your doing well. Get those Manpower nodes down quick 2x +15 nodes (30) wont stop your bleeding manpower but will allow some regain in quiet moments.

As a squad leader maybe encourage more OneCost roles. Keep your medic near your high cost roles and try and keep them alive. Also don't have to always do farlorn attacks choose when you waste your manpower. Your commander will love you. Hope this gives you some thoughts on Manpower and this guide helped.


TLDR Play more Riflemen/Medic/Support, Stop giving up.


Excel Table of squads changable members.[drive.google.com]

Created with V7.
13 Comments
Joe Mama Sep 11, 2021 @ 11:53am 
OK so there is actually a reason not to just throw your body into the line of fire over and over
DaCruMasta Aug 12, 2021 @ 3:57am 
@Londonsmee , could you please update your guide as of v10?
Londonsmee  [author] May 31, 2021 @ 2:54pm 
More than welcome but updates change stuff. :)
Mokum May 31, 2021 @ 2:39pm 
Where the hell can you find this info? (Beside in this great guide, that is.)
Been playing for a lot of hours, never knew these details.

Thnx, man.
Kimbo Nov 27, 2020 @ 7:52am 
:)
Londonsmee  [author] Nov 21, 2020 @ 2:13pm 
@pedro82 Nothing different in cose. It's going to be changing in V8 onwards and upwards :)
Aegmar Nov 21, 2020 @ 11:23am 
the system is too detached from the average players game experience..., not a great design imo
pedro82 Nov 20, 2020 @ 3:47pm 
sorry. i meant different manpower costs?
Londonsmee  [author] Nov 20, 2020 @ 2:02pm 
Spawn timer on an OP its squad based 20 sec, each Garrisons have their own 40 sec team wave timer. So you can have different Garrision timers.
pedro82 Nov 20, 2020 @ 12:11pm 
great info. thanks. is there any difference between op and garrison spawn?