Rising Storm 2: Vietnam: Complete Guide
A practical guide to surviving and contributing in Rising Storm 2: Vietnam: how the one-shot combat works, roles and squad play, both factions' commander tools, helicopters, traps and tunnels, game modes, and how to stop dying in the first ten seconds.
Researched September 2026 — current as of Hotfix 1.7.4 (August 27, 2026), following the 1.7.0 Quality of Life update (July 14, 2026). Live games change; check the linked sources if something differs.
Quick Start
- One or two hits kill. There's no regenerating health. Treat every open field as lethal and move from cover to cover.
- Join a squad. Squads spawn on their leader (South) or at tunnels (North). Solo players spawn far from the fight.
- Listen to your squad leader and commander. They mark objectives and call support. Proximity VOIP and squad chat make coordination easy.
- Bandage when bleeding. You bleed out after taking a hit; bandage immediately in cover.
- Learn the maps. Knowing lanes, cover, and flanks matters more than aim.
- Don't sprint into open ground. Machine guns and snipers cover every approach.
- Use smoke. Squad leaders carry smoke to cover advances and mark targets for support.
- Suppression matters. Being shot at blurs your vision and hurts your aim. Returning fire, even inaccurately, suppresses enemies too.
- Check your team. Friendly fire is on. Identify silhouettes and uniforms before shooting.
Factions
| Side |
Armies |
Strengths |
| South |
US Army, US Marine Corps, Australian Army, ARVN |
Firepower, helicopters, air and artillery support, squad leader spawning |
| North |
North Vietnamese Army (PAVN), National Liberation Front (Viet Cong) |
Traps, tunnels, ambushes, stealth |
Core Mechanics
Health and Bleeding
- Most hits to the torso or head kill outright.
- Limb hits cause bleeding; bandage to stop it.
- There's no health regeneration.
Suppression
- Incoming fire near you causes visual blur and aim sway.
- Machine guns are primarily suppression tools.
- Stay in cover when suppressed and relocate.
Weapon Handling
- Iron sights and realistic recoil.
- Hold breath to steady scoped weapons.
- Free aim: the weapon moves slightly before the camera; get used to it.
- Bipods on machine guns and some rifles steady fire.
Spotting and Communication
- Proximity VOIP lets nearby players hear you, including enemies.
- Squad and team VOIP channels let you coordinate across the map.
- Use map markers to tell teammates about enemy positions.
- As of the 1.7.0 update, you can mute other players' microphones and select your microphone in-engine.
Roles
Role names vary slightly by army, but these are the key jobs:
| Role |
Job |
Tips |
| Rifleman |
Backbone infantry |
Take objectives, cover flanks |
| Pointman |
Close-quarters (SMG or shotgun) |
Clear buildings and trenches |
| Machine Gunner |
Suppression |
Set up on a bipod overlooking lanes |
| Grenadier |
Explosive support |
Clear bunkers and groups |
| Marksman/Sniper |
Long-range kills |
Target machine gunners and radiomen |
| Combat Engineer/Sapper |
Explosives, traps, anti-vehicle |
Blow up objectives, build defences, counter helicopters |
| Radioman (South) |
Enables commander support |
Stay near the commander |
| Squad Leader |
Spawn point and marker |
Stay alive, smoke targets, place spawns |
| Commander |
Team leadership and support calls |
Coordinate and call support |
| Pilots (South) |
Fly helicopters |
Transport, gunship, scout |
Squad Leader Duties
- South: squad members spawn on you as long as you're alive and in a safe spot. Stay back from the front line.
- North: squad leaders build spawn tunnels. Place them near the objective but hidden.
- Use smoke to mark targets for the commander.
Commander Duties
- Coordinate the team and call in support.
- South: needs a Radioman nearby (or a fixed radio) to call support like artillery, recon planes, and air strikes. Unique support includes US airburst artillery, the Spooky gunship and napalm; Australian Canberra bombers and heavy artillery; and ARVN medium mortars and A-1 Skyraider napalm.
- North: calls abilities without needing a radio, including artillery, anti-aircraft fire against helicopters, and ambush-style abilities. Check the commander menu for your army's exact list, which differs between PAVN and NLF.
Helicopters (South)
| Helicopter |
Role |
| UH-1 "Huey" |
Transport a squad across the map |
| OH-6 "Loach" |
Spotter, airborne command post, fast gunship with miniguns |
| AH-1G "Cobra" |
Heavy gunship with pilot and weapons officer |
| "Bushranger" (Australian) |
Huey with dual M60s, minigun, and rockets |
Tips for pilots: Learn to fly in an empty server first. Coordinate with ground troops, and avoid hovering over enemy territory. North players shoot down helicopters with RPGs, heavy machine guns, and anti-aircraft abilities.
Traps and Tunnels (North)
- Traps like punji pits and tripwire grenades are placed on routes the South will use. Place them in chokepoints and doorways.
- Tunnels act as spawn points. Hide them well; the South will destroy them.
- Stealth: North soldiers can hide in foliage; the South's recon tools reveal them.
Game Modes
| Mode |
Description |
| Territories |
Attackers capture objectives before time runs out; defenders hold. Two rounds with sides swapped |
| Supremacy |
Teams earn points for holding objectives |
| Skirmish |
Smaller-scale, 8v8 on compact maps, up to five rounds |
| Campaign |
Teams fight through a map of South Vietnam across multiple Territories matches, spanning an 11-year period; win by controlling every territory or having the most victory points |
Reinforcements, Overtime, and Sudden Death
- Each team has a pool of reinforcement tickets. Every respawn spends one, so pointless deaths directly lose rounds.
- In Territories, when attackers run low on tickets or time, the round can go into overtime and sudden death. At that point every life counts: stop trickling in one by one and push together.
- As a defender late in a round, staying alive and contesting the zone is worth more than chasing kills.
Setup and Settings Before Your First Match
- Bind push-to-talk keys for local (proximity), squad, and team voice. Squad chat is what squad leaders listen to; team chat reaches the commander.
- Pick your microphone in-game: since the 1.7.0 update (July 14, 2026) you can select your microphone in the engine and mute individual players. Hotfixes 1.7.1 to 1.7.4 (July to August 2026) fixed further VOIP issues, including enemy squad and team chat being audible in some conditions.
- Brightness and gamma: jungle maps are dark. Raise gamma until you can see into shadowed foliage without washing out the sky.
- Field of view and sensitivity: a moderate FOV makes distant targets easier to identify, which matters with friendly fire on.
- Start with a practice session offline to walk a map, test recoil, and learn trap and tunnel placement without costing your team tickets.
Territories Playbook
Territories is the mode most servers run, so it's worth knowing how a good round flows.
Attacking
- Squad leaders move first, but not to the front. Place yourself in cover within striking distance of the objective so your squad respawns close.
- Smoke the approach. One or two smoke grenades across an open field turn a massacre into a successful push.
- Commander calls support on the defenders' strongpoints. Squad leaders mark with smoke; artillery or air support hits just before the push.
- Flood the objective. Capturing is faster with more players inside the zone; trickling in one at a time just feeds the defenders.
- Clear traps and tunnels (as South). Destroying North tunnels near the objective cuts off their spawns.
Defending
- Don't all sit on the point. Hold positions overlooking the approaches, with a few players inside the zone to contest it.
- Machine guns cover the open ground. Suppression stops pushes before they start.
- Traps on flanks (as North). Punji and tripwire traps protect the routes you can't watch.
- Watch for smoke. Smoke almost always means an incoming push; pre-aim through it and call it out.
- Fall back in time. When an objective falls, retreat to the next one rather than dying in a lost position.
Maps
The game has over 20 maps, including Hue City, Hill 937, Song Be, An Lao Valley, Cu Chi, Firebase Georgina, Long Tan, and Quang Tri. Each has different sightlines and routes; learn the key ones by playing them regularly.
Beginner Loadout Tips
- Start as Rifleman to learn the maps and combat.
- Machine Gunner once you know good positions.
- Squad Leader once you know the maps and how spawns work.
- Commander once you understand support timing.
- Pilot after practising offline.
Common Mistakes to Avoid
- Running in the open. You'll be shot instantly.
- Playing solo. Squads spawn closer and coordinate better.
- Squad leaders on the front line. If you die, your squad loses its spawn.
- Ignoring bleeding. You'll bleed out.
- Wasting commander support. Coordinate with squad leaders and use smoke markers.
- Shooting teammates. Check uniforms and silhouettes.
- Standing still under suppression. Move to cover.
Advanced Tips
- Flank objectives: Attack from unexpected angles.
- Use smoke to cross open ground.
- Machine gunner positions: Pick spots overlooking lanes with cover.
- Pilots: Fly low and fast; avoid hovering.
- North tunnels: Place them close but hidden.
- Listen: Footsteps, gunfire, and VOIP give away positions.
- Commander timing: Use support when attackers push or defenders hold.
FAQ
Is Rising Storm 2: Vietnam still active in 2026?
Yes. Tripwire shipped Quality of Life updates and hotfixes through July and August 2026, most recently Hotfix 1.7.4 on August 27, 2026.
Is it realistic?
It's a tactical shooter with one-shot kills, bleeding, and realistic weapons, but still accessible.
What's the best role for beginners?
Rifleman.
Can I play offline?
It's built around online player-vs-player servers. You can start an offline practice session to walk maps and test weapons, but the real game is online.
How many players?
Up to 64 per match.
What's the difference between North and South?
South has firepower, helicopters, and air support; North has traps, tunnels, and stealth.
Sources