Listen up, maggots. Some omnipotent turd at the recruitment center had the bright idea that you people might have some shred of aptitude as officers in my glorious army.
I’m here to tell you how to stay alive, keep your team alive (while making the other team very not alive), and how to not be a complete garbage-arty-dumping, ground-humping, good-for-nothing JROTC bumblefunk.
In layman’s terms, I’ll make you a better officer and better team player. Oorah!
THE PROBLEM
If you haven’t noticed, Rising Storm 2 has a rather impolite and unpleasant infestation of inept, irresponsible and borderline war criminal team leaders who love to AFK or drop mortar rounds on their own guys with tittering glee. Yes, there are excellent men and women out there doing the Lord/Ho Chi Minh’s work – but they tend to be the exception, not the rule.
This – officer recruits – is a damned shame.

THE SOLUTION
Being a better officer is vital to keeping your team in the fight while doing your rootinest, tootinest, absolutinest to kick the living hell out of the enemy. As a newly-minted commanding officer and team leader, you are awarded with one of two powerful sets of support, defensive and offensive abilities that make global nuclear armageddon look like wet firecrackers. These abilities are vital to the success of operations in the AO (the map, numbnuts). Your vast and powerful toolkits allow you to stomp chumps with impunity and provide close and considered support (unfriendly fire) for your papa lemmings (NCOs) and baby lemmings (grunts).
Each ability – determined by the army you currently fight with – presents two very powerful yet different playstyles. On one hand, the shock-and-awe United States Army and Marine Corps – and on the other, the Communist insurgency/human-wave-wrecking-ball of PAVN and the Viet Cong – both of which you must master to fully articulate total destruction on the godless foe.
Let’s get started. Ah-ten-HUH!

PAVN/VC

“You will kill ten of us. We will kill one of you. But in the end, you will tire of it first.â€
― Hồ Chà Minh
RICE, RICE BABY
Welcome to the killing fields, Comrade. Today we – the People’s Army of Vietnam and fearless Viet Cong – make a righteous war against the western-backed might of ARVN and their imperialist masters, the United States of America. Äi vá» nhà , GI!
While many new comrade-commanders prefer the stupendous heavy ordinance and fire support of the corrupt and capitalist south, these shiny, impotent toys only serve to distract new commanders and lull them into a false sense of security.
Learn today, that you become a greater leader of the righteous struggle tomorrow!
BEFORE AFGHANISTAN WAS COOL

As demonstrated repeatedly and spectacularly by the People’s Army of Vietnam (PAVN) and the Viet Cong (VC) during the Vietnam War, a highly-motivated, organized and relentless insurgency is capable of grinding down and defeating larger, stronger and better equipped conventional armies. Your task as an insurgent commander is to motivate and direct your forces to best demoralize, degrade and finally smash that enemy.
Superior small-unit tactics, rough terrain and fast redeployment will ensure that the allegedly-superior United States will be swiftly and decisively surrounded and overrun from all sides. In a conventional war, PAVN and (to a greater extent) the VC would have been routed in months or even weeks. In reality, the Vietnam War dragged on for years and eventually resulted in a full US withdrawal and decisive northern invasion of the south. The same tools available to the North Vietnamese are present in RS2 – ready to be used by a cunning and enterprising insurgent leader.
STRENGTHS
- Rapid, dynamic deployment and versatile terrain mobility options.
- Excellent range of tunnels and traps for area denial and ambushes.
- Stealth options to remain hidden from aerial reconnaissance.
WEAKNESSES
- Limited support weaponry and class loadouts.
- Limited conventional deployment options (versus traditional units).
- Limited dedicated heavy artillery.
- No air support.

Deployment
- Ho Chi Minh Trail allows for faster cooldown-reduced spawning at specific areas to shore up holes in the line or rush heavily-guarded meat grinders. Because the insurgency relies heavily on manpower versus combat machinery, this is a very valuable ability that is often overlooked. It’s important to think and strategize differently when playing PAVN/VC versus US – as commander, the focus is on your soldiers versus heavier support abilities.
- Ambush deployment allows you to force respawn dead teammates on your position. This is an invaluable fast cooldown tactic that allows the CO to serve as a mobile forward spawn point in secure or hard-to-reach areas, and protect themselves against US forces breaching their position by teleporting a murderous cadre to their position. Cadres, by gum!
Reconnaissance
- Scouts serve a similar function to the heavier airborne US recon plane – marking enemies for the CO and friendly units, allowing him to accurately evaluate the combat situation and best utilize NCO support marks. The (relatively) fast cooldown time and inability to be countered by US forces (unlike the flimsy recon plane) makes it a vital support ability.
Offense/Defense
- Barrage is the closest thing a PAVN/VC CO has to the US’ napalm and artillery abilities. They fill a similar role – allowing him to wipe out heavy troop clusters, deny reinforcements or access to certain zones and generally suppress hostile troops. Because this is the only major artillery-type unit available, it is best used sparingly. Beware of the large AOE!
- SAM Anti-Air Missile is arguably the most useful and important defensive ability available to PAVN/VC forces. Lasting only a short time, it provides a crippling “iron dome” that shoots down any US aircraft at altitudes over 75m. This makes it a lethal one-shot weapon against recon planes, napalm jets and the vicious AC-47 Spooky.Note that smart helicopter pilots will rapidly dump altitude to counter this (making them more vulnerable to ground fire from HMGs and RPGs), though the warning period is so brief that it’s likely you’ll kill at least one or two helicopters (particularly the slower Hueys and Cobras). This overall effect is exceptionally powerful against US forces, as they rely heavily on air superiority for mobility, support and offensive capabilities.

CONCLUSION
As the Vietnamese insurgency, your job is to make life a living hell for those damned GIs. Every dirty trap and exploit you were incoherently accused of in other FPS franchises is perfectly fine here – chances are it’s probably a dedicated game mechanic. And let’s face it, despite your advantages in terrain and deployment, you’re going to need all the help you can get against …
 US Army/USMC

NEXT STOP IS VIETNAM
Welcome to ‘Nam, boot. It’s about time you boys got here. ARVN is straining to hold back the Commies in the north, and every time we try to hit ’em back they vanish. Charlie doesn’t like us spoiling the party. They’ve made that clear, and we’ve made it clear we don’t do parties without fireworks and air-dropped gasoline.
We’ve got the best and biggest guns, attack choppers, dogs (not here, though), napalm, C4, Claymore chains that go “pow” and about a hundred different kinds of full-auto death. Don’t get cocky, though – Charlie’s a slippery ♥♥♥♥♥♥♥, and you’ll need every tool you’ve got to bring some sweet democracy to South Vietnam.
War is hell – and you get to be the devil in charge!
BEFORE MISSIONÂ ACCOMPLISHED WAS COOL
At the start of the Vietnam War, the United States was the singular military entity in the world – with striking force matched only by the USSR. In Vietnam, their forces were capabale of dilvering immense punishment on PAVN and the Viet Cong, and effectively unmatched in conventional warfare. This was not, however, a conventional war – a fact that US commanders and political leaders learned too slowly and far too late.
You – as a commander in the US Army or USMC – can learn from their mistakes. Don’t be fooled by the array of firepower at your disposal – smart squad-level tactical command will still carry the day. It’s your job to coordinate fast heli-born infantry and piercing ground attacks supported by powerful artillery, napalm strikes and the fearsome AC-47 Spooky gunship. Take to the skies in a mobile command center aboard the loach or sit back and enjoy the Hue sunshine as your GIs and Cobras take the fight to Charlie.
STRENGTHS
- Versatile heavy infantry capable of spawning on their squad leaders.
- Powerful artillery and air support – both unmanned and player-piloted.
- Strong overall hitting power against any and all exposed enemies.
- Static spawn positions and relatively low ground unit mobility.
- Air units vulnerable to directed SAM batteries, static HMGs and RPGs.
- Ground units vulnerable to ambushes and traps.
- Relatively limited respawn options and abilities (particularly on SL death).

Deployment
- Rapid Deployment allows US commanders to immediately bring additional forces into the fight. It effectively functions as a forced respawn, useful for pushing another wave against VC positions or bringing up additional support to protect vulnerable points. Its function will be familiar to Tripwire FPS veterans.
Reconnaissance
- Aerial Recon brings in a light air reconnaissance plane to survey the AO and designate targets for the commander and ground units. While similar to the Vietnamese recon in function, the recon plane is vulnerable to AA units and ground fire, and will not spot camouflaged NVA.
Offense
- AC-47 Spooky gunships are exceptionally lethal lead-dealing death machines that circle designated points and spray-fire 7.62mm minigun rounds at ground targets. Best used as an area-denial tool to prevent hostile units from occupying designated areas or against VC units clustered around specific points – particularly when deployed ahead of the main US advance.
- Napalm strikes from F4 Phantom jets sweep broad areas in flammable napalm clouds that deep fry everything (and I mean everything) caught in the blast radius for several seconds after impact. This includes friendly troops, so exercise caution when deploying strikes Danger Close – it’s better to order your units to fall back to a safe distance, or deploy against VC positions behind the objective to toast the next wave of reinforcements. Be warned that these strikes can be shot down by SAMs, and a smart VC leader will time his AA to do this.
- Artillery saturates a wide target area in high-velocity HE shells. Does basically what it says on the can – wipes out everything in a large area. As with the napalm strike, it’s wise (and good to keep the war crimes tribunal off you) to avoid hitting your own troops. Artillery has the added advantage of being immune to SAM turrets that might shoot down your napalm strike.
CONCLUSION

A few final pearls of wisdom for you numbskulls:
PAVN/VC
- Always remember to use your respawn abilities. They will aid immensely, and are essential for winning against organized US forces. You don’t have the stopping power they do, but they will make mistakes when faced with superior numbers and faster respawns.
- Remind your squad leaders to place tunnels near the frontline. They often forget, and it will save a great deal of time and help with keeping the fight up against those damned GIs.
- Remember that – when crouched, prone or in a tunnel space – you are invsible to air recon. Use this to evade being spotted from the air – or that salty USMC commander who keeps trying to napalm your HQ.
- Be frugal with artillery, as you only have one versus the Americans’ two and half. Learn where enemies cluster and bring fiery vengeance down on them. It has a broad AOE, which can be very effective against US forces landing from Hueys.
- Time your AA for maximum damage. Ideally, there should be multiple helicopters up and active – or, if you suspect that the American CO is about to call a Spooky or napalm. Remember that it has a short time and moderate cooldown, and that some enemy air support is more dangerous than others – sometimes a poorly-flown Cobra is far less worrisome than a Huey dropping soldiers against your base.
US Army/USMC
- You have air and fire superiority. Use it.
- You can fly as a passenger in the Loach helicopter to perform all the same actions you normally would from a radioman or radio table. Watch out for AA and ground fire!
- Be aware of AA – it’s Charlie’s strongest counter to your strongest abilities. If your choppers are getting shot down and your recon plane just went offline after ten seconds in the air, avoid sending in the Spooky or Phantoms until the coast has cleared. Ask your ground units where enemy concentrations are, and ask your NCOs for marks.
- Coordinate LZs for Hueys with your squad leaders and designate strong points for artillery and napalm strikes. Keep in mind that your troops can focus on a single objective while you lay down close air support against the others. Same goes for the Loach and Cobra.
- Call out sniper and tunnel positions. Tunnels are easily recognized as static locations with alternative icons on your map. These are VC spawnpoints, and should be destroyed by explosives or air strikes as soon as possible. The Cobra excels at this.
GENERAL
- DO communicate. Call for marks. Call out enemy locations (with grid zones/proximity to LZs and objective areas). Call out troop concentrations. Be vocal. Be bold. Don’t be a scrub.
- DO watch how the match is playing out, and direct your men to where they need to push or hold. You’re the eyes of team and its sole strategic command, and it’s important that you stay frosty and watch how the enemy is moving. Try to predict hostile patterns and call recon accordingly – it gets easier to manage after a few matches.
- DO ask for help. Request that your soldiers and squad leaders actually do things. Everyone starts somewhere, and in war the best time to take charge is almost always now. You’re the boss, and the team with focused and attentive leadership usually wins.
- DON’T be a controlling, whiny ♥♥♥♥♥♥♥, because you will (hopefully) get fragged if you do. Be smart, be patient, be empathetic – choppers get shot down, raw recruits don’t follow orders, and NVA players insist on making the same tired Vietnamese “impressions”. Relax, and do your job. In the words of Sun Tzu: “The expert in battle seeks his victory from strategic advantage and does not demand it from his men.”
- DON’T drop napalm on close marks just because there’s nothing else. They will send your♥♥♥♥♥to Leavenworth. Or boot you. Or frag you. Or track your IP and send you a boquet of♥♥♥♥♥♥

That’s it, officers. Dis-MISSED!