Compara los precios de Vietnam ‘65 en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Every Single Soldier. Publicado por Every Single Soldier. Lanzado el 5/3/2015. Disponible en PC. Géneros: Strategy. Puntuación Metacritic: 81/100.

Forget body counts and frontlines. Vietnam '65 asks you to win a war by managing Huey logistics, village intel, and a population that would rather not be involved.

My spreadsheet instincts kicked in the moment I realized that killing Viet Cong was almost a secondary concern in Vietnam '65. The real work is building a logistics chain that keeps your infantry fed, your choppers fueled, and your Green Berets deep enough in the jungle to actually find something worth shooting. That reframing alone puts this in rare company among wargames. The core loop runs on two resources: Hearts and Minds (H&M) at the village level, and Political Power (PolPow) that funds everything you want to requisition. Each of your ten villages starts at 50 H&M points. VC guerrillas filter in from the Ho Chi Minh trail each turn, and if you ignore them long enough, the North Vietnamese Army starts building its own firebases and pressing a proper offensive. So your turn is never a single action. You are simultaneously coordinating Huey resupply runs, sending infantry into villages with campfire icons to pull intelligence, pushing engineers out to clear jungle hexes and build forward operating bases, and pairing Green Beret recon units with Cobra gunships or artillery so that the moment a VC squad is spotted, something with firepower can reach it before it repositions. The Cobras are expensive and properly devastating but need confirmed sightings to act. The Green Berets can stay in the jungle for extended periods without a resupply run but cannot enter villages. That asymmetry between your unit types is the whole design, and it holds together very well. As a strategy player who normally wants a 200-hour campaign, I should be honest: this is closer to a board game than a grand strategy title. There is one randomized map type and a fixed 45-turn run. You can finish a session in roughly two to three hours. The lack of scenario variety and historical accuracy will frustrate grognards looking for a Ia Drang recreation, and players who have cracked the Green Beret plus Cobra pairing on Veteran difficulty will eventually find the system starts to tip toward predictability. The interface carries visible marks of its tablet origins. The radial command menu blocks portions of the map at inconvenient moments, and mis-clicks happen more than they should on PC. Unit scale is also undefined, which is a minor but persistent irritant. For newcomers to COIN wargaming specifically, though, Vietnam '65 is a genuinely smart entry point. The two-part tutorial covers Basic Training (unit movement, supply, direct and indirect combat) and Advanced Training (victory conditions, reading the intelligence map, enemy escalation). Neither lecture nor hand-holds excessively. You will probably lose your first two games, win your third, and then start actually understanding why you won. That learning arc is healthy. The post-launch update added fog of war, weather effects on helicopter movement, and custom game options, all of which sharpen the experience considerably. Cobra helicopters become meaningful late-game investments rather than opening-turn reflexes, and weather introduces a logistical variability that the base release genuinely needed. Vietnam '65 sits in an awkward market position. Hardcore wargamers want more historical fidelity; mainstream players see a niche subject and minimal production value and pass. Both groups are wrong to dismiss it. There is a coherent, original game system here that does something almost no other wargame attempts: modeling pacification as a mechanical priority rather than a passive background score. Its sequel Afghanistan '11 built on these foundations with more depth. If that one interests you, this is worth an afternoon as a prequel argument. Diego, Scout Team

Vietnam ‘65

Vietnam ‘65

5 mar 2015Every Single Soldier
GamerScout opina

Forget body counts and frontlines. Vietnam '65 asks you to win a war by managing Huey logistics, village intel, and a population that would rather not be involved.

PC
Steam Deck PlayableProtonDB Platinum
Mejor precio disponible
1,00 €
en Gamivo
Mínimo registrado: 1,00 €
Sigue este precio

Veredicto de GamerScout

Best for strategy players curious about COIN mechanics who can accept a single-scenario game with a two-to-three hour run time.

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Historial de precios

Mínimo registrado
1,00 €31 jul 2026
Mejor precio actual
1,00 €
El más bajo desde que lo seguimos
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0,99 €1,04 €1,08 €1,13 €7 Jul17 Jul27 Jul5 Aug15 Aug
7 jul — 15 ago
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Acerca de Vietnam ‘65

My spreadsheet instincts kicked in the moment I realized that killing Viet Cong was almost a secondary concern in Vietnam '65. The real work is building a logistics chain that keeps your infantry fed, your choppers fueled, and your Green Berets deep enough in the jungle to actually find something worth shooting. That reframing alone puts this in rare company among wargames. The core loop runs on two resources: Hearts and Minds (H&M) at the village level, and Political Power (PolPow) that funds everything you want to requisition. Each of your ten villages starts at 50 H&M points. VC guerrillas filter in from the Ho Chi Minh trail each turn, and if you ignore them long enough, the North Vietnamese Army starts building its own firebases and pressing a proper offensive. So your turn is never a single action. You are simultaneously coordinating Huey resupply runs, sending infantry into villages with campfire icons to pull intelligence, pushing engineers out to clear jungle hexes and build forward operating bases, and pairing Green Beret recon units with Cobra gunships or artillery so that the moment a VC squad is spotted, something with firepower can reach it before it repositions. The Cobras are expensive and properly devastating but need confirmed sightings to act. The Green Berets can stay in the jungle for extended periods without a resupply run but cannot enter villages. That asymmetry between your unit types is the whole design, and it holds together very well. As a strategy player who normally wants a 200-hour campaign, I should be honest: this is closer to a board game than a grand strategy title. There is one randomized map type and a fixed 45-turn run. You can finish a session in roughly two to three hours. The lack of scenario variety and historical accuracy will frustrate grognards looking for a Ia Drang recreation, and players who have cracked the Green Beret plus Cobra pairing on Veteran difficulty will eventually find the system starts to tip toward predictability. The interface carries visible marks of its tablet origins. The radial command menu blocks portions of the map at inconvenient moments, and mis-clicks happen more than they should on PC. Unit scale is also undefined, which is a minor but persistent irritant. For newcomers to COIN wargaming specifically, though, Vietnam '65 is a genuinely smart entry point. The two-part tutorial covers Basic Training (unit movement, supply, direct and indirect combat) and Advanced Training (victory conditions, reading the intelligence map, enemy escalation). Neither lecture nor hand-holds excessively. You will probably lose your first two games, win your third, and then start actually understanding why you won. That learning arc is healthy. The post-launch update added fog of war, weather effects on helicopter movement, and custom game options, all of which sharpen the experience considerably. Cobra helicopters become meaningful late-game investments rather than opening-turn reflexes, and weather introduces a logistical variability that the base release genuinely needed. Vietnam '65 sits in an awkward market position. Hardcore wargamers want more historical fidelity; mainstream players see a niche subject and minimal production value and pass. Both groups are wrong to dismiss it. There is a coherent, original game system here that does something almost no other wargame attempts: modeling pacification as a mechanical priority rather than a passive background score. Its sequel Afghanistan '11 built on these foundations with more depth. If that one interests you, this is worth an afternoon as a prequel argument.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayerachievementstrading-cardstier:aaaCOIN WarfareLogistics-FirstHearts and MindsRandomized MapsHex-and-CounterAirmobile OperationsBoard Game FeelShort Sessions

Requisitos del sistema

Mínimos

OS
Vista, 7, 8, 10
Memory
2 GB RAM
DirectX
Version 9.0c
Storage
200 MB available space
Graphics
DirectX 9.0c compatible graphics card (Shader Model 2+)
Processor
Intel Pentium 4 or equivalent
Sound Card
DirectX 9.0c compatible sound card

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Reseñas y valoraciones

Metacritic
81

Información del juego

Desarrolladora
Every Single Soldier
Distribuidora
Every Single Soldier
Fecha de lanzamiento
5 mar 2015

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¿Cuánto cuesta Vietnam ‘65?

A 15 de agosto de 2026, la oferta más barata disponible de Vietnam ‘65 es €1.00 en Gamivo, de entre 6 ofertas activas que seguimos en tiendas de claves verificadas. Los precios cambian a diario — la tabla de esta página se actualiza continuamente.

¿Dónde puedo comprar Vietnam ‘65 más barato?

El precio más bajo disponible que seguimos para Vietnam ‘65 es €1.00 en Gamivo (15 de agosto de 2026). Comparamos 6 ofertas activas de tiendas de claves verificadas — la tabla completa con cada tienda y su puntuación de confianza está en esta página.

¿En qué plataformas está disponible Vietnam ‘65?

Vietnam ‘65 está disponible en PC.

¿Cuándo se lanzó Vietnam ‘65?

Vietnam ‘65 se lanzó el 5 de marzo de 2015.

¿Quién desarrolló Vietnam ‘65?

Vietnam ‘65 fue desarrollado por Every Single Soldier.

¿Merece la pena comprar Vietnam ‘65?

Vietnam ‘65 tiene una puntuación Metacritic de 81/100, lo que lo convierte en uno de los títulos destacados de Strategy. Mira las reseñas completas, las valoraciones y los tiempos de duración en esta página para decidir.