
Afghanistan '11 is the sequel to the highly praised and innovative Vietnam '65. It enhances and builds on it: Afghanistan '11 changes the paradigm of wargaming and manages to bring Counter-Insurgency and guerrilla warfare to your screen, properly represented thanks to a revolutionary gameplay formula!


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Unified technical telemetry aggregated from Steam, Valve Steam Deck, ProtonDB, PCGamingWiki, and IGDB.
| Lingua | Interfaccia | Audio | Sottotitoli |
|---|---|---|---|
| Inglese |
Official minimum and recommended hardware configurations.
Top helpful player reviews pulled directly from the Steam open registry with verified playtime hours.
Full disclosure upfront: I loved Vietnam '65. It was, for me, revolutionary. A wargame less about the minute details of combat and more about the higher-level methodology, the "graduate-level" of warfare that was less about "how do we win this fight, here?" and more telling players, "Yes, you can win here, but will that support accomplishing your objective?" The command decision of why and when to fight was just as important as the how, something only sparingly attempted in wargaming. Rather than trying to find the narrowest slice of the conflict where the opposition could present a credible peer to the player, Vietnam '65 instead engaged with the idea that American forces, properly supported, were almost always assured of eventual victory but American forces, properly supported, couldn't be everywhere, all the time. So when I discovered sometime last year that Afghanistan '11 was in
Let me start by saying this is my first review. Why am i choosing this game for my first review? Because I, like many of you reading this, always look at reviews before buying a game, especially the negative ones to see what the postive reviews are ignoring. This is my first review because, very honestly, I believe most of the "most convincing" negative reviews for this game are wrong and can be ignored. 1. "Tedious and boring" AKA: not your type of game. Just because you don't like it doesn't make it a bad game. It is a turn-based resource management/micromanagement/strategy game. Most people think those are boring. I don't. That's why this game interested me. Let's move on. 2. "Unrealistic/Not enough points to do everything" That's the point... It is a RESOURCE MANAGEMENT game. You CAN'T do everything. It's up to you to use your political points as efficiently as possible. It's al
Having fought in Afghanistan as part of the 10th Mountain Division (in 2011, no less), this game is just as frustrating as the actual war...and that's a good thing. It has just enough depth to keep you engaged while not being too monotonous. The elections and security handover in the game help to keep the monotony at bay while providing a tactical challenge that brings me back to sending out HUMINT teams and helicopter recon elements during my time there. The controls are similar to Vietnam '65, though the base expansions, ability to train more than just local infantry and the waterworks projects add a sense of nation building to the mix. A great turn based game that captures the frustrations of trying to find the taliban in the mountains of Afghanistan while not being too overbearing. Thanks to Slytherine for a great game - "Climb to Glory!" (10th Mountain Division Motto)
As an Afghan vet myself, I can honestly say the therapy value of this alone made it worth the price. Clever mechanics accurately catch the whackamole nature and ultimate futility of the war I fought. In the end, the things you need to do to win are not things we as the West could do, in game as in life. It's frustrating, and there's a lot of abstraction, but in the end, it's true, and doesn't lie to you. Respect.
As an OEF/OIF veteran I really want to like this game, truely I do. However, it isn't so much a wargame, tactical, operational or otherwise as it is a LOGCAP one. You'll spend more time conducting ReSupp missions to your FOB's and units in the field than actually engaging in COIN operations, which eventually becomes the sole focus of your playtime. I understand that this game mechanic is meant to be a sort of juggling act but it simply consumes far too much gameplay time. It would've been nice to have this system somewhat automated - Create a convoy with the required assets, supplies and predefine the departure time at a given turn to resupply the FOB's, the convoys could then do their thing. The player could then inject themselves back into these missions should there be any damage or losses. Perhaps the largest issue is that there is no way to conduct any sort of combat ops, large o
So like me you probably enjoyed Vietnam '65 and wanted more of the same in a modern environment, but then you saw the price tag and kvetched internally and quietly sighed "Slitherine again." The good news is that this is Vietnam '65 made more advanced with different supply functions and a redeveloped take on the FOB system. Rather than building firebases and transporting artillery to them, you get basic mortar teams with FOBs on build. You can also customize FOBs to your liking as to whether they come with field hospital or not. Outside of a historical issue (an MRAP in November, 2001 training scenario?), Afghanistan '11 seems to offer at least twice the options than Vietnam, and for that, the price is somewhat justified. e: The game also concludes with Neptune Spear. If EverySingleSoldier produced a Rhodesian Bush War DLC for this commendable effort and base game, I would buy it inst
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