Compare Afghanistan '11 prices across 50+ stores and find the best deal. Developed by Every Single Soldier. Published by Slitherine Ltd.. Released on 3/23/2017. Available on PC. Genres: Indie, Strategy.

Skip-the-kill-count strategy that makes you juggle supply lines, IED sweeps, village diplomacy, and ANA training simultaneously, all before turn 50 pulls the rug out.

My instinct when loading a wargame is to find the strongest unit stack and push it forward. Afghanistan '11 punishes that instinct inside the first mission, and I respect it enormously for doing so. This is not a game about annihilating enemy formations. Killing Taliban is almost incidental, what the game actually demands is that you hold a Hearts and Minds score above 50 at the end of turn 60, which means every decision from troop placement to FOB module upgrades feeds a civilian-approval meter as much as it feeds a front line. The mechanical architecture is cleverer than it first appears. You manage supply lines and forward operating bases in the classic wargame tradition, but layered on top is a full COIN (counterinsurgency) system: visit villages with infantry, deliver UN aid, build waterworks and infrastructure, disarm IEDs, and gradually turn the local population into an intelligence network. Higher Hearts and Minds scores unlock local intel on Taliban positions, which in turn lets you plan airstrikes and drone runs without blowing up the civilians who supply that same intel. The feedback loop is tight, and when it clicks, it clicks hard. Presidential elections periodically fire off too, producing three candidate modifiers, one might boost your budget, another might drain it, and you can tilt the vote but never control it. That deliberate opacity is a sharp design choice that mirrors the subject matter perfectly. The 60-turn hard ceiling is the game's most defining structural decision. At turn 50, US forces withdraw entirely, handing control to the Afghan National Army you have been training throughout the campaign. If you skimped on ANA investment to keep American units dominant, those last ten turns will collapse on you. It is a built-in lesson in the cost of dependency, and it works. The 18-mission campaign covers operations from Camp Rhino through to Neptune Spear, and each scenario drops you onto a randomly shaped map of mountain valleys and narrow roads that block vehicle movement and funnel every supply run into a potential ambush. Replayability in Skirmish mode is solid precisely because terrain layout reshapes every strategic problem. Where the game falls short is scope and polish. The political layer, while present in the form of Political Points and congressional support, stays shallow, critics noted it feels like an untapped system that could have gone much deeper. The UI carries some mobile-port legacy awkwardness: there is only one save slot per game mode, no undo option, and helicopters cannot receive orders until airborne. Mission length is also a genuine time commitment; even early missions run several hours, and some players find the middle sections repetitive before the late-game ANA handover raises the stakes again. The visuals are functional rather than impressive, though the 3D terrain geometry is a genuine improvement over Vietnam '65's flat tiles. For the audience this targets, turn-based wargame players who want a doctrinal puzzle rather than an attrition grind, Afghanistan '11 delivers something genuinely uncommon. The AI does not cheat, which is rarer than it should be at this price point, and the game's insistence on making construction and aid delivery as important as combat unit positioning is a design stance I wish more of the genre would adopt. New players should lean hard on the four tutorial missions before touching the campaign; they teach almost everything, and skipping them produces a first-mission disaster that looks like a difficulty problem but is actually a knowledge problem. Come in with patience, map awareness, and a plan for keeping supply trucks alive past IED corridors, and this one will hold your attention. Diego, Scout Team

Afghanistan '11
IndieStrategy

Afghanistan '11

Mar 23, 2017Every Single SoldierSlitherine Ltd.
GamerScout Says

Skip-the-kill-count strategy that makes you juggle supply lines, IED sweeps, village diplomacy, and ANA training simultaneously, all before turn 50 pulls the rug out.

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About Afghanistan '11

My instinct when loading a wargame is to find the strongest unit stack and push it forward. Afghanistan '11 punishes that instinct inside the first mission, and I respect it enormously for doing so. This is not a game about annihilating enemy formations. Killing Taliban is almost incidental, what the game actually demands is that you hold a Hearts and Minds score above 50 at the end of turn 60, which means every decision from troop placement to FOB module upgrades feeds a civilian-approval meter as much as it feeds a front line. The mechanical architecture is cleverer than it first appears. You manage supply lines and forward operating bases in the classic wargame tradition, but layered on top is a full COIN (counterinsurgency) system: visit villages with infantry, deliver UN aid, build waterworks and infrastructure, disarm IEDs, and gradually turn the local population into an intelligence network. Higher Hearts and Minds scores unlock local intel on Taliban positions, which in turn lets you plan airstrikes and drone runs without blowing up the civilians who supply that same intel. The feedback loop is tight, and when it clicks, it clicks hard. Presidential elections periodically fire off too, producing three candidate modifiers, one might boost your budget, another might drain it, and you can tilt the vote but never control it. That deliberate opacity is a sharp design choice that mirrors the subject matter perfectly. The 60-turn hard ceiling is the game's most defining structural decision. At turn 50, US forces withdraw entirely, handing control to the Afghan National Army you have been training throughout the campaign. If you skimped on ANA investment to keep American units dominant, those last ten turns will collapse on you. It is a built-in lesson in the cost of dependency, and it works. The 18-mission campaign covers operations from Camp Rhino through to Neptune Spear, and each scenario drops you onto a randomly shaped map of mountain valleys and narrow roads that block vehicle movement and funnel every supply run into a potential ambush. Replayability in Skirmish mode is solid precisely because terrain layout reshapes every strategic problem. Where the game falls short is scope and polish. The political layer, while present in the form of Political Points and congressional support, stays shallow, critics noted it feels like an untapped system that could have gone much deeper. The UI carries some mobile-port legacy awkwardness: there is only one save slot per game mode, no undo option, and helicopters cannot receive orders until airborne. Mission length is also a genuine time commitment; even early missions run several hours, and some players find the middle sections repetitive before the late-game ANA handover raises the stakes again. The visuals are functional rather than impressive, though the 3D terrain geometry is a genuine improvement over Vietnam '65's flat tiles. For the audience this targets, turn-based wargame players who want a doctrinal puzzle rather than an attrition grind, Afghanistan '11 delivers something genuinely uncommon. The AI does not cheat, which is rarer than it should be at this price point, and the game's insistence on making construction and aid delivery as important as combat unit positioning is a design stance I wish more of the genre would adopt. New players should lean hard on the four tutorial missions before touching the campaign; they teach almost everything, and skipping them produces a first-mission disaster that looks like a difficulty problem but is actually a knowledge problem. Come in with patience, map awareness, and a plan for keeping supply trucks alive past IED corridors, and this one will hold your attention. Diego, Scout Team

Tags

singleplayerachievementstier:indieCOIN StrategyHearts and MindsTurn Limit MechanicANA HandoverSupply Line ManagementFOB UpgradesHistorical ScenariosProcedural Maps

Steam Deck & Linux

ProtonDB Platinum

Runs flawlessly on Linux out of the box. Based on 4 ProtonDB community reports.

System Requirements

Minimum

OS
Windows 7, 8, 10
Memory
2 GB RAM
Storage
200 MB available space
Graphics
DirectX 9.0c compatible graphics card (Shader Model 2+)
Processor
2.0ghz CPU

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Game Info

Developer
Every Single Soldier
Publisher
Slitherine Ltd.
Release Date
Mar 23, 2017

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Afghanistan '11 is available on PC.

When was Afghanistan '11 released?

Afghanistan '11 was released on 23 March 2017.

Who developed Afghanistan '11?

Afghanistan '11 was developed by Every Single Soldier and published by Slitherine Ltd..