IN THE MOUNTAINS

A deep tactical-strategic simulation of counterinsurgency at the platoon/company level, in a procedurally generated valley of Kunar Province, Afghanistan, c. 2011.

You are the commander of a remote combat outpost. The men, the equipment, the patrols, the shuras with the elders, the calls for fire, the wounded — they are yours. The valley is steep, the enemy fights on his own ground and his own timeline, and the population is the prize. This manual is your reference. Read it, or learn the hard way; the valley teaches both.

Tone & Sources
The simulation draws on Sebastian Junger's War, the documentaries Restrepo and Korengal (Junger / Tim Hetherington), Jake Tapper's The Outpost, counterinsurgency doctrine (FM 3-24), and the after-action record of units that fought in the Pech and Korengal. It is a work of fiction made in respect of those who served there.

1. The Situation

It is 2011. Your company has inherited a combat outpost (COP) on a knob of high ground above a river valley. North, the valley climbs into "Indian country" — switchback trails, draws choked with holly and cedar, ridgelines at nearly 3,000 meters. A handful of villages cling to benches above the river, growing corn and timber and, when the season is right, fighting.

Your enemy — call them ACM (Anti-Coalition Militia), the Taliban, HIG, outsiders, local boys with a grievance and an AK — does not mass and charge. He ambushes from defilade, fires a few magazines, and melts up the draws before your mortars can range him. He is patient. He is home. The terrain is his ally and your enemy in equal measure.

Your weapons are superior; your firepower is overwhelming. And almost none of that matters if you cannot win the people. Every civilian you kill makes ten fighters. Every promise you break is remembered for a generation. You can win every firefight and lose the valley.

2. One Continuous Clock

There are no turns and no phases. A single real-time clock runs the entire valley at once — the sun and a true day/night cycle, the weather, your soldiers' fatigue and rest, the enemy's tempo, the slow grind of construction, and combat. It is one screen and one timeline.

Time you control

Space pauses. 15 set the speed (1× is real time). The ⏩ skip-to-event button (T) fast-forwards the quiet hours and stops the instant something matters.

Time that costs

Everything takes time on that clock: a squad kitting up before it steps off, the walk across the ground, a shura, days of secured construction. Combat happens organically when units see each other, and the clock slows to a readable speed for the fight.

3. The Game Loop

  1. Order — pick a squad and a mission, set its standing SOP (how it moves, what drill it runs on contact, and its rules of engagement), draw a route, step off. The squad musters, kits up, then moves through the terrain on its own.
  2. Skip — when nothing needs you, press ⏩ to fast-forward to the next event — contact, an objective reached, a project milestone, a decision at the gate.
  3. Fight — when rounds crack, the clock slows. The squad fights itself to its SOP — taking cover, returning fire, bounding or breaking contact; you read the net, approve or deny its calls for fire, and call MEDEVAC for the wounded. The patrol resumes on the lull.
  4. Build — run shuras, fund projects (and keep them secure), resupply, and answer the decisions that pause the clock.
  5. Endure — for an entire deployment, on one clock. The valley keeps score.

4. The Command View

The command bar across the top shows the COP, the running clock (Day · HH:MM) and tour length, the light level (which governs night-vision advantage), the weather (which governs air support), your five campaign metrics, and the time controls (pause, 1×–16×, and ⏩ skip-to-event). The center is the live topographic map. The left column holds your active elements, directives, intel, and the log; the right column holds the patrol planner / village engagement and logistics; the bottom carries fire support and the prompts the squads raise — a call for fire to approve or deny, a MEDEVAC request, a decision at the gate.

Your men rest and recover at the wire and tire in the field; supplies burn continuously; intel arrives; the enemy moves. The night belongs to him.

Zoom in and your COP resolves into a real fortified outpost: a ring of HESCO wall with one entry-control point (the gate), and inside it the TOC, barracks, aid station, armory, chow hall, a motor pool and a helicopter LZ, with crew-served fighting positions and towers on the wall. Off-duty soldiers live there — a guard rotates through the wall positions, the gun crews stay on their guns, and the rest cycle between the chow hall (at meal hours), the barracks (after dark) and the yard. When the wire takes fire the whole COP stands to and mans the positions.

5. Personnel

Your platoon is roughly 35 soldiers in a headquarters element, three rifle squads, and a weapons squad. A rifle squad is built the way a real one is — a squad leader over two four-man fire teams, each a team leader, an automatic rifleman (SAW), a grenadier and a rifleman. That structure is what lets a squad move and fight as a coordinated unit rather than a clump (see Planning Patrols). Each soldier is an individual with a name, a hometown, a rank, a job, and a set of attributes that actually drive the simulation:

Readiness is shown by a colored dot: green = ready, amber = resting, red = wounded. Wounded soldiers recover over days; the killed do not come back. Their loss costs you morale across the platoon and confidence at battalion. Bring a medic (DOC) on every patrol.

6. Logistics

Everything is finite and everything is heavy. The Logistics panel tracks ammunition by caliber (5.56, 7.62, .50), 40mm and mortar rounds, grenades and smoke, trauma kits, water, food, fuel, and batteries. Firefights and fire missions burn through stocks fast. Resupply comes by ground convoy (risk of IED/ambush) or by air (weather permitting) — usually offered as an event.

Watch your basic load
Bars turn red when a class of supply runs low. Black-on-ammo in a firefight means your guns fall silent. A unit that runs dry will switch to a sidearm or stop firing entirely.

7. Planning Patrols

Patrol planning lives in the right-hand panel and on the map:

  1. Mission — choose the type. Each shapes the encounter and the rewards:
    • Presence show the flag; visiting villages raises attitudes.
    • Recon gather atmospherics and intel on an area.
    • Ambush you set up first and initiate on your terms.
    • KLE reach a village to meet its elder.
    • Census log military-age males; build the human terrain.
    • Cordon & Search presence with teeth.
    • Overwatch / OP sit on high ground and watch a route.
  2. Pick the squad — choose a fixed squad from the Task Organization list (hq, 1st, 2nd, 3rd, or Weapons), or just click any of its men on the map. You command squads, not individuals — you never compose one. Optionally Send Officers to attach the HQ element (the platoon leader, medic, RTO, and JTAC) to the patrol.
  3. Set the SOP — three standing settings that you lock in before step-off. They are the squad leader's orders, and once the squad is in contact they cannot be changed:
    • Movement how they move — Stealth (slow, low, hugs cover, hard to spot), Patrol, or Fast (quick, loud, exposed). This also shapes the formation.
    • On Contact the battle drill the squad runs when it makes contact — Hold & Return Fire, Suppress & Call Fires, Assault, or Break Contact.
    • ROE the civilian-fire rules — Weapons Hold, Tight, or Free.
    The mission type seeds sensible defaults for all three; adjust them to your intent.
  4. Route — hit Draw Route (or press R) and click the map to drop waypoints. The squad paths through the terrain (following trails and washes, avoiding cliffs).
  5. Step Off — the squad leader musters in the yard, the element kits up, then files out the gate and navigates the route in formation. It all happens in real time; watch it on the map and in the Active Elements panel. To change a deployed squad's path, select it, draw a new route, and Re-route.
A squad moves like a squad
The element doesn't drift to the objective as a blob. It moves on its real structure — the squad leader and two fire teams — in a formation chosen by the mission, the ground, and whether contact is expected: a file in close country or when moving stealthy, a wedge for movement to contact in the open, a staggered column on a fast road march, and a wide dispersed spread when contact is likely. A man walks point and reads the ground; the SAW and grenadier hold the flanks; the squad leader controls from the middle with the medic; the trail team watches the backtrail. Everyone pulls a security sector, the squad leader paces the element so it stays together, and on the objective the teams set into a 360° security halt. When rounds crack, the formation dissolves into the fight and re-forms on the lull.

Contact is not a dice roll along the route — it emerges when your soldiers and the enemy actually see each other. The enemy director stages ambushes astride your patrols, infiltrations through the draws, harassment, and the occasional complex attack on the COP, scaled by the valley's heat.

8. The People (Counterinsurgency)

Click a village. Each has an elder, a population, an attitude toward you, a cooperation level (how much intel they'll share), a hidden sympathy for the insurgents, and something it wants.

Civilian casualties are catastrophic
A single civilian killed in your crossfire or by your fire mission hardens every village in the valley, raises enemy activity, and shakes battalion's confidence. Positively identify your targets. When civilians are near the fight, the cheapest round is the one you don't fire.

9. Intelligence

The Intel Feed aggregates reporting, each tagged with a source and a reliability percentage:

Intel marks hotspots on the map and raises contact probability nearby. It is frequently wrong. Corroborate across sources before you act on it.

10. Combat

Combat is not a separate screen — it happens on the same map, in the same continuous clock, the moment your soldiers and the enemy see each other. The clock automatically clamps to a readable speed (≤4×) and the ⏩ skip is disabled while you're in contact. You do not fight the men. The squad fights itself, autonomously, to the SOP you set before step-off — the squad leader designates a base of fire and a maneuver team and runs the drill (bound onto the objective on Assault, pin and call for fire on Suppress, hold from cover on Hold, or leapfrog back to a rally on Break); each man takes cover, returns fire under the ROE, reloads, and renders buddy aid on his own. A squad that becomes combat-ineffective always breaks contact automatically.

Your levers in the fight are the radio, not the trigger: approve or deny the squad's calls for fire, call MEDEVAC for a casualty the squad surfaces, and live with the SOP and route you set beforehand. The hardest part of command is watching. When the fighting stops, a patrol picks its task back up and continues.

ROE is a weapon
Under a Tight ROE the civilian-fire gate makes a soldier hold his shot rather than risk a civilian in the kill zone — and that restraint nudges the village's attitude toward you. Civilian casualties do the opposite, and worse. How you let your squads fight is itself a counterinsurgency decision.

11. Controls

InputAction
Left-clickSelect a squad (click any of its men) or open a village; click a Task Organization chip to pick a squad by name
Right-click + dragPan the map
WheelZoom · drag with Alt to pan
SpacePause / resume
1 2 3 4 5Speed 1× / 2× / 4× / 8× / 16×
TToggle ⏩ skip-to-next-event (fast-forward)
RDraw Route — drop waypoints for the selected squad
EscCancel route drawing / fire-support targeting

You command squads, not soldiers. Select a squad (a Task Org chip or any of its men), set its mission and SOP (Movement / On-Contact / ROE) and, if you like, Send Officers; press R to draw a route and Step Off. Re-route a deployed squad with the same gesture. In contact the squad fights itself — your inputs are to approve or deny a call for fire, call MEDEVAC, and, for fire support you initiate, select the asset and click the impact point.

12. Terrain, Line of Sight & Concealment

The valley is procedurally generated from your seed and resolved to a 5-metre grid — a ~2.5 km AO with 21 distinct landcover classes. A meandering river floor rises to ridgelines, cut by spurs and draws, with marsh and dry washes (sunken, concealed approaches), irrigated cropland, terraced fields and their stone terrace walls, orchards, scrub, forest, scree, boulder fields, cliffs, walled compounds and compound walls, cemeteries, roads, trails, and footbridges. Terrain is not scenery — it is the dominant actor.

Read the ground
Take the high ground. Avoid the obvious draws and trails where ambushes wait. Use dead ground to move unseen. Put a base of fire where it can see, and maneuver where it can't.

13. Ballistics — Every Round Simulated

There is no abstract "to-hit roll." Each shot spawns a real projectile with the weapon's muzzle velocity and time of flight. The aimpoint is the target perturbed by a dispersion drawn from the weapon's mechanical accuracy combined with the shooter's marksmanship, stance, fatigue, movement, suppression, and how settled the shot is. The round flies; on arrival it strikes the target only if it lands within the target's effective silhouette — which shrinks with cover and defilade — and cover may still stop an otherwise-good round depending on the weapon's penetration.

Consequences fall out of the model rather than being scripted: rifles are deadly inside their effective range and waste rounds beyond it; machine guns hit through volume and suppress whole positions; the .50 and DShK defeat most cover; snipers and DMRs reach far but fire slowly. Rounds passing close overhead suppress without hitting — the "crack" that pins men down.

14. Morale, Suppression & Wounds

Each combatant carries composure (morale in the moment) and accrues suppression from incoming fire. Suppressed soldiers shoot wildly, hesitate, and seek cover; broken soldiers cower or rout. Leaders project composure to those around them — lose a leader and his squad wavers. Cohesion (friends nearby) and cover restore composure; isolation, casualties, and fatigue drain it.

Hits roll a body region and a severity, mitigated by body armor (your soldiers wear plates and helmets; the enemy does not). Outcomes range from a graze to a mortal wound. Wounded soldiers bleed; buddy aid slows it, a medic stops it, and MEDEVAC takes them off the field — converting a probable KIA into a WIA who may return to duty.

15. Fire Support

Fires are AI-requested and commander-approved. When a squad is suppressing or pinned, its JTAC or leader raises a call for fire over the net — a prompt naming the squad, the reason, and a proposed grid. You approve it (the rounds fly) or deny it. You can also initiate a mission yourself from the Fire Support panel: select an asset and click the impact point.

Danger Close
Fragments do not pick sides. The game warns you when friendlies are within danger-close of an impact, but it will still fire if you order it. Account for the dispersion. Account for civilians.

16. Weapon Systems Reference

Selected systems and their game stats (effective range, dispersion in MOA, and notes). Higher MOA means looser fire; penetration is how much hard cover the round ignores.

United States

WeaponCaliberEff. RangeMOARole / Notes
M4A1 Carbine5.56500 m4.0Standard carbine; 3–6 rd bursts
M16A45.56550 m3.4Longer, more accurate rifle
M249 SAW5.56800 m7.0Squad automatic; suppression by volume
M240B7.621100 m6.0GPMG; reach, weight, strong suppression
M2 .50 cal12.71830 m5.0HMG; defeats most cover
Mk 19 AGL40mm1500 mAutomatic grenade launcher; area fire
M320 GL40mm150 mGrenade launcher; arcing HE
M110 SASS7.62800 m1.3Designated marksman, semi-auto
M24 SWS7.62900 m0.8Bolt sniper; precision
M10712.71800 m1.1.50 anti-materiel sniper
AT4 / Javelin84 / 127mm300 / 2500 mRocket / guided missile; backblast (AT4)
60/81/120mm Mortar3.5–7.2 kmIndirect HE; the infantryman's artillery

Insurgent

WeaponCaliberEff. RangeMOARole / Notes
AKM7.62×39350 m6.0The ubiquitous rifle
RPK7.62×39600 m7.0Light machine gun
PKM7.62×54R1000 m6.5Belt-fed; the backbone of their base of fire
SVD Dragunov7.62×54R800 m2.2Marksman rifle; reaches across the valley
Lee–Enfield .303.303600 m3.0Old, accurate, still lethal
RPG-785mm300 mRocket; opener of many ambushes; backblast
DShK12.71600 m6.0Heavy MG on the high ground
82mm Mortar4 kmEnemy indirect fire

17. Knowing the Enemy

The insurgent AI fights like the real thing did. He prefers the high ground and defilade, holds his fire until the patrol is in the kill zone, and masses RPG and PKM fire at the moment of initiation. Then he shoots and scoots — fires for a spell and displaces to a new firing position before your mortars range him. He breaks contact when he's hurt, when he's isolated, or when aircraft arrive, slipping up the draws and off the map. He fights hardest near his own villages. He melds into the population. His skill and numbers scale with the "heat" of the valley, which you raise by causing civilian harm and lose by killing fighters and winning villages.

18. Scoring the Tour

There is no simple win. Your deployment is graded across five metrics:

At the end of the tour you receive a letter grade and an honest assessment — and a list of your killed, by name and home state. The rarest grade of all is the one where everyone goes home.

19. Glossary

ACMAnti-Coalition Militia — the catch-all enemy.
TICTroops in Contact — a firefight in progress.
COP / FOBCombat Outpost / Forward Operating Base.
QRFQuick Reaction Force.
CASEVAC / MEDEVACCasualty / medical evacuation, often by 9-line request.
KLE / ShuraKey Leader Engagement; a council with elders.
CERPCommander's Emergency Response Program — reconstruction funds.
SolatiaCondolence payment after harm to civilians or property.
Defilade / Dead groundGround hidden from observation and direct fire by terrain.
Draw / Re-entrantA valley or gully cutting into a slope — a natural avenue and ambush site.
Spur / FingerA ridge of high ground projecting from a hillside.
Danger CloseFriendly troops near enough to a fire mission to be at risk.
ICOMThe enemy's handheld radios; the source of much SIGINT.
ANA / ANPAfghan National Army / Police — your partners.
Base of fire / ManeuverFix the enemy with fire from one element while another moves on him.
Pattern of life / AtmosphericsThe normal rhythm of a village; its sudden absence warns of contact.