Creating "Attack on the Tsawkey Security Post" a CM:A Scenario.

I would like to share the process I use to create a historical scenario for Combat Mission: Afghanistan. This title has the unique characteristic of lacking an overlay for the editor, which requires a slightly different approach to map making. Be aware there will be spoilers ahead if you haven't played the scenario.

Part 01 - Deciding the scenario.

While reading "The Other Side of the Mountain", I encountered Vignette 4, Attack on the Tsawkey Security Posts by LTC Haji Mohammad Rahim. This vignette describes two raids on Democratic Republic of Afghanistan (DRA) security outposts located near the Tsawkey District headquarters, which were responsible for a section of the Jalalabad to Asadabad highway. The first raid occurred in 1983 at a post set in a high school, while the second took place in 1985 at a post located near a bridge.

The second raid was the most interesting of the two, so I chose to go with that one.

The first task was to identify the area where these raids took place. We had a name right in the title: "Tsawkey". However, it was not as easy as it appeared. Typically, the names mentioned in "The Bear Went Over the Mountain" and "The Other Side of the Mountain" not correspond to those used in Google Earth. If you search for "Tsawkey, Afghanistan" in Google Earth, it will take you to the middle of nowhere.

Thankfully, Mohammad Rahim provides another vital piece of information in his vignette. He states, "We planned our battle in our base in the nearby Babur Gorge." A quick search for "Babur, Afghanistan" takes you to the general area recognizable on the map provided in the vignette. Another clue is that the location is near the Kunar River and along the Jalalabad to Asadabad highway. We are getting closer!

General area of the two raids with recognisable land marks.

Now it was a matter of pinpointing the buildings. I wanted to recreate the second raid, but the only recognisable structure was the high school mentioned. There are a couple of locations that could be the one we are looking for. There is the "Hai School" and the "Government Primary School" this tells me I'm in the right area. Looking at where the second raid took place, I decide the layout of the map, placing the building I have chosen as the DRA Security Post roughly in the middle of the lower section.


Part 02 - Creating the map.

As I mentioned earlier, CMA does not have an Overlay editor, which complicates matters slightly. My first step is to measure the area I am working with, which turns out to be 696 x 495 meters. This measurement indicates the size the map needs to be.



I like to start with elevations first, and for this, I utilize a slightly modified version of the contour lines method with 5-meter intervals. I then color my contours red and create a grid in GIMP. The grid lines are 1 pixel wide, and to determine the square size in pixels, I perform a simple calculation. In this case, we know that our map will be 629 meters wide. We must divide 696 by 8, as each action spot measures 8 meters, resulting in 87. The screen capture from Google Earth that I am using is 1568 pixels wide, so we divide 1568 by 87, which gives us 18. Therefore, I know my grid must be 18x18 pixels to fit the grid in CMA.

The process now becomes somewhat tedious, especially if you are working with a large map. What I do is print the image with the grid and contour lines on a white background. I start the game and create a blank map that is as close in size as possible to 696x495. Using the grid, I identify where the contour lines should be and lay them down, marking my printed sheet as I place them in the game. The more squares you cross out, the easier it becomes, as you will have more reference points.


Once the heights are incorporated into the map, the process becomes quite straightforward and is similar across all the newer Combat Mission titles, so I won't delve into much detail. I like to print my Google Earth capture with my grid overlay, and following the same process as with elevations, I outline the main roads, buildings, walls, and clusters of trees. I strive to include all the key reference points in my map, but it is always a compromise between realism, playability, and the limitations of the engine. Since the earliest image from Google Earth for this area dates back to 2011—almost 30 years after the actual raid—I don't feel overly concerned about exercising some artistic license.



Part 03 - Setting up the OOB.
There is limited information in the vignette to create a detailed Order of Battle (OOB), so I will utilize what I can. For the Mujahideen, we have the following statement: "I assembled 50 Mujahideen armed with an RPG-7, Kalashnikovs and Enfields." While we cannot perfectly replicate Rahim's raiding party, we can approximate it. I opted for two platoons of Mujahideen, each consisting of two squads and a Light Machine Gun (LMG). I included an RPG-2 in one of the platoons (as an RPG-7 is unavailable) and added a small demolition team to provide more options for the player and enhance the overall enjoyment of the scenario. This force is as close to 50 men as I can achieve, and it offers considerable flexibility. It comprises a mixed force of veteran and regular troops, with some with extreme motivation and some with high motivation.

We have no information regarding the DRA side. I began with a platoon and refined it as I tested the scenario. Ultimately, I decided on a command squad, three infantry squads, and two RPG teams. All regular and green troops with poor or normal motivation, with the exception of one highly motivated to present an unexpected challenge to the player. At a certain point in the scenario, reinforcements will arrive from the east. After conducting several tests, I opted for a BTR-60pb loaded with a command squad and two rifle squads, each at 50% strength but composed of veterans with normal morale. The plan is for them to reinforce the guard post if the player has not yet captured it, or to attempt to seize it if the player is already inside.

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