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Offline Asid

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Tigers on the Hunt
« on: May 26, 2015, 03:53:27 PM »
Tigers on the Hunt



Official page: http://www.matrixgames.com/products/578/details/Tigers.on.the.Hunt


Tigers on the Hunt is a World War 2 hard-core tactical wargame for PC.

It creates a truly and immersive depth tactical simulation.  Tigers on the Hunt boasts a ferocious and adaptive AI which will dynamically respond to a player’s maneuvers. Players can enjoy massive battles across up to 12 connected geomorphic maps with over 200 Infantry units, 100 Support Weapons, 100 Ordnance pieces and 50 Vehicles per side.

The sequence of play is more complex and interactive than any other WW2 turn based PC tactical wargame: game turns are broken down into 16 segments per turn, 8 segments per side and battlefields can range from small to huge in size and complexity, up to 3.8km x 1.6km in size and 200 infantry squads, 50 guns and 50 vehicles per side.

For scenario designers, a powerful and easy-to-user editor is available in Tigers on the Hunt. Editing maps, scenarios, and OOBs can be done with just a few clicks so the possibilities for enjoying WW2 tactical engagements are near limitless!






« Last Edit: December 17, 2015, 02:21:12 PM by Asid »
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Offline Tankleader

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Re: Tigers on the Hunt
« Reply #1 on: May 26, 2015, 04:33:05 PM »
Asid,
  First thought on seeing this is that it's "Squad Leader."  Boards and Counters look like they come from Squad Leader.


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Andy
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Offline Asid

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Re: Tigers on the Hunt
« Reply #2 on: May 26, 2015, 07:41:02 PM »
Asid,
  First thought on seeing this is that it's "Squad Leader."  Boards and Counters look like they come from Squad Leader.


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Andy

The "inspiration" came from squad leader.
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Offline Asid

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Re: Tigers on the Hunt
« Reply #3 on: December 02, 2015, 11:48:55 PM »
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Offline Asid

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Re: Tigers on the Hunt
« Reply #4 on: December 02, 2015, 11:50:25 PM »


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Offline Asid

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Re: Tigers on the Hunt
« Reply #5 on: December 03, 2015, 02:47:24 AM »
Features


Three difficulty levels with varying levels of command and control implementation.

A dynamic AI which never reacts the same way twice to a player’s plan. Scenario designers need only designate the AI as an attacker or defender and the game engine will do the rest!

Tigers on the Hunt uses Fog of War; if a unit doesn’t have LOS to any enemy unit(s) it will not be able to see or engage the enemy unit(s). LOS is detailed, down to a pixel level.

Statistics: objectives, casualties, outcome of the scenario.

Create any tactical situation in World War II with a full suite of editors:
a. Map editor

b. OOB Editor

c. Campaign Editor

Battle it out in virtually any engagement on the Western/Eastern/Mediterranean Front using detailed American, German, Russian and British armies.

A massive library of units:
a. All German/Russian/American/British Infantry Units: Squads, Half-Squads, Leaders and Crew


b. 40 Support Weapons (LMG, MMG, HMG, DC, FT, PSK, PF, ATR, PIAT, Molotov Projector, Radio, Bazooka, Light MTR)

c. 95 Ordnance (Mortars, Anti-Tank Guns, Anti-Aircraft Guns, Artillery)

d. 162 Vehicles (Light/Medium/Heavy Tanks, Tank Destroyers, Assault Guns, Armoured Cars, Half-Tracks)

e. 28 Off Board Artillery Pieces including Mortar/Howitzer/Rocket

Use the myriad units in small as well as massive battles which support up to: 200 Infantry units, 100 Support Weapons, 100 Ordnance pieces and 50 Vehicles per side.

Scenario sizes can range from small and intense to massive and grand (up to 97 x 40 hexes)

Campaigns (really just a long scenario) last up to 504 turns - roughly about 2 months of combat (8 turns per day + 4 turns in the night).

Scenario difficulty can be: Easy, Normal and Hard. The difficulty is associated with Command & Control rules. Easy means human player always have command over all its units. Normal difficulty - Normal Command & Control rules are used.

Hard - tougher Command & Control difficulty rules are used.

Scenario/OOB/map editor, maps can be created by painting each hex individually or a whole map can imported by loading templates that come with the game. The scenario editor supports 12 maps put together. 4 maps in a row and 3 maps in a column. You can assign each map to each sector or you can allow the computer to randomly import the map templates to make the overall scenario/campaign map random.
« Last Edit: December 03, 2015, 02:52:17 AM by Asid »
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Offline Connaugh

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Re: Tigers on the Hunt
« Reply #6 on: December 03, 2015, 12:43:40 PM »
How does the AI compare to Matrix's Steel Panthers World at War and Shrapnel/Camo's SPWW2?
As I remember, the AI when attacking just came straight in towards its objectives (zerg rush).

Conn
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Offline Asid

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Re: Tigers on the Hunt
« Reply #7 on: December 03, 2015, 04:57:47 PM »
How does the AI compare to Matrix's Steel Panthers World at War and Shrapnel/Camo's SPWW2?
Hi Con

From what I know the AI is adaptive so will be more of a challenge.

Regards
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Offline Asid

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Re: Tigers on the Hunt
« Reply #8 on: December 04, 2015, 01:35:46 AM »
Scenarios in the game

Name: Tutorial Scenario 1, Counterattack at Carentan
Date: June 13th, 1944
Location: Carentan, France
First Setup Side: American
First Move Side: German
Length: 7 turns
Visibility: Unlimited
Complexity: Very Low

Name: Tutorial Scenario 2, Counterattack at Carentan
Date: June 13th, 1944
Location: Carentan, France
First Setup Side: American
First Move Side: German
Length: 7 turns
Visibility: Unlimited
Complexity: Very Low

Name: Tutorial Scenario 3, Counterattack at Carentan
Date: June 13th, 1944
Location: Carentan, France
First Setup Side: American
First Move Side: German
Length: 7 turns
Visibility: Unlimited
Complexity: Very Low

Name: Tutorial Scenario 4, Counterattack at Carentan
Date: June 13th, 1944
Location: Carentan, France
First Setup Side: American
First Move Side: German
Length: 7 turns
Visibility: Unlimited
Complexity: Very Low

Name: With a little help from the StuGs
Date: September 28th, 1942
Location: Stalingrad, Russia
First Setup Side: Russian
First Move Side: German
Length: 7 turns
Visibility: Unlimited
Complexity: Low

Name: Defending Meximieux
Date: September 1st, 1944
Location: Meximieux, France
First Setup Side: American
First Move Side: German
Length: 7 turns
Visibility: Unlimited
Complexity: Low

Name: Pershing on the Front
Date: February 27th, 1945
Location: Elsdorf, Germany
First Setup Side: German
First Move Side: American
Length: 9 turns
Visibility: Unlimited
Complexity: Low

Name: Counterattack at Bardenberg
Date: October 9th, 1944
Location: Bardenberg, Germany
First Setup Side: American
First Move Side: German
Length: 6 turns
Visibility: 4 hexes
Complexity: Low

Name: First Contact
Date: June 22nd, 1941
Location: Patulin, Russia
First Setup Side: Russian
First Move Side: German
Length: 5 turns
Visibility: Unlimited
Complexity: Very Low

Name: Battle of the Lastekodumägi
Date: July 27th, 1944
Location: Sinimäed Hills, Estonia
First Setup Side: German
First Move Side: Russian
Length: 7 turns
Visibility: Unlimited
Complexity: Medium

Name: Defensive positions at Outreau
Date: May 22nd, 1940
Location: Boulogne, France
First Setup Side: British
First Move Side: German
Length: 8 turns
Visibility: Unlimited
Complexity: Medium

Name: Popel's Attack
Date: June 27th, 1941
Location: Dubno, Russia
First Setup Side: German
First Move Side: Russian
Length: 6 turns
Visibility: Unlimited
Complexity: Medium

Name: First day of Borodino
Date: October 15th, 1941
Location: Borodino, Russia
First Setup Side: Russian
First Move Side: German
Length: 8 turns
Visibility: Unlimited
Complexity: Medium

Name: Diminishing the Perimeter
Date: April 10th, 1942
Location: Kholm, Russia
First Setup Side: German
First Move Side: Russian
Length: 10 turns
Visibility: Unlimited
Complexity: Medium

Name: Desperate Counterattack
Date: March 26th, 1945
Location: Schweinheim, Germany
First Setup Side: American
First Move Side: German
Length: 7 turns
Visibility: Unlimited
Complexity: Medium

Name: 7th Somerset at Oosterhout
Date: September 22nd, 1944
Location: Oosterhout, Holland
First Setup Side: German
First Move Side: British
Length: 9 turns
Visibility: Unlimited
Complexity: Medium

Name: Oosterbeek Perimeter
Date: September 21st, 1944
Location: Oosterbeek, Holland
First Setup Side: British
First Move Side: German
Length: 7 turns
Visibility: Unlimited
Complexity: Low

Name: The Battle of the Cactus Farm
Date: May 1st, 1943
Location: Cactus Farm, Tunisia
First Setup Side: German
First Move Side: British
Length: 7 turns
Visibility: Unlimited
Complexity: Medium

Name: Last Stand in Tretten
Date: April 23rd, 1940
Location: Tretten, Norway
First Setup Side: British
First Move Side: German
Length: 6 turns
Visibility: Unlimited
Complexity: Medium

Name: Mopping up the Forrest
Date: August 15th, 1942
Location: Perekopskiy, Russia
First Setup Side: Russian
First Move Side: German
Length: 8 turns
Visibility: Unlimited
Complexity: Medium

Name: Canicatti High Ground
Date: July 12th, 1943
Location: Canicatti, Italy
First Setup Side: German
First Move Side: American
Length: 10 turns
Visibility: Unlimited
Complexity: High

Name: Battle for Elst
Date: September 24th, 1944
Location: Elst, Holland
First Setup Side: German
First Move Side: British
Length: 10 turns
Visibility: Unlimited
Complexity: Medium High

Name: Fighting Among the Ruins
Date: October 14th, 1942
Location: Stalingrad, Russia
First Setup Side: Russian
First Move Side: German
Length: 8 turns
Visibility: Unlimited
Complexity: High

Name: Opening the Gate
Date: September 15th, 1942
Location: Stalingrad, Russia
First Setup Side: Russian
First Move Side: German
Length: 9 turns
Visibility: Unlimited
Complexity: High

Name: Over the Canal
Date: April 27th, 1945
Location: Berlin, Germany
First Setup Side: German
First Move Side: Russian
Length: 9 turns
Visibility: Unlimited
Complexity: Medium

Name: Trapped in Sector Z
Date: April 29th, 1945
Location: Berlin, Germany
First Setup Side: German
First Move Side: Russian
Length: 9 turns
Visibility: Unlimited
Complexity: High

Name: Christmas at Marvie
Date: December 24th, 1944
Location: Marvie, Belgium
First Setup Side: American
First Move Side: German
Length: 7 turns
Visibility: 5 Hexes
Complexity: Medium High

Name: Fighting for the Highway
Date: September 25th, 1944
Location: Koevering, Holland
First Setup Side: German
First Move Side: American
Length: 9 turns
Visibility: Unlimited
Complexity: Medium High

Name: Counterattack at Carentan
Date: June 13th, 1944
Location: Carentan, France
First Setup Side: American
First Move Side: German
Length: 7 turns
Visibility: Unlimited
Complexity: Medium
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Offline Asid

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Re: Tigers on the Hunt
« Reply #9 on: December 04, 2015, 03:03:52 PM »
Details

5 levels of elevation ( base + 4 levels of hills)

line of sight is calculated down to pixel level
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Offline Asid

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Re: Tigers on the Hunt
« Reply #10 on: December 07, 2015, 01:24:06 AM »
AAR Oosterbeek Perimeter

http://www.matrixgames.com/forums/tm.asp?m=3982704

Oosterbeek Perimeter 21 Sept 1944
GB player: AI
GE player: Human
Difficulty: Hard

Herren, battalion commander issued new orders for our company.
The British paratroopers are holding the Nederrijn bridge south of Oosterbeek. Our mission is to secure that bridge and to establish a defensive perimeter north of it.
Securing that bridge will enable our armor forces to cross the Nederrijn and crush the British units located in Oosterbeek.
Battalion commander wants to have lunch in the restaurant near the bridge and nobody will ever dare messing with our commander lunch.
First platoon, supported by the Stugg, will attack east, second and third platoons will move north-east.
First objectives will be the 3 hex building and the patch of wood south of it. This should give us a good starting point to launch our attack on the bridge.
Intel had pinpoint a squad in a small building west of the bridge. They should not be alone, keep your eye open.
Let’s move!

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Offline Asid

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Re: Tigers on the Hunt
« Reply #11 on: December 07, 2015, 04:35:43 PM »
Game Turn Sequence

This is straight from the game manual:

8.1. Appendix A-Sequence of Play
Each scenario has a number of turns played, each turn represents about 2 minutes of actual time. Each game turn is divided into two parts, and each part is comprised of 8 segments. Some segments are done by both the ATTACKER as well as the DEFENDER. Some segments are performed by the ATTACKER only and some by DEFENDER only.

8.1.1. Pre-Game Setup Segment
At the beginning of each scenario, the player will have the ability to place Personnel units/Ordnance/AFV (if available) on the map.

8.1.2. Reinforcement Segment
If there are Reinforcements (Personnel Units/AFVs) due to enter for specific a player turn the Reinforcements Segment will activate, otherwise the game proceeds to Administrative Segment.

8.1.3. Administrative Segment
Administrative segment is split into two parts; first the ATTACKER performs all his actions then the DEFENDER performs all of his actions. In this segment, all broken personnel units will try to recover from their broken state either with or without presence of good order state Leader. Broken support weapons, ordnance and AFVs will be repaired if possible. AFVs will try to recover from shocked state. In addition, new units (if available) will also come on board. Personnel units will also be able to recover not possessed weapons from the ground.

8.1.4. Fire Segment
The ATTACKER performs all fire actions for all his units that are eligible to fire.

8.1.5. Movement Segment
The ATTACKER performs movement actions for all his eligible units (that did not fire in the Fire Segment). The DEFENDER can interrupt ATTACKER’s movement/actions by performing Defensive Fire with his eligible units.

8.1.6. Defensive Fire Segment
The DEFENDER can perform Defensive Fire with his eligible units that did not defensive fired during ATTACKER‘s Movement Segment.

8.1.7. Advancing Fire Segment
The ATTACKER units that moved in Movement Segment may fire in this segment at reduced firepower. However, support weapons, ordnance and AFV may fire only once without Rate of Fire.

8.1.8. Rout Segment
Rout segment is split into two parts; first the ATTACKER performs all his actions then the DEFENDER performs all of his actions. In this segment, the active player’s all broken+ personnel units that are adjacent to good order enemy units as well as all broken+ personnel units in LOS of enemy units in open ground (without any terrain bonus) have to rout away. Failing to do so would eliminate the broken+ personnel units. The broken+ personnel units while they perform move command in open ground terrain hex can be interdicted by the enemy units. No broken+ personnel unit may be interdicted more than once if the broken+ personnel unit suffered casualty from interdiction already in the current segment. A broken+ personnel unit that performs low crawl move (1 hex move) cannot be interdicted by the enemy units at all. A broken+ personnel unit cannot rout towards enemy unit in LOS (or known enemy units – meaning an enemy unit that was seen previously in the current Rout Segment but it is not visible later).

8.1.9. Advance Segment
The ATTACKER may move personnel units by one hex and possibly move into the DEFENDER’s hex - this will then trigger Close Combat Assault and hex will be marked with Close Combat marker.

8.1.9.1. Ambush
When advancing personnel unit moves into a hex with enemy units, an Ambush can possibly occur. An Ambush check is triggered in Woods/Building/Rubble hex.
Once Ambush bonus is determined, the side with the Ambush bonus can possibly influence the outcome of Close Combat.

Note: A stealthy personnel unit can gain a possible advantage in Close Combat.

8.1.10. Close Combat Segment
All hexes marked with Melee marker are resolved first (Melee hex is a close combat assault hex that did not get resolved in in the previous Close Combat Segment); all hexes marked with Close Combat marker are then resolved next.

8.1.11. End of Turn
Once the Close Combat Segment is completed the second part of the turn is executed where the ATTACKER now becomes the DEFENDER and the DEFENDER now becomes the ATTACKER. Example, say on a turn 1, and first part of the turn the ATTACKER is German and the DEFENDER is Russian. In the second part of the turn 1 Russian is now the ATTACKER and the German is now the DEFENDER. Once both parts of the turn are done the game turn is now over and the turn 2 now begins. Once all turns are completed, the scenario is finished.
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Offline Asid

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Re: Tigers on the Hunt
« Reply #12 on: December 17, 2015, 02:18:24 PM »
Tigers on the Hunt reveals its Cover Art!



A fearsome Panzerkampfwagen VI – also known as the Tiger I – stands alone, its tracks in the mud, while its commander watches, ready to engage the enemy!
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Offline Asid

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Re: Tigers on the Hunt
« Reply #13 on: January 06, 2016, 11:16:22 PM »
Manual Completed

From the dev:
Quote
As of this morning I signed off on the manual design as well as submitted second release candidate to matrix games, we are getting really close to release date ;) The manual was the last major task on my to do list...after 10 years and one month of hard work, finally!!!
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Offline Asid

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Re: Tigers on the Hunt
« Reply #14 on: January 09, 2016, 12:25:45 AM »
Tigers on the Hunt new Screenshots revealed!

Today developer Siliconsoft Systems is proud to reveal a new set of screenshots, showing a lot of action in multiple scenarios including the attack on France on 1940, the Eastern Front and the last defence of Berlin!











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