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.
German HS moves (Pink arrow) and is pinned.
German Squad moves (purple line) and the 747 final fires. Thought it could only final fire at units that were as close as the nearest enemy unit - in other words only a firing range now of 2 hexes?
First Fire:
A personnel unit that is not marked First/Final marker fires at full potential. Personnel units (Squad/HS/Crew) once they fire are marked with First Fire marker. If a weapon that has ROF fires and maintains ROF, it can fire again. A weapon that loses ROF cannot fire again.
Subsequent Fire:
A personnel unit that is marked with First Fire marker can fire again but at ½ of its fire power. Once the personnel unit fires, it is marked with Final Fire marker.
Final Fire:
A Personnel unit marked with Final Fire marker can only fire into adjacent hex; in addition the personnel unit marked with Final Fire marker has to perform morale check. If the personnel unit fails its morale check, it breaks (broken+ state).
Only Final Fire(FPF in ASL) has a range restriction. I am with you, and would like the addition Subsequent Fire being limited to the range of the closest known enemy unit.
Unless adding this rule will greatly slow the engine down while it checks every hex for an enemy unit. Then, in the interest of play-ability, I would say keep it as it is.
Unless adding this rule will greatly slow the engine down while it checks every hex for an enemy unit. Then, in the interest of play-ability, I would say keep it as it is.