Tigers on the Hunt Features
Moderators: Paullus, Peter Fisla
RE: Tigers on the Hunt Features
Hi Peter, you said your are the programmer and the developer is that correct, what is the name of your company, will there be a hard disc and players manual?
Bo
Bo
RE: Tigers on the Hunt Features
I will try again, will there be a hard disc of the game and a players manual?
Also how many zoom levels?
Thank you in advance.
Bo
Also how many zoom levels?
Thank you in advance.
Bo
- Missouri_Rebel
- Posts: 3062
- Joined: Sun Jun 18, 2006 11:12 pm
- Location: Southern Missouri
RE: Tigers on the Hunt Features
I don't know if im going nuts (read more) but I swear I read the turn segments somewhere. After a half an hour searching I cant seem to recall where I saw them (or if I even did at all).
Can someone point me to that thread or maybe post the turn breakdown for one side?
mo reb
Can someone point me to that thread or maybe post the turn breakdown for one side?
mo reb
**Those who rob Peter to pay Paul can always count on the support of Paul
**A government big enough to give you everything you want is a government big enough to take from you everything you have-Gerald Ford
**A government big enough to give you everything you want is a government big enough to take from you everything you have-Gerald Ford
RE: Tigers on the Hunt Features
Cannot look now but think I read there were 8 segments??
Gerry
Gerry
ORIGINAL: Missouri_Rebel
I don't know if im going nuts (read more) but I swear I read the turn segments somewhere. After a half an hour searching I cant seem to recall where I saw them (or if I even did at all).
Can someone point me to that thread or maybe post the turn breakdown for one side?
mo reb
RE: Tigers on the Hunt Features
Lookin' good
RE: Tigers on the Hunt Features
this
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.
< Message edited by Peter Fisla -- 12/7/2015 6:03:23 AM >
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.
< Message edited by Peter Fisla -- 12/7/2015 6:03:23 AM >
RE: Tigers on the Hunt Features
Peter if possible when your players manual is complete is there any way you could post it as a download where we could read the rules of the game, I have never suggested it before but this game has tweeked my interest so much I would like to read some of the rules.
If that is a nono I understand just thought I would ask.
Bo
If that is a nono I understand just thought I would ask.
Bo
- Peter Fisla
- Posts: 2578
- Joined: Fri Oct 05, 2001 8:00 am
- Location: Canada
RE: Tigers on the Hunt Features
ORIGINAL: bo
Peter if possible when your players manual is complete is there any way you could post it as a download where we could read the rules of the game, I have never suggested it before but this game has tweeked my interest so much I would like to read some of the rules.
If that is a nono I understand just thought I would ask.
Bo
I'm currently working with Matrix Games to finalize the manual. I'm not sure about posting the game manual ahead of the release date of the game, that's matrix games/publisher hands.
Wait for the videos and the scenario designer is currently working on, that will give you a better feel for the game.
RE: Tigers on the Hunt Features
ORIGINAL: Peter Fisla
ORIGINAL: bo
Peter if possible when your players manual is complete is there any way you could post it as a download where we could read the rules of the game, I have never suggested it before but this game has tweeked my interest so much I would like to read some of the rules.
If that is a nono I understand just thought I would ask.
Bo
I'm currently working with Matrix Games to finalize the manual. I'm not sure about posting the game manual ahead of the release date of the game, that's matrix games/publisher hands.
Wait for the videos and the scenario designer is currently working on, that will give you a better feel for the game.
Thank you Peter, assuming these videos will be out before the game, any possible target week?
Bo
- Peter Fisla
- Posts: 2578
- Joined: Fri Oct 05, 2001 8:00 am
- Location: Canada
RE: Tigers on the Hunt Features
The release date is in the publisher's hand, all I know at this point is that the target date is sometime early February 2016.
RE: Tigers on the Hunt Features
ORIGINAL: Peter Fisla
The release date is in the publisher's hand, all I know at this point is that the target date is sometime early February 3016.
Well Peter that date leaves me out good luck to the unborn[:D]
Bo
- Peter Fisla
- Posts: 2578
- Joined: Fri Oct 05, 2001 8:00 am
- Location: Canada
RE: Tigers on the Hunt Features
ORIGINAL: bo
ORIGINAL: Peter Fisla
The release date is in the publisher's hand, all I know at this point is that the target date is sometime early February 3016.
Well Peter that date leaves me out good luck to the unborn[:D]
Bo
Ahh, sorry about the typo, I fixed it now

RE: Tigers on the Hunt Features
Great work. This game is very likely going to be on my definitive purchase list.
"A journey of a thousand miles begins with a single step." - Lao Tzu
RE: Tigers on the Hunt Features
What about a pre-launch demo version?
- Peter Fisla
- Posts: 2578
- Joined: Fri Oct 05, 2001 8:00 am
- Location: Canada
RE: Tigers on the Hunt Features
ORIGINAL: dundas61
What about a pre-launch demo version?
Sorry, I'm a one man development team and I don't have time or the resources to work on a demo.
RE: Tigers on the Hunt Features
I'm a one man development team hope its not a WIF like event.
i would be happy to help in any small way i can.
tigercub
i would be happy to help in any small way i can.
tigercub

You have enemies? Good. That means you've stood up for something, sometime in your life
RE: Tigers on the Hunt Features
ORIGINAL: tigercub
I'm a one man development team hope its not a WIF like event.
i would be happy to help in any small way i can.
tigercub
Errrrr tigerclub did you have to bring up WIF [:@] Just kidding[;)]
Bo
beta tester MWIF [:(]
RE: Tigers on the Hunt Features
Hello guys,
I am a former gamer from SL and ASL. This computer game loock like it will be fantastique.
I am waiting at him like a foul...
Any perspective to have new extensions on the future ? Like news map like Red Barricade or Kampf Groupe Peiper, etc...
Thank you
Tell
I am a former gamer from SL and ASL. This computer game loock like it will be fantastique.
I am waiting at him like a foul...

Any perspective to have new extensions on the future ? Like news map like Red Barricade or Kampf Groupe Peiper, etc...
Thank you
Tell
Tell
- Peter Fisla
- Posts: 2578
- Joined: Fri Oct 05, 2001 8:00 am
- Location: Canada
RE: Tigers on the Hunt Features
ORIGINAL: Tell_g
Hello guys,
I am a former gamer from SL and ASL. This computer game loock like it will be fantastique.
I am waiting at him like a foul...
Any perspective to have new extensions on the future ? Like news map like Red Barricade or Kampf Groupe Peiper, etc...
Thank you
Tell
The game will come with map/scenario editor, so you can create your own maps using pre existing (that come with the editor) terrain and objects like buildings etc.