Tired HMG

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.

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Gribeauval
Posts: 242
Joined: Sun Sep 06, 2009 5:33 am

Tired HMG

Post by Gribeauval »

Can a HMG crew be tired by doing a normal move in some circumstances ?

I was moving a HMG in stone/industrial buildings (in the Stalingrad campaign). I'm sure at 98% that I have not used double-time move.
The HMG was yet tired.
As it was a campaign scenario, the HMG was perhaps moving during a night segment.
Gribeauval
Posts: 242
Joined: Sun Sep 06, 2009 5:33 am

RE: Tired HMG

Post by Gribeauval »

I have seen US half-squads carrying HMG or MMG (I don't remember) tired after their move. I had not used double-time movement.
I have seen also an half-squad carrying a demo charge that was tired after its "normal" move.

It was in the Tonkin scenario. Is this working as designed ? Is this an undocumented feature ? Is it random or is caused by the small size of the unit carrying a too heavy weapon ?

Regards.
marcdhanna
Posts: 159
Joined: Tue Mar 29, 2016 12:12 am

RE: Tired HMG

Post by marcdhanna »

I don't the game emulates ASL in this way. I wouldn't put too much into it as the game is not meant to be a clone of ASL.
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Peter Fisla
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RE: Tired HMG

Post by Peter Fisla »

ORIGINAL: Gribeauval

Can a HMG crew be tired by doing a normal move in some circumstances ?

I was moving a HMG in stone/industrial buildings (in the Stalingrad campaign). I'm sure at 98% that I have not used double-time move.
The HMG was yet tired.
As it was a campaign scenario, the HMG was perhaps moving during a night segment.

yes, if lets say the personnel unit is trying to move up hill. Crew is half the size of a squad, that makes it even worse
marcdhanna
Posts: 159
Joined: Tue Mar 29, 2016 12:12 am

RE: Tired HMG

Post by marcdhanna »

ORIGINAL: Peter Fisla

yes, if lets say the personnel unit is trying to move up hill. Crew is half the size of a squad, that makes it even worse

Peter,

So that statement implies something different from ASL, given that a HS and S both have the same portage capacity in that game.

A few comments, if I may:

The manual says this: 4.6.3.1. Move Each time a personnel unit moves to a new hex it pays movement cost, the movement cost depends on terrain type in the new hex. But we can't find (or I can't) what the terrain MP are in the manual so I have to assume they are the same as ASL. Of course, on-map in-game guidance helps a little with that.

Clearly the movement limit is related to how much it can carry vs MP reduction but this reduction isn't specified in the terrain, movement or SW rules -- one must deduce this reduction based on ASL knowledge. For example, the 8.2.2 section on SW does not describe the movement reduction related to portage of SW.

The Appendix C 8.3 Terrain chart does not include cost of movement nor what the terrain modifier is for each type (e.g low, medium, or high protection as discussed in the ROF section).

The manual could benefit from some more clarity to help new players understand why their units are going tired / or not depending on the size HS/S since we can't always use ASL to find out why stuff works the way it does in TotH. Perhaps by fixing these charts it will help us learn/understand the game better in other areas and distinguish more clearly how this game is not dependent on ASL rules knowledge, which I think is a good objective.




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