Some Initial Observations

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.

Moderators: Paullus, Peter Fisla

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scholiast
Posts: 1
Joined: Thu Jul 30, 2020 10:06 pm

Some Initial Observations

Post by scholiast »

I purchased the game a few months ago and have played it enough to make some observations. Overall, I think the game is very good and both Peter's support - as well as that of the community - is outstanding. I would be most curious to know if what I observed is accurate (and, in one case, fair).

1) The AI player is reticent (read: never seen) to attack an AFV in close combat. I have done is successfully (in one case with just a high level CO). Has anyone else noticed this?

2) The AI can launch OBA attacks without a spotter calling them in (I have been hammered on a first turn when no enemy unit with a radio is visible. This bothers me, because I am looking for historical accuracy - on both sides.

3) I can run AFVs into buildings (last turn) in order to gain desperately needed endpoints. I have never seen the AI do this. Is this fair or "gaming the system?"

I know I am echoing what has been said on this board before, but I really wish the LOS could be less "clunky." Other games clearly indicate if one hex can spot another without having to enter in coordinates.

The game also runs painfully slow, and I have a dual processor workstation with a NVIDIA first-rate video card.

I also wish that, as in ASL, artillery could be adjusted by a non-pinned/disrupted spotter, rather than a FFE that is wildly off the mark. This certainly makes the game interesting but, again, somewhat inaccurate (or maybe my understanding of WW II artillery is defective -- a distinct possibility.

I even hesitated writing this post because I do not want to appear unappreciative of both the developer's excellent work or the commitment of this community to the game. Overall, thumbs up!
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Hailstone
Posts: 666
Joined: Tue Jan 19, 2016 1:05 am
Location: Phoenix, AZ

RE: Some Initial Observations

Post by Hailstone »

scholiast,

1) I found the AI will close assault if it doesn't have a support weapon. However, the AI will place demolitions
on an AFV or whatever enemy unit that's also adjacent.

2) The AI does not need a spotter. It will attack you without any LOS (or pity) so don't think your units are safe hiding
anywhere.

3) I too have run my AFV's into buildings to score but I believe it is "gaming the system".

The game running slow is a known issue. The best way to avoid the lag is to play scenarios that don't have
a lot of units and mapboards. Most of the scenarios you can download should be okay. Avoid campaigns unless
you are super-duper patient. I was not even halfway through a campaign and the unit's moves took minutes! What
I would do is move a unit when I could then watched tv and at commercial come back and make another move. As far
as PC's it doesn't make a big difference. My PC has a quad-core i7 and Nvidia 1070 graphics card and the game
still runs slow. The program does not take advantage of the capabilities of PC's.


scholiast, TotH is not ASL so keep that in mind when you notice the game operating differently. TotH to me is
more like the original Squad Leader in complexity. Yet, even what TotH can do sometimes varies from ASL. As you
pointed out OBA is a good example of how TotH differs from ASL.[:)]

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