Scenario Design - 'frozen' units

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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technikzauberer
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Joined: Mon Aug 13, 2018 3:21 pm

Scenario Design - 'frozen' units

Post by technikzauberer »

Question/confirmation for the scenario designers out there:

Looking to see options for emulating unready or surprised units.
Starting a unit 'on the map' at a specific location [turn 1/free placement], for said unit there is no way to 'hold' the unit from actions.
There is no way to 'freeze' a unit from first turn activity and still have them on the map at start, correct?
The only option that comes close that I can determine is by having a very specific reinforcement on map hex location and be placed on turn 2 [or subsequent turn] and therefore the unit is in the OOB but not on the map at the start.

I am not missing anything, am I?



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UP844
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RE: Scenario Design - 'frozen' units

Post by UP844 »

You are 100% right.

I'd like to have the possibility of setting a personnel unit state (Good Order / Pinned / Broken) in the Editor, just to simulate those situations where one side was taken by surprise. AFVs already have a similar choice, since they can be set up in "Immobilised" state.

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technikzauberer
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RE: Scenario Design - 'frozen' units

Post by technikzauberer »

ORIGINAL: UP844

I'd like to have the possibility of setting a personnel unit state (Good Order / Pinned / Broken) in the Editor, just to simulate those situations where one side was taken by surprise.


Precisely. Great option for 'situational' scenarios. I sense a feature request.
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LN59
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RE: Scenario Design - 'frozen' units

Post by LN59 »

@ Technikzauberer & UP844

'[...]options for emulating unready or surprised units'

'The possibility of setting a personnel unit state (Good Order/Pinned/Broken)'

+2 [:)] [:)]

I totally subscribe to this idea which would greatly enrich the possibilities offered to the scenario designers
while preserving (IMO) the spirit of the game wanted by Peter.
Excessivily detailed Table of Equipment means inevitably more complex rules of use greedy in memory resources
and time of computation and leads to forget that essential goal: to keep the priority on the game's fluidity...
and also favor the scenwriters' imagination!
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technikzauberer
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RE: Scenario Design - 'frozen' units

Post by technikzauberer »

Tried one thought... I have no 'unit state option' on setup but maybe I can influence C&C.

Designed scenario with all units initially placed on map or via deployment hex, but with no leaders [they 'appear' on turn 2 in deployment hexes].
Tried several pre-game setups and first turns.
As thought, this caused a larger ratio of units OOC on the first turn; albeit randomly [which could be fun].
Obviously, only applicable if a scenario difficulty option with C&C is chosen.
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