Scenarios in the game

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: Peter Fisla, Paullus

User avatar
Peter Fisla
Posts: 2520
Joined: Fri Oct 05, 2001 8:00 am
Location: Canada

Scenarios in the game

Post by Peter Fisla »

All scenarios that come with the game were designed by Jorgen Holmquist.

Name: Tutorial Scenario 1, Counterattack at Carentan
Date: June 13th, 1944
Location: Carentan, France
First Setup Side: American
First Move Side: German
Length: 7 turns
Visibility: Unlimited
Complexity: Very Low

Name: Tutorial Scenario 2, Counterattack at Carentan
Date: June 13th, 1944
Location: Carentan, France
First Setup Side: American
First Move Side: German
Length: 7 turns
Visibility: Unlimited
Complexity: Very Low

Name: Tutorial Scenario 3, Counterattack at Carentan
Date: June 13th, 1944
Location: Carentan, France
First Setup Side: American
First Move Side: German
Length: 7 turns
Visibility: Unlimited
Complexity: Very Low

Name: Tutorial Scenario 4, Counterattack at Carentan
Date: June 13th, 1944
Location: Carentan, France
First Setup Side: American
First Move Side: German
Length: 7 turns
Visibility: Unlimited
Complexity: Very Low

Name: With a little help from the StuGs
Date: September 28th, 1942
Location: Stalingrad, Russia
First Setup Side: Russian
First Move Side: German
Length: 7 turns
Visibility: Unlimited
Complexity: Low

Name: Defending Meximieux
Date: September 1st, 1944
Location: Meximieux, France
First Setup Side: American
First Move Side: German
Length: 7 turns
Visibility: Unlimited
Complexity: Low

Name: Pershing on the Front
Date: February 27th, 1945
Location: Elsdorf, Germany
First Setup Side: German
First Move Side: American
Length: 9 turns
Visibility: Unlimited
Complexity: Low

Name: Counterattack at Bardenberg
Date: October 9th, 1944
Location: Bardenberg, Germany
First Setup Side: American
First Move Side: German
Length: 6 turns
Visibility: 4 hexes
Complexity: Low

Name: First Contact
Date: June 22nd, 1941
Location: Patulin, Russia
First Setup Side: Russian
First Move Side: German
Length: 5 turns
Visibility: Unlimited
Complexity: Very Low

Name: Battle of the Lastekodumägi
Date: July 27th, 1944
Location: Sinimäed Hills, Estonia
First Setup Side: German
First Move Side: Russian
Length: 7 turns
Visibility: Unlimited
Complexity: Medium

Name: Defensive positions at Outreau
Date: May 22nd, 1940
Location: Boulogne, France
First Setup Side: British
First Move Side: German
Length: 8 turns
Visibility: Unlimited
Complexity: Medium

Name: Popel's Attack
Date: June 27th, 1941
Location: Dubno, Russia
First Setup Side: German
First Move Side: Russian
Length: 6 turns
Visibility: Unlimited
Complexity: Medium

Name: First day of Borodino
Date: October 15th, 1941
Location: Borodino, Russia
First Setup Side: Russian
First Move Side: German
Length: 8 turns
Visibility: Unlimited
Complexity: Medium

Name: Diminishing the Perimeter
Date: April 10th, 1942
Location: Kholm, Russia
First Setup Side: German
First Move Side: Russian
Length: 10 turns
Visibility: Unlimited
Complexity: Medium

Name: Desperate Counterattack
Date: March 26th, 1945
Location: Schweinheim, Germany
First Setup Side: American
First Move Side: German
Length: 7 turns
Visibility: Unlimited
Complexity: Medium

Name: 7th Somerset at Oosterhout
Date: September 22nd, 1944
Location: Oosterhout, Holland
First Setup Side: German
First Move Side: British
Length: 9 turns
Visibility: Unlimited
Complexity: Medium

Name: Oosterbeek Perimeter
Date: September 21st, 1944
Location: Oosterbeek, Holland
First Setup Side: British
First Move Side: German
Length: 7 turns
Visibility: Unlimited
Complexity: Low

Name: The Battle of the Cactus Farm
Date: May 1st, 1943
Location: Cactus Farm, Tunisia
First Setup Side: German
First Move Side: British
Length: 7 turns
Visibility: Unlimited
Complexity: Medium

Name: Last Stand in Tretten
Date: April 23rd, 1940
Location: Tretten, Norway
First Setup Side: British
First Move Side: German
Length: 6 turns
Visibility: Unlimited
Complexity: Medium

Name: Mopping up the Forrest
Date: August 15th, 1942
Location: Perekopskiy, Russia
First Setup Side: Russian
First Move Side: German
Length: 8 turns
Visibility: Unlimited
Complexity: Medium

Name: Canicatti High Ground
Date: July 12th, 1943
Location: Canicatti, Italy
First Setup Side: German
First Move Side: American
Length: 10 turns
Visibility: Unlimited
Complexity: High

Name: Battle for Elst
Date: September 24th, 1944
Location: Elst, Holland
First Setup Side: German
First Move Side: British
Length: 10 turns
Visibility: Unlimited
Complexity: Medium High

Name: Fighting Among the Ruins
Date: October 14th, 1942
Location: Stalingrad, Russia
First Setup Side: Russian
First Move Side: German
Length: 8 turns
Visibility: Unlimited
Complexity: High

Name: Opening the Gate
Date: September 15th, 1942
Location: Stalingrad, Russia
First Setup Side: Russian
First Move Side: German
Length: 9 turns
Visibility: Unlimited
Complexity: High

Name: Over the Canal
Date: April 27th, 1945
Location: Berlin, Germany
First Setup Side: German
First Move Side: Russian
Length: 9 turns
Visibility: Unlimited
Complexity: Medium

Name: Trapped in Sector Z
Date: April 29th, 1945
Location: Berlin, Germany
First Setup Side: German
First Move Side: Russian
Length: 9 turns
Visibility: Unlimited
Complexity: High

Name: Christmas at Marvie
Date: December 24th, 1944
Location: Marvie, Belgium
First Setup Side: American
First Move Side: German
Length: 7 turns
Visibility: 5 Hexes
Complexity: Medium High

Name: Fighting for the Highway
Date: September 25th, 1944
Location: Koevering, Holland
First Setup Side: German
First Move Side: American
Length: 9 turns
Visibility: Unlimited
Complexity: Medium High

Name: Counterattack at Carentan
Date: June 13th, 1944
Location: Carentan, France
First Setup Side: American
First Move Side: German
Length: 7 turns
Visibility: Unlimited
Complexity: Medium
Gerry4321
Posts: 889
Joined: Mon Mar 24, 2003 2:40 am

RE: Scenarios in the game

Post by Gerry4321 »

Interesting. Jorgen, if it is the same person, has done a lot with SASL.
Paullus
Posts: 1092
Joined: Tue Jun 09, 2015 1:41 am
Location: Sweden

RE: Scenarios in the game

Post by Paullus »

Yes, that's me[:)]
For my part, I shall do my duty as a general; I shall see to it that you are given the chance of a successful action. /Lucius Aemilius Paullus
Gerry4321
Posts: 889
Joined: Mon Mar 24, 2003 2:40 am

RE: Scenarios in the game

Post by Gerry4321 »

Nice to see you here. I used to see you on the gamesquad forum. Unbelievable that some of that SASL stuff is still not published. Here at least you get to design things that will see the light of day!

Will scenarios have a historical background like in ASL and other games?
User avatar
AlessandroD
Posts: 381
Joined: Sun Dec 28, 2014 8:29 pm
Location: Italy

RE: Scenarios in the game

Post by AlessandroD »

Hello Jorgen, IIRC you are a SASL player, aren't you?
Edit: I would say yes reading Gerry's post [:)]

Btw, nice to see tutorial scenarios for a game like this [:)]

Edit: do you have posted this news on GS forum?
rickier65
Posts: 14241
Joined: Thu Apr 20, 2000 8:00 am

RE: Scenarios in the game

Post by rickier65 »


I like the mix I see above. I'm looking forward to this.

Thanks
Rick
User avatar
Peter Fisla
Posts: 2520
Joined: Fri Oct 05, 2001 8:00 am
Location: Canada

RE: Scenarios in the game

Post by Peter Fisla »

Wow, small world right ? I have been playing VotG CG II with Jorgen (6 years now!) using draft version of the SASL rules from Tom Morin :)
Gerry4321
Posts: 889
Joined: Mon Mar 24, 2003 2:40 am

RE: Scenarios in the game

Post by Gerry4321 »

Well ye guys have great tactical wargaming experience!

In a scenario of low complexity in general how many counters are we talking about on each side (or maybe how mand squads, guns, and vehicles)?
Paullus
Posts: 1092
Joined: Tue Jun 09, 2015 1:41 am
Location: Sweden

RE: Scenarios in the game

Post by Paullus »

ORIGINAL: AlessandroD

Hello Jorgen, IIRC you are a SASL player, aren't you?
Edit: I would say yes reading Gerry's post [:)]

Btw, nice to see tutorial scenarios for a game like this [:)]

Edit: do you have posted this news on GS forum?
Yes I am a SASL player and designer.

No I haven't posted anything on the GS forum. Feel free to do it.
For my part, I shall do my duty as a general; I shall see to it that you are given the chance of a successful action. /Lucius Aemilius Paullus
Paullus
Posts: 1092
Joined: Tue Jun 09, 2015 1:41 am
Location: Sweden

RE: Scenarios in the game

Post by Paullus »

ORIGINAL: Gerry

Well ye guys have great tactical wargaming experience!

In a scenario of low complexity in general how many counters are we talking about on each side (or maybe how mand squads, guns, and vehicles)?
I'd say about ten squads per side and perhaps 2 AFVs. Terrain and victory conditions also apply were killing of squads counts as lower and controlling victory locations as more complex in general.
For my part, I shall do my duty as a general; I shall see to it that you are given the chance of a successful action. /Lucius Aemilius Paullus
Paullus
Posts: 1092
Joined: Tue Jun 09, 2015 1:41 am
Location: Sweden

RE: Scenarios in the game

Post by Paullus »

ORIGINAL: Gerry


Will scenarios have a historical background like in ASL and other games?
Yes they will. I go about the scenarios as I did with my SASL scenarios/Missions:

- Find interesting battle
- Research history and units participating
- Adapt to game
- Playtest and balance the game
For my part, I shall do my duty as a general; I shall see to it that you are given the chance of a successful action. /Lucius Aemilius Paullus
User avatar
Jagdtiger14
Posts: 1685
Joined: Mon Jan 21, 2008 11:58 pm
Location: Miami Beach

RE: Scenarios in the game

Post by Jagdtiger14 »

Will you take scenario requests (find interesting battles)?
Conflict with the unexpected: two qualities are indispensable; first, an intellect which, even in the midst of this obscurity, is not without some traces of inner light which lead to the truth; second, the courage to follow this faint light. KvC
Gerry4321
Posts: 889
Joined: Mon Mar 24, 2003 2:40 am

RE: Scenarios in the game

Post by Gerry4321 »

Will the winter scenarios have white maps, etc.?
If the game sells well will ye do factories and modules like Stalingrad?
Thanks,

Gerry
User avatar
Peter Fisla
Posts: 2520
Joined: Fri Oct 05, 2001 8:00 am
Location: Canada

RE: Scenarios in the game

Post by Peter Fisla »

ORIGINAL: Gerry

Will the winter scenarios have white maps, etc.?
If the game sells well will ye do factories and modules like Stalingrad?
Thanks,

Gerry

There is no snow graphics for the maps, perhaps something to consider for the expansion. However the game as concept of seasons (Orchard in Season, grain in season). You can also simulate visibility by reducing LOS (example maximum visibility can be configured to say 5 hexes)...this is done in the editor.

Factories have very limited usage so I'm not really convinced to implement it, because then I need to add wall breaches etc...it's a lot of work for a limited use.
User avatar
FroBodine
Posts: 874
Joined: Sat May 05, 2007 4:13 am
Location: Brentwood, California (not the OJ one)

RE: Scenarios in the game

Post by FroBodine »

I can't wait for this game! There are not very many scenarios higher than medium complexity, and ALL of the scenarios have a very short turn length.

Is this a concern to anyone? I played Squad Leader to death, but barely any ASL. I remember SL had scenarios in the 10-20 turn length range, which seems about right for a good, decently complex battle.
Paullus
Posts: 1092
Joined: Tue Jun 09, 2015 1:41 am
Location: Sweden

RE: Scenarios in the game

Post by Paullus »

ORIGINAL: jglazier

I can't wait for this game! There are not very many scenarios higher than medium complexity, and ALL of the scenarios have a very short turn length.

Is this a concern to anyone? I played Squad Leader to death, but barely any ASL. I remember SL had scenarios in the 10-20 turn length range, which seems about right for a good, decently complex battle.
Hi jglazier. As the scenario designer for this great game I think I can answer your questions. If you enjoyed the old SL scenarios, as I did back then [;)] you will enjoy these ones as well. Some are short but some are much longer as there will be a lot of units on the map. The old SL had some very long scenarios like the 18 Turn monster R218 "Operation Switchback" but most of them were between 7 and 10 turns long. There will be a scenario designer tool included so I wouldn't be surprised if some of the old SL scenarios would turn up done by a friendly gamer [:)]
For my part, I shall do my duty as a general; I shall see to it that you are given the chance of a successful action. /Lucius Aemilius Paullus
User avatar
Richie61
Posts: 584
Joined: Mon Mar 02, 2009 3:28 am
Location: Massachusetts

RE: Scenarios in the game

Post by Richie61 »

I was on the beta testing team and I am no "Jorgen", but I ported a few scenarios into TotH. I am not an expert at scenario design in the least bit, but the game has a nice editor [:)]
I even made a few maps found in board games! Nice map making program [;)]

Image
To fight and conquer in all our battles is not supreme excellence; supreme excellence consists in breaking the enemy's resistance without fighting.

Sun Tzu



Gerry4321
Posts: 889
Joined: Mon Mar 24, 2003 2:40 am

RE: Scenarios in the game

Post by Gerry4321 »

Looks really nice Richie.

In general I prefer smaller to medium-sized scenarios so I am OK with the included scenarios and as Jorgen has said many will make/port bigger scenarios.
User avatar
baloo7777
Posts: 1194
Joined: Sun May 17, 2009 11:49 pm
Location: eastern CT

RE: Scenarios in the game

Post by baloo7777 »

Man I loved the old Squad Leader and its scenarios (never played ASL). I can't wait for this game! That map, Richie61, reminds me of how long I've wanted this kind of game!
JRR
User avatar
Jagdtiger14
Posts: 1685
Joined: Mon Jan 21, 2008 11:58 pm
Location: Miami Beach

RE: Scenarios in the game

Post by Jagdtiger14 »

I would like to see the Red Barricades map...or Kampfgruppe Pieper[&o]
Conflict with the unexpected: two qualities are indispensable; first, an intellect which, even in the midst of this obscurity, is not without some traces of inner light which lead to the truth; second, the courage to follow this faint light. KvC
Post Reply

Return to “Tigers on the Hunt”