Published by Matrix/Slitherine
This is a tactical-level, hex/turn based war game. The hexes are 40 meters wide and the turns (about two minutes of simulated time) are divided into 8 segments. Both the East and West fronts in WWII are covered with pre-made scenarios distributed from 1940 to 1945.
It is no secret that Tigers on the Hunt (TotH from here on) is inspired in the landmark board game Advanced Squad Leader. Veterans of the board game will easily recognize the very similar gameplay mechanics in TotH.
So, if you are a veteran Advanced Squad Leader, you are at home.
You will miss the flavor that transpired from the artwork of the board game. Although TotH is mod-able, the stock art work lacks personality. The retro color palette of the ground and the limited amount of art for the terrain tiles uses gives no visual feedback on where you are fighting. I'm not an eye candy type of guy, but sometimes it is nice when different locations have terrain tiles that are exclusive to the geographic location. Without looking into the unit counters, ToTH's Russia looks like Holland, or Normandy.
But that (personal peeve?) aside, the main issue with the map is that is not zoomable. The player can scroll around the map, but the sharp edges of the map portion shown in the screen may leave some of you with the impression that there is no more map than what he sees. There is no full-blown tactical depiction of your forces other than the seeing-through-the-one-zoom-level straw. The jump map provided is a collection of dots that doesn't serve any other purpose than to move to parts of the big map.
The user interface - a very spartan one - departs too much from computer war games current conventions. You can't select units by clicking them on the map, you are asked to select them from a list below the map. In several occasions, I wanted to shoot the main gun of one of my tanks and went through 3 screens to select target, weapon and ammunition. In the very end, a windows popped out telling me that there is no line of sight between the firing unit and the target.
At least in my end, while the computer is processing movement and or fire it is not rare to see buttons temporarily disappear from the screen leaving a gaping white hole in the screen (I thought the game crashed until I figured out I needed to press the Esc key). Besides the animations for fire, the user interface barely talks back to you and when it does, it speaks its own language (ID #5 has fired on HEX 4.25 says one screen).
Given the nature of the gameplay, which allows for plenty on-the-fly interventions by the two opponents, the game has no PBEM. I can't imagine how to actually implement that. That's why TotH can be played only against the AI and hot seat.
I'm going to stick with this game for a future review because the game rules are very appealing and the combat results come out very realistic. But is going to be hard to not look at the uninspired interface and the grievous lack of current standard computer war gaming niceties.