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 Z - OFFICIAL PLAYGUIDE: Single Player
  
    by Martin G., Eric M., Steve K.
  
    03 September 1996
  
    Basic Strategy
  
    In Z the computer player does not play a pre-set strategy but
    reacts in real-time to the decisions that the player makes.
    Therefore it is not possible to define a sequence of orders for
    each level which will guarantee winning a battle. However there is
    a basic strategy that should be employed which will establish a
    good foothold from which the player can win a level.
    All the one player levels are designed so that the two halves of
    the battlefield mirror each other. This means that both the
    computer and the player each have the same resources available to
    them in their half of the map. It therefore follows that as long
    as you have control of your half of the map you will be level with
    the computer. Managing to capture one more territory will give the
    player a slight advantage both in resources and the time taken to
    manufacture units in the buildings owned. Understanding this basic
    principle is fundamental to developing a winning strategy in any
    of the battlefields.
    At the start of the game there are some basic moves that you
    should make. Give orders for your units to capture the territories
    in your half of the map, and any uncaptured hardware contained
    within it. Whilst your units are carrying out these orders, use
    the time to set up any captured buildings to make the required
    units. Once these territories have been captured, you should
    locate the connecting roads between your territories and the
    computerЖs. Units must be moved up to this front-line to defend
    against the computer trying to enter territories which you
    control. As units are manufactured you should bring them up to
    support this defence. Always scan the map to see what the computer
    is doing to react to any planned attacks. Find territories which
    the computer has either left undefended or which have little
    defence. Attack these territories only when you have units which
    exceed the power of the computerЖs defending units. Do not believe
    the battle is over if you manage to gain the territory advantage
    over the computer. He will fight hard to regain control of any
    lost territories. Of course this is also true for the human
    player. Losing one or even two of your territories to the computer
    does not mean the end of the battle. Playing hard and recognising
    those territories which are easily re-captured will get you back
    into the game.
  
    In short:
  
    1. Capture your half of the available territories as quickly as
    possible so that your manufacturing speed matches the Computer.
    2. Note the position of uncaptured hardware and send appropriate
    units to those territories (e.g. Do not send a light tank to
    capture a flag that has an uncaptured medium tank sitting by it).
    3. When you capture territories containing factories, remember to
    specify what you want to build. It is often better to build
    cheaper units initially and then to change to building more
    powerful units once you have established yourself.
    4. Watch what the CPU does with his resources and move your forces
    to provide an adequate line of defence.
    5. Do not move into contested/enemy territories (even if they are
    uncaptured) too early. This will leave other territories weak or
    undefended. Always have some backup available and consider placing
    units in positions where they can move quickly to reinforce
    several areas of the map.
    6. As units are manufactured give the new units appropriate orders
    quickly. Do not leave them hanging around without orders.
  
    BASIC STRATEGY - Advanced techniques
    1. If you are about to lose a territory containing a factory which
    is about to produce a new unit, change the unit being manufactured
    to the weakest possible. In this way, the CPU will not benefit
    from the time you spent manufacturing.
    2. Even if you cannot take and hold a territory, try capturing the
    flag just before a factory completes its manufacturing.
    3. Remember that robots run towards flags and uncaptured hardware.
    This can be an advantage but a robot running to take a flag will
    not return fire whilst he is doing it.
    4. Use a series of small movement orders to manoeuvre vehicles
    with precision.
  
    COMMON MISTAKES
    1. Rushing across the map to capture territories: Capturing
    territories in the computers half of the battlefield at the
    beginning of the game may give the player the initial advantage,
    but this is unlikely to be a winning strategy as the players units
    will be spread to thinly over the battlefield.
    2. Sending units into attack without considering the units they
    are attacking: Players must learn the strengths and weaknesses of
    all units and use them to their advantage. It is pointless sending
    a unit to attack if it has no chance of winning.
    3. Grouping units together: Sending more units than you need to
    complete an objective is wasting your resources and is more than
    likely to leave territories undefended.
  
    CONTROL SYSTEM
    1. Initially a good way of giving orders is to select a unit and
    then use the mini-map to move quickly to the location that you
    want to send the unit to.
    2. As you become more proficient with the system learn to use
    right hand mouse button scroll. Being able to use this well will
    enhance your ability to move quickly around the map and react to
    conflicts which break out.
  
    Combat
    1. Sending an additional unit into a combat will enhance your
    chances of winning. E.g. sending even just a unit of Grunts in
    with a medium tank to attack an opposition medium tank will draw
    his fire or even confuse your opponent and will increase you
    chance of victory considerably.
    2. When you use multiple units as described above, avoid letting
    them get too close together. Use quick mouse work to perform
    pincer movements or set up a ring of units to surround the enemy.
    3. Remember that different units move at different speeds. Do not
    assume that grouped units will arrive at their destination at the
    same time. If they are moved carefully and do arrive
    simultaneously, they will be much more effective than if they
    arrive one after another.
    4. Static lines of defence can be very effective. For example, you
    can defend a road by placing units either side of it. The aim
    being to catch enemy units in the crossfire as they move down the
    road.
    5. Vehicles move more quickly on roads than any other terrain.
    This can be used to your advantage during combat. A vehicle on a
    road will be able to manoeuvre quickly to avoid enemy fire.
    6. By using multiple robot units (especially Snipers) sent in
    simultaneously from different directions against vehicles you can
    greatly increase your chances of shooting the driver.
  
    COMBAT - Advanced techniques
    1. When you target an opponent with a tank/gun etc. the turret is
    locked in place. Make sure your turret is pointing in the correct
    direction when you give the order to attack. In this way you stand
    a better chance of shooting first when the combat begins.
    2. By combining the above technique with a rapid retreat, light
    and medium tanks can be very effective against Light Guns.
    3. Artillery units can often be placed in a position where they
    can bombard the enemy fort without being in range of the defending
    guns.
    4. Tanks and Guns can fire over buildings to take out robots with
    rifles or machine guns.
    5. Units can be ambushed as they emerge from Factories. Target the
    entrance a second or two before the unit emerges.
    6. Units which are given an order to go somewhere when under
    attack accelerate but do not return fire. You can use this to your
    advantage to avoid shots, particularly from units with a slow fire
    rate.
    7. Destroying a bridge whilst units are going across it will take
    out both the bridge and the units on it. Pre-damage bridges so
    that units crossing them can be taken out with a single shot.
  
    COMBAT - UNIT STRENGTH AND WEAKNESSES
  
    Robots Strengths Vulnerable to
  
    Grunts Distracting enemy fire Everything
    Psychos Sniping Jeep drivers Tanks
    Toughs Attacking Snipers. Good in APCs Jeeps
    Snipers Sniping Gatling, Guns & Vehicle drivers Toughs
    Capturing vehicles due to high intelligence.
    Pyros Attacking Slow vehicles, buildings & bridges. Jeeps & Lt.
    Tanks
    Good in APCs.
    Lasers Sniping Gatling, Guns & Vehicle drivers Toughs or Pyros in
    (especially if two or more units are used). an APC
  
    Vehicle Strengths Vulnerable to
  
    Jeep Attacking Toughs & capturing territories quickly. Psychos &
    Snipers
    Lt. Tank Attacking Howitzers. Good in pairs against Powerful
    vehicles
    Mobile Missile Launchers if carefully positioned.
    Med. Tank Attacking Lt. Tanks, Guns & Howitzers Heavy Tanks
    Hvy. Tank Attacking Gatling & Guns & Other tanks Pyros, MML
    M. Missile Launcher Attacking Heavy & Medium Tanks Pyros in APCs &
    Light Tanks
    APC With Pyros or Toughs, APCs are effective Light & Medium Tanks
    againstall robots and slow moving vehicles.
    Crane Repairing broken buildings/bridges Tanks
  
    Gun Strengths Vulnerable to
  
    Gatling Attacking Jeeps Tanks
    Gun Attacking weak infantry, Lt. Tanks Snipers, Heavy Tanks
    & Mobile Missile LЖ.
    Howitzer Attacking slow vehicles Med. Tanks
    Dbl. Missile Attacking Tanks Multiple Laser Robots.
  
   
 
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