
Z - OFFICIAL PLAYGUIDE: Three Player

(c) THE BITMAP BROTHERS 1996

by Martin G., Eric M., Steve K.

11th September 1996

Part 2/3


Level 1 - Desert : 3 PLAYER
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Overview:
---------

In this level each player has three "home" territories in
addition to the fort territory. The contested territories contain
a repair facility and a 3* tank factory. Each of these can be
accessed by two of the three players by road bridges. However,
there are also two land routes into each of these territories
(initially blocked with rocks) and this means that the tactical
destruction of bridges can not lock out any area of the map. The
three forts are also quite close together and sufficient
provision should be made to defend against robots (particularly
Snipers) coming across the central lake.

Start Units :
-------------

1 Tough / 1 Sniper / 2 Psychos / 1 Med. Tank

Strategy:
---------

See z3pdes.gif

Send the Toughs to get in the APC (Point 1) and then send the
APC round towards the Light tank and Gun (Point 3).

Send Snipers to Light, Medium tanks, Gatling gun and flag at
(Point 2).

A unit of Psychos should be sent to the Light tank and Gun
(Point 3)

The second unit of Psychos should be sent to take the Island
flag (Point 4).

Watch what your opponents do with their forces and send your
original medium tank to join either the M.tank/Lt.tank
combination or the Lt.tank/APC combination to make a bid for one
of the contested territories. You can destroy the bridge on your
weaker front to hold up the opposition for a while.

Bring back the remnants of your original robot units to provide
a little extra protection at your fort entrance.

Players tend to leave their Fort undefended, therefore a player
can often win by making Snipers and sending them across the lake
and picking off the 2 Gunners on the fort.


Level 2 - Volcanic : 3 PLAYER
-----------------------------

Overview:
---------

Again, each player has three "home" territories which should be
captured as quickly as possible.  There are now two contested
territories between each pair of players. One of these (Close to
the fort) contains a 4* robot factory and Medium tank. The other
contains a 4* Tank factory.  Given that the Forts are close
together it is easy for players to leave them undefended whilst
concentrating their units on taking the contested territories.
This is a very dangerous strategy that will mean losing to
opportunist opponents.

Start Units :
-------------

1 Tough / 1 Sniper / 1 Psycho / 1 Med. Tank / 2 Lt. Tanks

Strategy:
---------

See z3pvol.gif

Send your Tough robots to get into the APC (Point 1). Send your
Snipers to occupy the medium tank and gun (point 2). Your robot
units will automatically capture the flag to another home
territory on their way (Point 3).

Send your medium tank and 1 light tank to take the flag in your
third "home" territory (Point 4)

Watch your opponents and position your Psychos and light tank
close to one of the destroyed bridges which come into your fort
territory (Point 5). As soon as it auto-repairs, run for the
uncaptured tank defending your troops with the light tank.

Leave the newly captured tank in place until a gun or other
defending unit can be built in the 4* robot factory.

Watch your opponent and make a bid for one of the contested 4*
tank factories either using two tanks or the tank/APC
combination.

Build robots to occupy the uncaptured tank (Point 6) or,
alternatively, bring the remainder of your Psycho unit around to
capture it.


Level 3 - Arctic : 3 PLAYER
---------------------------

Overview:
---------

In this level, the forts are much further apart. The main
battleground is in the centre of the map.  Each player can quite
easily capture part of this large central island but the central
territory will always be heavily contested as will the
territories around the edge which contain 4* robot factories.

Start Units :
-------------

2 Snipers / 2 Psychos / 2 Med. Tanks / 1 Jeep

Strategy:
---------

See z3part.gif

Send 1 unit of Snipers to take the territory in the centre of
the map (Point 1) and to occupy the howitzer which defends the
road (Point 2).

Send your second unit of snipers to take the territory
containing the radar station and to occupy the gun by the flag
(Point 3).

Send a unit of Psychos to occupy the uncaptured light tank and
take the flag (Point 4) and send your jeep round to reinforce
this group.

Send one medium tank to join the snipers by the gun (Point 3).

Send the other medium tank into the centre (Point 1). You might
like to put the remainder of your Sniper unit into the APC to
protect them but it is advisable to replace them with Toughs or
Pyros as soon as you can make some.

You should now weigh up the position of enemy units and try to
take one of the contested territories on the edge of the map
(Point 5). If your opponents are slow of the mark you might also
consider trying to take the central territory (Point 6) but
beware of spreading your forces too thinly over the battlefield.


Level 4 - Jungle : 3 PLAYER
---------------------------

Overview:
---------

This is a particularly frantic level as, apart from your fort
territory, all other territories are contested. The best strategy
to employ is to capture your hardware close to your base and
wait to see where the other players send their units. Decide on
the territories with the weakest resistance and send your units
in. If you discover that both your opponents are pushing their
offence towards your fort you could be in for a rough ride.

Start Units :
-------------

1 Snipers / 1 Psychos / 1 Tough / 1 Pyro / 1 Heavy Tank / 2 Lt.
Tanks

Strategy:
---------

See z3pjun.gif

Move a unit of Snipers into the centre to capture the medium
tank (Point 1).supported by a light tank or your Tough robots.

Move your Pyros into the APC and move it to the fort territory
boundary (Point 2). Here you can put one of the Pyros into the
Howitzer or wait for robots to be made elsewhere (This may take
some time unless you build robots in your fort as the only robot
factories are in contested territories).

Move your Psychos to occupy the light tank and howitzer (Point
3).

Now move your heavy tank and your light tank or Toughs
(whichever you didn't send into the centre) to join forces with
either your APC (Point 2) or your light tank (Point 3) to make
an assault on the contested territory  adjacent to your fort
territory.


Level 5 - City : 3 PLAYER
-------------------------

Overview:
---------

In this level you, once again have home territories which must
be captured as quickly as possible. The contested territories on
the edge of the map can be accessed by road over bridges or from
the central area.

Initially, all bridges are destroyed and you begin with only
robots so it is important to capture and deploy the available
hardware as soon as possible.

Start Units :
-------------

2 Snipers / 2 Psychos / 1 Tough /  1 Pyro

Strategy:
---------

See z3pcit.gif

Send a unit of Snipers supported by a unit of Toughs through the
river to capture the Mobile Missile Launcher and secure the
territory in the central battleground (Point 1).

Send your second Sniper unit to take the flag and capture the
heavy and light tanks (Point 2) then send them on towards the
bridge into the contested territory (Point 3).

Send your Pyros to get into the APC close to your fort and send
it to the bridge onto the contested island territory (Point 5).

Send a unit of Psychos to capture the flag and the medium and
light tanks (Point 4) and send them round to the bridge onto the
contested territory (Point 5) where they should rendezvous with
your APC.

Choose which side you are going to make your attack and which
side you are going to defend.

Send your final unit of Psychos across the river to enter the
contested territory from another angle (Point 6) or use them to
reinforce your group in the centre.


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Z: OFFICIAL PLAYGUIDE: Three Player: 11th September 1996

(c) THE BITMAP BROTHERS 1996

http://www.bitmap-brothers.co.uk

Not to be distributed/published without permission.
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