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
computerÆs. 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 computerÆs 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