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BATTLEZONE 2000

 

 

Professional, Originally Released On Cassette Only

 

Game Type          : Strategy; War-Game

Author             : M. C. Lothlorien

Standalone Release(s)  : 1983: BATTLEZONE 2000, Lothlorien, £9.99

Compilation Release(s) : None

Stated compatibility    : Electron

Actual compatibility    : Electron, BBC B, B+ and Master 128

Supplier            : M.C. LOTHLORIEN, 56A Park Lane, Poynton, STOCKPORT SK12 1RE

Disc compatibility     : ADFS 1D00, CDFS 1D00, DFS 1D00

 

 

Instructions

A. Setting and Objective

This is a wargame of the 21st Century in which you have control of the forces opposing the single enemy unit known as The Ogre. There are ten levels of play.

 

Your mission is to stop the Ogre from leaving the bottom of the map. The only way to do this is to destroy all its tread units. The Ogre itself is a computer-controlled supertank, which is bristling with weapons. It has missile systems, main and secondary batteries as well as a host of anti-personnel weapons. Each of the weapons shown has attack, defence and range factors as shown in table 1.

 

The Attack factor is a measure of the destructive power of each weapon, whereas the defence factor is a measure of the resistance of each weapon to attack. Range is the number of "squares" through which a weapon may fire. (The weapon can only fire within its range). The Ogre is a tread or track vehicle, and the number of "squares" it is able to move in any one turn is governed by the number of tread units divided by 15, e.g. If The Ogre has 60 tread units, it has four movement points, 45 tread units gives three movement points, etc.

 

TABLE 1 - OGRE (YOUR ENEMY)

Weapons                                       A    D    R

Missiles                                      6    3    5

Main Battery                                  4    4    3

Sec. Battery                                  3    3    2

Anti-personnel                                1    1    1

 

MOVEMENT is determined by number of tread units (1 at 15, 2 at 30, etc)

Key: A  -  Attack Factor    D  -  Defence Factor    R  -  Range Factor

 

TABLE 2 - YOUR FORCES                         A    D    R    M

Command Post                                  0    1    0    0

G.E.V.                                        2    2    2    4+2*

Heavy Tank                                    4    3    2    3

Missile Tank                                  3    2    4    2

Infantry                                      3    3    1    2

Howitzer                                      6    1    8    0

Crater

 

*Movement of four units in the First phase and two units in the second Key as per Ogre, M  -  Movement (maximum number of squares in one turn)

 

B. Your Forces

Under your command, you have a number of different units (see table 2).

 

Command post   -  represents your position on the map from where you can issue orders to your units. It is unable to move or attack.

G.E.V.       - (Ground Effect Vehicle) : a hovercraft type of armoured vehicle, which is extremely fast and manoeuvreable. In order to reflect this feature, the G.E.V. has TWO movements per turn.

Heavy tank   - heavily armoured tank, not too far removed from present day tanks.

Missile tank   -  a less heavily armoured tank capable of firing missiles. Each missile tank is well equipped with missiles (unlike The Ogre which quickly runs out).

Infantry     - infantry equipped with power suits for mobility and protection. Are armed with anti-tank weapons.

Howitzer     - An immobile heavy missile cannon capable of long range attacks. This unit may NOT move - it will remain stationary throughout the game unless destroyed.

 

The attack, defence, range capabilities of each of these units is shown in Table 2.

 

C. The Play

1. Before play begins

You will be shown what units are available to you and how many of each you have. If you are not satisfied with the mixture of units provided, you may change them.

 

The map, with craters and The Ogre in position will then be displayed and you will be asked which level of difficulty (1-10)?

 

Next, all your units will also be displayed, in position, on the map, and you must decide who moves first.

 

Having decided who goes first, The Ogre's current status will appear on the bottom line.

 

O            The 'Ogre'

ML2          number of Missiles left

MB1          number of main batteries

SB4          number of secondary batteries

AP8          number of anti-personnel weapons

TR45         number of tread units remaining

 

2. Sequence of play

a) Basic game turn sequence

 

     i) Ogre moves

    ii) Ogre attacks any unit within range of its weapons

   iii) Destroyed or disrupted units are determined

    iv) Players movement turn

     v) Units nay attack Ogre if in range

    vi) Second player's movement turn (G.E.V.'s only)

   vii) Repeat again from i) to vi)

 

b) More details of each phase:

 

     i) Ogre movement is determined by the cmputer. Any of your units in its way will be destroyed (removed from themap)or disrupted (unable to fire or move for one turn)

 

    ii) Ogre attacks are also determined by the computer. You will be told which units are being attacked, which of The Ogre's weapons are being used, and finally the result of the attack.

 

   iii) Units which were destroyed will be removed from the battle area, and units which are disrupted will change colour (yellow to blue). A disrupted unit is unable to fight or move until it becomes reorganised (usually one whole turn).

 

    iv) Player's movement. Except for the Howitzer and Command Post, which cannot move, you will be asked to move each unit in turn.

 

        A unit may move any number of squares up to a maximum of its movement points, as per table 2. A unit may NOT move onto another unit or into a crater.

 

        If you don't want to move a unit, then input its present position.

       

        Illegal moves will not be accepted.

 

     v) If any units are within attacking range of The Ogre then they will be displayed below the map. You will then be asked in turn if you wish to attack The Ogre ML (missiles), MB (main batteries), SB (Secondary batteries), AP (anti-personnel) or TR (tread units).

 

        IF you say NO to any of them, you will be asked about the next one, e.g. to attack tread units (TR), you must say NO to Ml, NB, SB and AP. If, for instance, tou have indicated that you wish to attack the MB, you must then input the position of the attacking unit. You may attack any one target with as many units as you wish, the more attacking units, the greater chance of success. WHEN YOU HAVE INPUT ALL THE UNITS YOU WISH TO USE IN A SINGLE ATTACK, INPUT Z. The result of combat will then be determined, and the attacking units removed from the list of those displayed under the map.

 

        When all eligible units have made their attacks, this phase ends.

 

        NOTE that only one unit at a time may attack tread units, although a number of single unit attacks on the treads may be made in any one turn.

    vi) Second movement phase - you may move G.E.V.s up to two 'squares'

 

End of Game

You win if you stop The Ogre moving and destroy all its weapons before it exits the map. The Ogre wins if it exits the map.

 

 

Instructions' Source   : THE WAR PACK (Paxman) Inner Inlay

 

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