★ AMSTRAD CPC ★ GAMESLIST ★ TANK ZONE (c) COMPUTER GAMER ★

COMPUTER GAMER
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Load the game and watch it print a map and combat units onto it. In turn, each unit will flash once indicating that it requires you to give it an order. Orders are as follows.

Controls

M to move. Pressing keys (Q, W, E, A, D, Z, X. C will move the unit to the desired location until the unit has used up all its movement allowance or until the player presses S.
H to hold. The unit will then hold this position.
P for a new game (new units and new map).
R for a report. This will show the total combat strength of each side and compare the two figures to produce a ratio.
F to fire. Use this kind of fire when infantry fire against non-armoured targets or when any unit fires a high explosive type shell, i.e. tanks firing at infantry.
K to knockout. Use this kind of fire when tanks fire armour piercing rounds at other armour, i.e. one shot may destroy the target. Infantry firing bazooka/panzerfaust will also use this type of fire against armour.
When firing, the keys Q, W, E, A, D, Z, X, C will move the cursor to the target, press S to lock on.

Armour fires AP at armour and HE at all other targets. Mortars can only fire HE.

All Infantry may use knockout fire if they are adjacent to an enemy vehicle. The bottom of the screen 8/M/R means strength/movement allowance/ weapon range. Some terrain offers more protection than others, woods and buildings give an advantage of + 2, whilst hill, marsh, ditch and bush only offer +1, open is zero.

Mortars can always fire at a target within its range. All other units must be able to see the target in order to fire at it. Bush, hill, building and woods block a units vision. When firing at a target (except a mortar) move the cursor towards the target but avoid blocking terrain. If the firer's weapon does not have the range to hit the target then the target is considered out of sight. The view to the target may look obstructed but each square represents 100 yards and can offer several chances to see the enemy, the rule that allows the firing cursor to be moved around blocking terrain allows for this.

Play continues until the player feels that one side or the other cannot lay claim to any victory.

Vehicles are considered hard or armoured targets, all other targets are soft targets. A rule of thumb is that hard targets can only be destroyed by knockout fire, and soft targets can only be knocked out by ordinary fire (small arms and high explosive).

It is assumed that the infantry that half tracks carry will from time to time expose them selves to fire, etc. Therefore half tracks can be hit by both knockout and ordinary fire.

All vehicles must avoid buildings, if a vehicle enters a building area it must only use the move order.

Tips

Keep mortars to the rear as they don't need to see their targets to fire. Infantry should try and occupy buildings and use them as strong points. An infantry squad carrying an anti-tank weapon such as a bazooka or panzerfaust will be wasted unless they are in a position where they can use it. Half tracks are fast infantry, use them to quickly capture forward objectives, give them armour support. Machine guns are more powerful than squads and have a greater range, place them where their range can be used and a large area of ground covered, they are quite slow, so once placed keep them there.

COMPUTER GAMER #22

TANK ZONE
(c) COMPUTER GAMER

AUTHOR: NORMAN SMITH

★ YEAR: 1986
★ LANGUAGE:
★ GENRE: BASIC
★ LiCENCE: LISTING

★ AMSTRAD CPC ★ DOWNLOAD ★

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L'Amstrad CPC est une machine 8 bits à base d'un Z80 à 4MHz. Le premier de la gamme fut le CPC 464 en 1984, équipé d'un lecteur de cassettes intégré il se plaçait en concurrent  du Commodore C64 beaucoup plus compliqué à utiliser et plus cher. Ce fut un réel succès et sorti cette même années le CPC 664 équipé d'un lecteur de disquettes trois pouces intégré. Sa vie fut de courte durée puisqu'en 1985 il fut remplacé par le CPC 6128 qui était plus compact, plus soigné et surtout qui avait 128Ko de RAM au lieu de 64Ko.