WAR ZONE (C.C.S.) (c) 1984 S. Thomas War Zone is a new concept in war games and incorporates fast moving graphics using 100% machine code routines. The player chooses between 15 and 150 pieces with which to play. The pieces are divided between Infantry, Tanks and Artillery and are automatically positioned within the nine Sectors. The player is the Blue Army with its Base Sector in Sector 0. The computer is the Red Army with its Base Sector in Sector 8. LOADING INSTRUCTIONS The procedure for loading a program into your Spectrum is given in your manual. Please follow these steps for loading the program. 1. Connect the EAR socket of the computer to the EAR socket of your tape recorder. 2. Set the volume control as per the Sinclair manual. 3. Adjust the tone control to maximum. 4. Type LOAD"". 5. Start the tape recorder. The program will RUN automatically once loaded. 6. The program takes 5 minutes to load. INSTRUCTIONS 1. SPEED You may set the speed that the computer displays; the computer moves to either fast or slow. 2. PIECES There are three types of pieces:- ARTILLERY - These are slow moving, used for hand to hand combat and long range firing. INFANTRY - These are fast moving through all types of terrain, used for scouting and hand to hand combat. Infantry are superior to Artillery in hand to hand combat. TANKS - These are medium moving, used for hand to hand combat and medium range firing. Tanks are superior to both Artillery and Infantry in hand to hand combat. The total number of pieces must be between 15 and 150. After entering the number of pieces the computer will pick its own pieces to the same total and design a terrain, then place all the pieces on the board in their respective corners. 3. TERRAIN There are four kinds of terrain:- PLAINLAND - Normal flat land with no effect on movement. ROADS - Shown as black with dotted white line - movement is increased along roads. Moving off roads ends movement. HILLS - Shown as green with a light green top - decreases some movement. Increased firing range on hill top. WOODLAND - Shown as green trees on a yellow background - decreases some movement. No firing into woodland. In addition there are minefields shown as flashing red and yellow squares. After the terrain has been designed and pieces placed the computer will randomly choose who goes first. 4. THE SCREEN The screen is in three parts:- 1. On the left is the displayed sector. 2. On the right is:- i) The Sector Map showing the sectors in relation to each other. The flashing sector is the sector displayed. ii) The Compass with 8 directions used for movement. iii) Troops showing the number of pieces you have left. 3. At the bottom is the Command/Message area. YOUR GO When it is your turn you will see "COMMAND=" at the bottom of the screen for you to enter your command. Each piece may then Fire/Move or Move/Fire. Your go is ended when:- i) The game is won or drawn. ii) You request an air attack. iii) You type in "END". 5. COMMAND MODE In Command Mode there are 8 commands you can use:- 1. "Axy" - Air attack on square xy in displayed sector. 2. "END" - End movement go. 3. "Fxyab" - Fire from square xy at square ab in the displayed sector. 4. "Mxy" - Move piece on xy in the displayed sector. 5. "Sx" - Display sector x. 6. "SAVE" - Save present game. 7. "Qxy" - Gives the manoeuvrability and firing range of piece on square xy. 8. "QUIT" - Give up. 6. ATTACKING There are three ways to attack a piece:- Hand to Hand Combat - Moving to a square adjacent to any enemy piece/pieces. All hand to hand combats are fought straight away and are to the death; ie. one of them must win. Movement stops after hand to hand combat. The attacker has a small advantage which is reduced as fights take place. Infantry can only fight hand to hand. Firing - Tanks and artillery can fire at other pieces if the square is within range. If the piece fired upon is not hit it will retaliate if it has the range. One shot is allowed per piece per go. Air Attack - This can be used once per go to attack any square in a sector containing blue pieces. It ends your go. 7. MOVEMENT AND FIRING MOVEMENT RANGE Normal Green Road Normal Hill Top TANKS 3 2 4 2 3 INFANTRY 4 4 5 0 0 ARTILLERY 2 1 3 3 4 - You cannot fire into woodland or over a hill top directly in line. - Attempting to move off the board is considered an act of desertion. Deserters are shot on sight. - Landing on a minefield will either destroy the piece or clear the minefield. Movement stops after landing on a minefield. - For example, to move an infantry piece on square D5 in Sector 4 type:- S4 - Display sector 4 MD5 - Move piece on D5 You will then see a message "YOU HAVE 4 MOVES". Using the keys 1-8 around the compass, direct the piece as required. Landing on a square of less manoeuvrability causes end of movement. 8. SECTORS Sectors can only be displayed if they contain blue pieces, likewise the computer cannot "see into" sectors which do not contain red pieces. This means that ambushes, troop movements, etc., can go undetected by the enemy. COMPUTER GO When you have finished your go the computer will have its turn, playing under the same rules and showing all movements in sectors containing blue pieces. For movement in sectors which do not contain blue pieces you will see the message "MOVEMENT REPORTED". 9. WINNING A game is won when:- i) The enemy's home sector is successfully invaded and taken over; ie. contains none of its own troops. OR ii) You have an overall majority of 3:1. If neither of the above have been achieved and the total number of pieces is less than 10 the game is drawn. 10.SAVING/LOADING GAME To save a game type in "SAVE" in command mode. This will save the game in its present condition. To load a saved game, load the Master and press ENTER to the prompt "Press ENTER to LOAD old game" then play saved game.