Quote from: ZiPpO on May 30, 2010, 02:57 AM
free!
ps1: gj man but in 14:21 better is skunk to red worms XD...
ps2: blue worms lost all teleports before the sd ... its bad too!
Yeah "D" roping to skunk @ 14:21 is valid option too. But:
1. It isn't an easy rope and it makes blue waste rope. "D" would get tag teamed after skunking so Blue is left with 50hp (1 attack to kill) and 83hp (2 attacks to kill) and Red is left with 50hp (1 attack to kill) and 2 skunked worms (atleast 2 attacks to kill), and both of those skunked worms are in middle of the map within easy rope reach to Blue worm. And if the skunk poison was only -5hp from both, Red would have many turn rotations to work before both are at 50 hp or under.
2. Blue was also in part of the map where he can't keep Red from coming there quickly (1 girder left, hides sucked.)
Hard to say which one would be better idea, but Red wouldn't be in any disadvantage in my opinion, with the fact Blue just wasted a rope (which could fail) to get a double skunk.
About the teleport, yeah I agree Blue wasted 1 teleport for nothing and it could be critical in SD.

Thanks for applauds!

I'll be making more of these for sure.
Edit: Agnus, you can find the replay under the first post, where signature is usually supposed to be.