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Rowy Madness

Fun fun fun!

Scheme #1085, Viewed 2062 Time(s)

Basic Information
Summary
Util.
F1
F2
F3
F4
F5
F6
F7
F8
F9
F10
F11
F12
Scheme Rate
5 / 5
Total Members Voted: 1
Acronym: Rowy Madness
Name: Fun fun fun!
Type: Battle
Submitted by:
Netherlands HHC

Download this scheme:
Downloaded 561 time(s).

Time: August 13, 2013, 11:06 PM
Description:
Rowy Madness is Rowy played on a Mine Madness map (pixels with 0 sec mines).

Rules:
- 8 worms per team. Each player enters 3 teams (3x8). (or 1 or 2 incase you want multiplayer funner).
- Put a mine madness map (a big field of pixels, a BnA could work too).
- Same rules apply as in rowy (first you shoot the zook, then the missile, etc.)
- Jetpack & Para (and LG) may be used each turn, the rope not. The parachute is not considered a rowy weapon. The rope however is, that's why you only get 2 of them and aren't allowed to use them in regular turns. After the rope you skip to tele.

- Rounds: games are bo5. In the 2nd round you start with the rowy weapon you ended with in the 1st round (in other words, the rowy carries over several rounds). The stockpile is set to anti, so all weapons used in the first round will show up in the 2nd round as 1x. Select the first weapon that has 2x and proceed with rowy.
Most of the time you will use the f1 to f3 weapons in the first round and then start the 2nd with the f4 row. And the 3rd round of the match with f8 or so.
- Once you reach patsy (and have used it), go back to the f1 weapon and start rowy anew. If you still haven't finished the bo5 match after going through the panel twice, finish it with patsy's.

- Cow: other player uses patsy or proceeds his rows, as he wishes.
- Accidental use of weapon: it may occur that you accidently use a weapon that you weren't supposed to use yet. In that case, take the cow penalty. The next time the weapon shows up that you already used (and that is now no longer available), skip your turn, but don't take the cow penalty.
If it's still the 1st round of rowy, you may use the 1x weapon and save the skip turn for later. If you're lucky the match won't get that far and you won't have to skip/go.
- If you didnt use a weapon at all in the cow turn: use the weapon next and proceed the rowy as normal.

Tip: play this with veteran rowy players. Newbies will likely use weapons they aren't supposed to, cause no delays and shit. So beware.
Scheme game options
Game options
200
3
100%
Time options
60
20
0
0
5
Crate options
25
Sudden death options
45
Objects options
160
0
General options
Help
Scheme weapons options
Weapons options
Help
Ammo
Delay
Power
Crates
%
Jet Pack
Inf
Low Gravity
Inf
Fast Walk
0
Laser Sight
0
Invisibility
0
Bazooka
2
Homing Missile
2
Mortar
2
Homing Pigeon
2
Sheep Launcher
2
Grenade
2
Cluster Bomb
2
Banana Bomb
2
Battle Axe
0
Earth Quake
0
Shotgun
2
Handgun
2
Uzi
2
Minigun
2
Longbow
2
Fire Punch
2
Dragon Ball
2
Kamikaze
2
Suicide Bomber
2
Prod
2
Dynamite
2
Mine
2
Sheep
2
Super Sheep
2
Mole Bomb
2
Air Strike
2
Napalm Strike
0
Mail Strike
2
Mine Strike
2
Mole Squadron
2
Blow Torch
0
Pnuematic Drill
2
Girder
0
Baseball Bat
2
Girder Starter Pack
0
Ninja Rope
2
Bungee
0
Parachute
Inf
Teleport
2
Scales of Justice
2
Super Banana Bomb
2
Holy Hand Grenade
2
Flame Thrower
2
Sally Army
2
MB Bomb
2
Petrol Bomb
2
Skunk
2
Ming Vase
2
French Sheep Strike
2
Mike's Carpet Bomb
2
Mad Cow
0
Old Woman
2
Concrete Donkey
2
Indian's Nuclear Test
0
Armageddon
2
Skip Go
0
Surrender
0
Worm Select
0
Freeze
0
Patsy's Magic Bullet
Inf
Damage x2
0
Jet Pack
0
Low Gravity
0
Fast Walk
0
Laser Sight
0
Invisibility
0
Bazooka
0
Homing Missile
0
Mortar
0
Homing Pigeon
0
Sheep Launcher
0
Grenade
0
Cluster Bomb
0
Banana Bomb
0
Battle Axe
0
Earth Quake
0
Shotgun
0
Handgun
0
Uzi
0
Minigun
0
Longbow
0
Fire Punch
0
Dragon Ball
0
Kamikaze
0
Suicide Bomber
0
Prod
0
Dynamite
0
Mine
0
Sheep
0
Super Sheep
0
Mole Bomb
0
Air Strike
0
Napalm Strike
0
Mail Strike
0
Mine Strike
0
Mole Squadron
0
Blow Torch
0
Pnuematic Drill
0
Girder
0
Baseball Bat
0
Girder Starter Pack
0
Ninja Rope
0
Bungee
0
Parachute
0
Teleport
0
Scales of Justice
0
Super Banana Bomb
0
Holy Hand Grenade
0
Flame Thrower
0
Sally Army
0
MB Bomb
0
Petrol Bomb
0
Skunk
0
Ming Vase
0
French Sheep Strike
0
Mike's Carpet Bomb
0
Mad Cow
0
Old Woman
0
Concrete Donkey
0
Indian's Nuclear Test
0
Armageddon
0
Skip Go
0
Surrender
0
Worm Select
0
Freeze
0
Patsy's Magic Bullet
0
Damage x2
0
Jet Pack
30
Low Gravity
1
Fast Walk
1
Laser Sight
1
Invisibility
1
Bazooka
3
Homing Missile
3
Mortar
5
Homing Pigeon
3
Sheep Launcher
3
Grenade
3
Cluster Bomb
5
Banana Bomb
1
Battle Axe
3
Earth Quake
1
Shotgun
3
Handgun
5
Uzi
5
Minigun
3
Longbow
5
Fire Punch
5
Dragon Ball
5
Kamikaze
15
Suicide Bomber
1
Prod
1
Dynamite
3
Mine
3
Sheep
3
Super Sheep
3
Mole Bomb
15
Air Strike
3
Napalm Strike
3
Mail Strike
1
Mine Strike
1
Mole Squadron
1
Blow Torch
5
Pnuematic Drill
15
Girder
5
Baseball Bat
3
Girder Starter Pack
5
Ninja Rope
5
Bungee
1
Parachute
1
Teleport
1
Scales of Justice
1
Super Banana Bomb
1
Holy Hand Grenade
3
Flame Thrower
3
Sally Army
1
MB Bomb
1
Petrol Bomb
5
Skunk
5
Ming Vase
1
French Sheep Strike
1
Mike's Carpet Bomb
1
Mad Cow
1
Old Woman
3
Concrete Donkey
1
Indian's Nuclear Test
1
Armageddon
1
Skip Go
1
Surrender
1
Worm Select
1
Freeze
1
Patsy's Magic Bullet
1
Damage x2
1
Jet Pack
0
Low Gravity
0
Fast Walk
0
Laser Sight
0
Invisibility
0
Bazooka
0
Homing Missile
0
Mortar
0
Homing Pigeon
0
Sheep Launcher
0
Grenade
0
Cluster Bomb
0
Banana Bomb
0
Battle Axe
0
Earth Quake
0
Shotgun
0
Handgun
0
Uzi
0
Minigun
0
Longbow
0
Fire Punch
0
Dragon Ball
0
Kamikaze
0
Suicide Bomber
0
Prod
0
Dynamite
0
Mine
0
Sheep
0
Super Sheep
0
Mole Bomb
0
Air Strike
0
Napalm Strike
0
Mail Strike
0
Mine Strike
0
Mole Squadron
0
Blow Torch
0
Pnuematic Drill
0
Girder
0
Baseball Bat
0
Girder Starter Pack
0
Ninja Rope
0
Bungee
0
Parachute
0
Teleport
0
Scales of Justice
0
Super Banana Bomb
0
Holy Hand Grenade
0
Flame Thrower
0
Sally Army
0
MB Bomb
0
Petrol Bomb
0
Skunk
0
Ming Vase
0
French Sheep Strike
0
Mike's Carpet Bomb
0
Mad Cow
0
Old Woman
0
Concrete Donkey
0
Indian's Nuclear Test
0
Armageddon
0
Skip Go
0
Surrender
0
Worm Select
0
Freeze
0
Patsy's Magic Bullet
0
Damage x2
0
Scheme extended game options
Scheme extended game options
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HHC

Yeyeye, it's a nice scheme, lots of fun playin it :)

A lof of the weapons suddenly work a lot different than you're used to. For better or worse.
Axe, torch and cows were removed cause absolutely useless.
Napalm and quake removed cause too powerful. Also excluded girders and nuke.

My favourite weapons:
- Mail strike & MB Bomb, nervewrecking business :)
- Petrol and flamethrower, if used well, incredibly lethal, the flames scorch a path straight through the map.
- The f4 line.

Note: retreat is 0, dyna, mine and ming vase however allow you some 10 sec (?) retreat with jp. Dropping animals or holies etc. from jp has 0 retreat, so be careful ;)

Tip: drill: JP straight above a worm, press enter to activate drill, then wait till you hit the worm and right after press space to stop drilling (or you'll kill yourself for sure ;)).

Prods are damn dangerous to use. There's probably about 1 angle from which it works without falling down or prodding over the worms' head  ;)

philie


HHC

Last day of WO is a tourney for this phil, pretty damn late in the evening though.  :-[ (20 uhr, but it will last long).

Lancelot

TUS community here is practically dead...

I don't see the point in being here, much less playing at a pro level, including cups and other shit...

No one is interested in this here, and no one appreciates the efforts of other players to raise activity.
Doesn't matter, I won't lose anything if I leave this community forever.
Sooner or later, it will die out, it's inevitable.


However, WA is immortal, and will live in my heart, along with the Sonic universe.