Schemes
April 20, 2024, 03:44 PM

80normal

80 HP tournament special

Scheme #3908, Viewed 2250 Time(s)

Basic Information
Summary
Util.
F1
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F5
F6
F7
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F10
F11
F12
Scheme Rate
5 / 5
Total Members Voted: 1
Acronym: 80normal
Name: 80 HP tournament special
Type: Battle
Submitted by: Argentina Dario

Download this scheme:
Downloaded 610 time(s).

Time: April 23, 2021, 12:55 PM
Description:
Requires WA version 3.8 or higher
Rules:
Better played in bo3 or more games. 8 worms. Each round you can choose only one type of special/team weapon to use:  pigeons (x2), sheep launcher (x1), aqua-sheep (x1), holy hand grenade (x1), flamethrower (x1), cows (x2) or old woman (x1). Moles do not count as special weapon. In different rounds you can use different special weapons. If in one round you use more than one type of special weapon, you lose the round.

Highlights
80 hitpoints:
It makes round shorter, also makes it more rewarding to pile/reposition enemy worms with weapons that cause less than 50 damage. Raises the relevance of BnG skills above the "why didn't I just rope and shotgun?" level. Turns holy hand grenade and flamethrower into reliable killers.

Balanced team weapons:
All team weapons are available, but you are only allowed to use one kind in each round. Moles are considered a regular weapon, not a team weapon, you have 3 of them and their power is 5. Cows and HHG have a delay of 3 turns, pigeons a delay of two, and flamethrower, old woman, sheep launcher and supersheep a delay of 0. Supersheep is also now an aqua sheep. Old Woman and Sheep Launcher power is 4.

Dyna/sheep with 1 turn delay:
Reduces a bit the effect of first turn piles. Makes Old Woman or Sheep Launcher a decent choice if you really need to blast that first-turn pile, at the expense of having used your team weapon in the first turn.

Nuke SD (25hp/turn) at 10 minutes with high water rise:
Reduces the impact of who gets the first sudden death turn and opens a new branch of tactical thinking, now water rise can be used more often as a killer. Also makes rounds a lot shorter. Turns of less than 1 second still reduce the time left until SD.

4 ropes:
Balances the fact that 80 hitpoints makes it easier to kill worms, increases the relevance of BnG skills and encourages the use of long range team weapons (pigeons, super sheep, holy hand grenade).

2 shotguns:
Forces players to look for more creative ways to cause 50 damage if 50 damage is really needed.

35s turn time with 10 seconds hot-seat:
makes rounds more dynamic, but it also gives more strategic players the time they need to plan ahead

Rope roll-drops:
Enables using weapons with the enter key between rope swings or after detaching from bungee. This includes weapons that you can normally use while roping and also the ones usable while jumping. This opens a whole new set of possibilities where the action happens between rope swings, it may be particularly interesting for dropping animals. It also means that long bungee flights are useful now, since you can open the parachute at any point during the flight to avoid losing control of your worm
Scheme game options
Game options
80
2
100%
Time options
10
35
3
5
10
Crate options
25
Sudden death options
45
Objects options
8
3
Help
General options
Scheme weapons options
Weapons options
Help
Ammo
Delay
Power
Crates
%
Jet Pack
1
Low Gravity
1
Fast Walk
0
Laser Sight
0
Invisibility
0
Bazooka
Inf
Homing Missile
1
Mortar
2
Homing Pigeon
2
Sheep Launcher
1
Grenade
Inf
Cluster Bomb
1
Banana Bomb
0
Battle Axe
2
Earth Quake
0
Shotgun
2
Handgun
Inf
Uzi
Inf
Minigun
0
Longbow
3
Fire Punch
Inf
Dragon Ball
Inf
Kamikaze
1
Suicide Bomber
1
Prod
Inf
Dynamite
1
Mine
3
Sheep
1
Super Sheep
1
Mole Bomb
3
Air Strike
1
Napalm Strike
1
Mail Strike
0
Mine Strike
0
Mole Squadron
0
Blow Torch
5
Pnuematic Drill
5
Girder
3
Baseball Bat
1
Girder Starter Pack
0
Ninja Rope
4
Bungee
2
Parachute
2
Teleport
2
Scales of Justice
0
Super Banana Bomb
0
Holy Hand Grenade
1
Flame Thrower
1
Sally Army
0
MB Bomb
0
Petrol Bomb
3
Skunk
1
Ming Vase
0
French Sheep Strike
0
Mike's Carpet Bomb
0
Mad Cow
2
Old Woman
1
Concrete Donkey
0
Indian's Nuclear Test
0
Armageddon
0
Skip Go
0
Surrender
0
Worm Select
2
Freeze
0
Patsy's Magic Bullet
0
Damage x2
0
Scheme extended game options
Scheme extended game options
Wind Bias
30
Explosions push all objects
Pneumatic Drill imparts velocity
Sudden Death worm damage per turn
25
Rope-roll drops
As from rope or jump
Fractional round timer
Indian Rope glitch
Herd-doubling glitch
Jet Pack Bungee glitch
Angle cheat glitch
Glide glitch
Skip-walking
Disabled
Block roofing
Block above
Floating weapon glitch
Terrain overlap phasing glitch
Girder Radius Assist
Help

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