Acronym: Neocombat
Name: Rubberworm
Type: Battle
Download this scheme:
Downloaded 621 time(s).
January 05, 2020, 08:23 PM
August 27, 2020, 08:46 PM
January 20, 2023, 05:04 AM
Example replays: 


Downloaded 575 time(s)
Time: September 24, 2011, 05:15 PM
Description:
Author: DumbBongChow
Maps: Good number of regular sized maps work well including number of WA and WWE starter design maps, but complex island map works best in this scheme. If game is played with additional rounds, map would be better played on less ploppy ones due to stockpiling.
Worms Recommendations: 1v1: 6 for each player
2v2: 4 for each player
2v2v2: 3 for each player
3v3: 3 for each player
3 FFA: 6 for each player
4 FFA: 5 for each player
Rules:All players may do absolutely anything to win and/or have fun that can also include GLITCHES! This means that any players attempting to tell another player that they're not allowed to do something should not play this game because they don't understand the idea of mixing skill, strategy, attention to detail, fun, and creativity.
Turn and Sudden Death Time: 40 sec / 12 min
RubberWorm Features:sdet, ldet, wdca, antisink, craterate(5), and cratelimit(15)
Stockpiling:Additional Weapon Every Round
Note that Wkit and Rubberworm is required to play this game and watch replays.https://www.tus-wa.com/files/file-42/msg72130/Any other important information and video of this scheme is at this linkhttps://www.tus-wa.com/forums/wosc/neocombat/==
Basic Information ==
Neocombat was created out of inspiration from Intermediate and Kaos Normal, but it is still a fairly orginal game. There are no rules in this scheme, and it requires both tactical and various weapon skills while using creativities to play this game well. Antisink is a major part of this scheme as it makes it much harder to drown worms. Worms can be still be plopped if worm gets plopped twice without any pause in motion. Even with antisink, there are still many unique ways to plop worms. Getting crate is not a huge part of this game unlike Kaos because players start out with many different kinds of weapons. There are number of delayed weapons for spawn protection, and the mine fuse time is 3 seconds.
==
Additional Notes about this Scheme ==
* Hotseat time is long in this game to allow players to plan a good strategy.
* There are infinite Fast Walks, so it can be used often.
* Skunk, Kamakazi, and Mole bomb\\'s power are stronger in this game.
* Grenade, Banana Bomb, and Mad Cow\\'s power are weaker in this game.
* Girder, Flamethrower, Petrol Bomb, and Etc. can help plop worms even with antisink.
* Blow Torch and Pnuematic Drill can be used effectively as both offensive and defensive tool in this game.
* There are limited number of ninja rope and jetpack, and there\\'re no chance of getting these from crates.
* Girder can be used to pass obstacles which can help save ninja rope and/or jet pack.
* Kamakazi can be used without actually suiciding by taking advantage of antisink mechanics.
* There are various ways to effectively use Handgun and Prod.
* Teleport and Select Worm can help players devise time efficient strategies.
* In sudden death, there will be no more weapon crates, and worms cannot be picked freely without using Select Worm from F12 prior to any action at the beginning of turn.
* Banana Bomb, Axe, Minigun, Kamazaki, Napalm Strike, Baseball Bat, Holy Hand Grenade, Flame Thrower, Petrol Bomb, and Mad Cow have 2 delays.
* All other weapons have 1 or 0 delays.
(Note that any weapon that started with zero stock in the game won\\'t have delay upon getting crate player did not have any before.)
==
Updates ==
October 1, 2011- Ammo of Pnuematic Drill and Shotgun is reduced to 1.
- Delay for Pnuematic Drill is raised to 2.
October 20, 2011- Sudden death water rise speed raised drastically.
- Ammo of Blow Torch is increased by 1.
- Ammo of Skunk is raised by 1.
- Various crate probabilities have been adjusted.