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April 24, 2024, 10:03 PM

Weapons Party

1 weapon per turn - Weapons party - Static warfare

Scheme #986, Viewed 1097 Time(s)

Basic Information
Summary
Util.
F1
F2
F3
F4
F5
F6
F7
F8
F9
F10
F11
F12
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Acronym: Weapons Party
Name: 1 weapon per turn - Weapons party - Static warfare
Type: Battle
Submitted by: Canada LobsterBuster

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Downloaded 417 time(s).

Time: April 21, 2013, 06:42 PM
Description:
Hi, I made this (1v1v1) scheme a few months ago and played it around 75 times since. It has proven itself to be very fun and interesting, well at least that's what I think and thats what countless people plain told me as they were asking for more.

The idea is you get 1 weapon per turn, and the only rule is : use the weapon, no keeping for later.

1 weapon per turn until turn 15, which then is the "end phase" with unlimited stuff assuring an imminent conclusion.

I handpicked the weapons so that there is variety, and so did I with the order they appear, so that the game has a senseful flow. (even tho it can seem chaotic at first, be faithful)

Now theres still a few things to understand :

You Cannot move,   but with worm select and your 8 worms spreaded around the map, you should be able to find a worm out there, that has got an angle at someone, with the current turn's weapon.

(some weapons are harder to find a shot with, like old lady, but then it appears on turn2 so there still are fresh shooters/targets all around the map)

In the end phase, you have unlimited teleports and 9 ropes. You can finally move
(4star* powered ropes = 4 shots,  10 seconds to escape after shooting from rope)


So this is some kind of a shooting party, the fact we can't move makes the focus be on shooting, and the possibilities can become quite challenging with the tricky positioning. Positioning that we can only change by shooting each other around, down the fissures of the map.

In this scheme you will shoot no-brainers (cow,airstrike) but will also need to achieve epic shots with all kinds of weapons.

Here's the weapon order, but first, one last thing :

This scheme is meant to be played 1v1v1 for the following reasons.
1v1 : Not enough targets on the map (16 worms instead of 24)
1v1: The first player to act will have a HUGE advantage

1v1v1v1: You can try, but if you do, increase sudden death to (20?), and give everyone 7 worms instead of 8, or else you will be forced to place them manually.


Weapon list
Turn
1: Flying sheep
2: Old Lady  (from now on you also have 3 low gravity for whole match)
3: Petrol
4: Minigun
5: Pigeon
6: Bazooka
7: Mole
8: Cow
9: Holy grenade
10: Jetpack+baseball (use both)
11: Airstrike
12: Sheep launcher
13: Homing missile
14: Skunk
15: Grenade
16: End phase
(Most of weapons are at max power, except fierce ones such as Holy grenade, Old lady, Cow, pigeon, sheeps)

End phase : Unlimited cluster/mortar/uzi/teleports  firepunch/dragonball/kamikaze/digging
All that and the 9 maxropes to move around (10 seconds to escape)

If played on 1v1v1, sudden death should kick in anytime soon after turn ~18



Finally, you need a high map, with few natural plop holes, many objects but none of them blocking and isolating people away too much. Basically, I hand picked high layouts for this scheme, and then selected a terrain type with a good variety of objects well dispersed

https://www.tus-wa.com/files/download/file-444-1/
https://www.tus-wa.com/files/download/file-443-1/

With a bad map this scheme could go extremely bad, you are warned.


General tips :

- How the game goes is not just about damage but also positioning. Since you can't move, your worms position can be more precious (up the surface) than the health of another one (isolated with an enemy worm). Same for your enemy, and you might consider, for example, using Minigun to make someone fall down the surface with little damage, instead of 100 damage on the isolated worm. Same for petrol.
Instead of throwing holy grenade in the big pile, use its huge radius and make "these other 2" fall down

- Most people use the flying sheep to plop isolated worms on the side of map, but truth is, these weren't very threatening is the first place, as they can't move and can't shoot most of the weapons. Use flying sheep to establish your control of the surface, where shots are more likely to made made from.

- While landing your jetpack-baseball on surface to plop someone may seem tempting, keep in mind the next weapon is Airstrike.

- You have natural worm select but also have the F12 item. In the end phase, you can use a rope to hide, change worm and attack with another.
In sudden death, you can still worm select even tho without the natural selection.

You might have a good shot at a well positionned enemy worm, but is he really threatening to you? If both of your enemies are in a spot you are not, you might as well leave them kill each other and worry about your own safety. Sometimes, throwing the (holy grenade) on a single worm next to you might be better/easier than going for a faraway pile that will destroy itself anyways.


Advanced tips :

- The 2nd weapon, Old lady, often have very few possibilities.. Try to preview where old ladies will be thrown and use your flyingsheep to manipulate what's coming.

- Same as above, check what possible Cow shots there are and use previous weapons to prepare the terrain (Mole)
Scheme game options
Game options
180
2
100%
Time options
13
25
3
10
5
Crate options
25
Sudden death options
20
Objects options
8
3
Help
General options
Scheme weapons options
Weapons options
Help
Ammo
Delay
Power
Crates
%
Jet Pack
1
Low Gravity
3
Fast Walk
0
Laser Sight
0
Invisibility
0
Bazooka
1
Homing Missile
1
Mortar
Inf
Homing Pigeon
1
Sheep Launcher
1
Grenade
1
Cluster Bomb
Inf
Banana Bomb
0
Battle Axe
0
Earth Quake
0
Shotgun
1
Handgun
0
Uzi
Inf
Minigun
1
Longbow
1
Fire Punch
Inf
Dragon Ball
Inf
Kamikaze
Inf
Suicide Bomber
0
Prod
0
Dynamite
0
Mine
0
Sheep
0
Super Sheep
1
Mole Bomb
1
Air Strike
1
Napalm Strike
0
Mail Strike
0
Mine Strike
0
Mole Squadron
0
Blow Torch
Inf
Pnuematic Drill
Inf
Girder
3
Baseball Bat
1
Girder Starter Pack
0
Ninja Rope
9
Bungee
0
Parachute
Inf
Teleport
Inf
Scales of Justice
0
Super Banana Bomb
0
Holy Hand Grenade
1
Flame Thrower
0
Sally Army
0
MB Bomb
0
Petrol Bomb
1
Skunk
1
Ming Vase
0
French Sheep Strike
0
Mike's Carpet Bomb
0
Mad Cow
1
Old Woman
1
Concrete Donkey
0
Indian's Nuclear Test
0
Armageddon
0
Skip Go
0
Surrender
0
Worm Select
Inf
Freeze
0
Patsy's Magic Bullet
0
Damage x2
0
Scheme extended game options
Scheme extended game options
No extended options has been modified.
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