Difference between revisions of "Cloned Sheep"

From Worms Knowledge Base

Jump to: navigation, search
m (removed unnecessary whitespace)
m
Line 5: Line 5:
 
|75hp injury (max.) per sheep, Large circular craters
 
|75hp injury (max.) per sheep, Large circular craters
 
|Worms 2}}
 
|Worms 2}}
 
+
{{Power|15em}}
{| class="infobox" cellspacing="2" style="width: 15em; font-size: 90%; text-align: left;"
+
! colspan="3" style="font-size: 150%; text-align: center" | Power settings
+
 
|-
 
|-
 
!Power
 
!Power
!Maximum
+
!Maximum<br/>injury
injury
+
!Crater<br/>diameter
!Crater
+
diameter
+
 
|-
 
|-
 
|11
 
|11
Line 54: Line 50:
 
|?
 
|?
 
|299
 
|299
|}
+
{{Power-end}}
  
 
[[Cloned Sheep]] act the same as regular [[Sheep]] with the exception that they come in groups. They are launched in the same way as [[Mad Cows|Mad Cow]] herds, but retain the jumping abilities and other movement patterns of their naturally bred cousins. Because [[Cloned Sheep]] are a herded weapon, the desired number of individual Sheep to be released can be set with the number keys from 1 to 5. Once that has been taken care of, pressing space will commence the release of the [[Sheep|fluffy devils]]; a Sheep is released every '''25''' frames, and the turn timer will freeze until all have been released. After the last [[Cloned Sheep]] has been released, the turn will end and retreat time will start.
 
[[Cloned Sheep]] act the same as regular [[Sheep]] with the exception that they come in groups. They are launched in the same way as [[Mad Cows|Mad Cow]] herds, but retain the jumping abilities and other movement patterns of their naturally bred cousins. Because [[Cloned Sheep]] are a herded weapon, the desired number of individual Sheep to be released can be set with the number keys from 1 to 5. Once that has been taken care of, pressing space will commence the release of the [[Sheep|fluffy devils]]; a Sheep is released every '''25''' frames, and the turn timer will freeze until all have been released. After the last [[Cloned Sheep]] has been released, the turn will end and retreat time will start.
  
 
== Tactics ==
 
== Tactics ==
 
 
* A common tactic is splitting the herd into two by switching directions quickly after a number of [[Cloned Sheep]] have been released in one direction, thus spreading out the destruction.
 
* A common tactic is splitting the herd into two by switching directions quickly after a number of [[Cloned Sheep]] have been released in one direction, thus spreading out the destruction.

Revision as of 13:43, 25 August 2009

(Up to Weapons)
Clonedsheepicon.png Cloned Sheep
Type: Animal
Keyboard selection: F11 (x3)
Standard effects: 75hp injury (max.) per sheep, Large circular craters
Present in: Worms 2
Power settings
Power Maximum
injury
Crater
diameter
11 ? hp 73 px
12 ? 97
1 ? 123
2 ? 135
3 ? 147
4 ? 161
5 ? 173
19 ? 185
14 ? 223
15 ? 299

Cloned Sheep act the same as regular Sheep with the exception that they come in groups. They are launched in the same way as Mad Cow herds, but retain the jumping abilities and other movement patterns of their naturally bred cousins. Because Cloned Sheep are a herded weapon, the desired number of individual Sheep to be released can be set with the number keys from 1 to 5. Once that has been taken care of, pressing space will commence the release of the fluffy devils; a Sheep is released every 25 frames, and the turn timer will freeze until all have been released. After the last Cloned Sheep has been released, the turn will end and retreat time will start.

Tactics

  • A common tactic is splitting the herd into two by switching directions quickly after a number of Cloned Sheep have been released in one direction, thus spreading out the destruction.
Personal tools