Difference between revisions of "One of Everything"

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m (New page: {{ParentArticle|Schemes}} __NOTOC__ As the name suggests, the One of Everything scheme contains precisely one of every weapon. Three rounds are required to win and anti-stockpilin...)
 
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{{ParentArticle|[[Schemes]]}}
 
{{ParentArticle|[[Schemes]]}}
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{{Languages|en|One of Everything|fr|One of Everything/fr}}
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{{ReplayBox|One_of_Everything_Round_1.WAgame|An example match, Round 1|fontsize=90%}}
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{{ReplayBox|One_of_Everything_Round_2.WAgame|Round 2|width=15em|fontsize=90%}}
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{{ReplayBox|One_of_Everything_Round_3.WAgame|Round 3|width=15em|fontsize=90%}}
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{{ReplayBox|One_of_Everything_Round_4.WAgame|Round 4|width=15em|fontsize=90%}}
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{{ReplayBox|One_of_Everything_Round_5.WAgame|Final round|width=15em|fontsize=90%}}
  
__NOTOC__
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The [[One of Everything]] scheme contains precisely one of every weapon. Three wins are required to end the game (it's not a best of 3) and anti-stockpiling is engaged, so players must make their limited arsenal last for the entire match.
As the name suggests, the [[One of Everything]] scheme contains precisely one of every weapon. Three rounds are required to win and anti-stockpiling is engaged. Best played with only two teams, so that the game isn't overwhelmed by more than two sets of weapons. Rapid flooding at Sudden Death prevents stalemates.
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This scheme encourages the players to make the most of what they've got. Using the best weapons early on might give you an early lead, but it might leave you without the tools to do the job in later rounds. Each turn you'll need to quickly decide how you can kill the most enemy worms at the smallest cost to your weapons stockpile.
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This scheme encourages you to make the most of what you've got. Using the best weapons early on might give you an early lead, but it might leave you without the tools to do the job in later rounds. Each turn you'll need to quickly decide how you can kill the most enemy worms at the smallest cost to your weapons stockpile.
  
Despite the full range of highly destructive weapons, this scheme can result in a strategic match and the pace of play quickly changes throughout: early rounds tend to be violent and chaotic, while the final rounds see an interesting battle between vastly different weapon stockpiles, shaped by what the players have already used in the rounds that have gone before.
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Despite the full range of highly destructive weapons, this scheme can result in a strategic match and the pace of play quickly changes throughout: early rounds tend to be violent and chaotic as players try to grab early wins, while the final rounds see an interesting battle between vastly different weapon stockpiles, shaped by what the players have already used in the rounds that have gone before. Rapid flooding at Sudden Death prevents stalemates - for those occasions where players just have nothing left.
  
Sometimes if a round is destined to be lost, you can manipulate your opponent into using their weapons to finish you off, while saving your own weapons - giving you a better chance in later rounds.
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The scheme is best played with just two players. Additional players increase the total number of weapons in the game, and to compensate for this the game needs to be lengthened with extra rounds.
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== Strategy ==
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{{Game setup|file=One of Everything.wsc|scheme=One of Everything|map=Any open island map|worms=1v1 with 8 worms each or 2v2 with 5 worms per team}}
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There are of course thousands of strategies involved with getting the most out of each individual weapon. But there are also a few big-picture strategies players can use to help them win the match:
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* If a round is destined to be lost, don't bother wasting weapons trying to survive. Save those weapons so you can use them to win a future round. But don't give up and commit suicide either; by hanging around you can force your enemy to use ''his'' weapons to finish you off.
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* Even if a round seems lost, you might be able to grab a draw with the Armageddon.
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* Try and remember what weapons your opponent has. This is particularly important with the most useful of weapons, such as the homing weapons. If you know what your enemy has left, you can keep yourself safe.
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* If you're one round away from winning, then you might as well go all-out and use everything you can to secure the victory. Conversely, if your opponent is one round away from winning, then you need to do everything you can to stop it.
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* In the final rounds when weapons are sparse, you may need to rely on the flooding at Sudden Death to win, so focus on getting high ground. Saving transport tools is a good idea for this.
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== History ==
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One of Everything was created by [[People/Run|Run]] a few years before 2008, and although the idea has probably been around for a lot longer, this particular scheme is the only known version.
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== External links ==
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* [http://wahelp.worms2d.info/scheme-oneofeverything.php One of Everything] on Nanacide

Revision as of 16:55, 30 May 2017

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Click to watch (W:A + Beta Update required) W:A replay: An example match, Round 1
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Click to watch (W:A + Beta Update required) W:A replay: Round 2
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Click to watch (W:A + Beta Update required) W:A replay: Round 3
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Click to watch (W:A + Beta Update required) W:A replay: Round 4
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Click to watch (W:A + Beta Update required) W:A replay: Final round
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The One of Everything scheme contains precisely one of every weapon. Three wins are required to end the game (it's not a best of 3) and anti-stockpiling is engaged, so players must make their limited arsenal last for the entire match.

This scheme encourages you to make the most of what you've got. Using the best weapons early on might give you an early lead, but it might leave you without the tools to do the job in later rounds. Each turn you'll need to quickly decide how you can kill the most enemy worms at the smallest cost to your weapons stockpile.

Despite the full range of highly destructive weapons, this scheme can result in a strategic match and the pace of play quickly changes throughout: early rounds tend to be violent and chaotic as players try to grab early wins, while the final rounds see an interesting battle between vastly different weapon stockpiles, shaped by what the players have already used in the rounds that have gone before. Rapid flooding at Sudden Death prevents stalemates - for those occasions where players just have nothing left.

The scheme is best played with just two players. Additional players increase the total number of weapons in the game, and to compensate for this the game needs to be lengthened with extra rounds.

Strategy

Game setup
Scheme
One of Everything:
Download
View scheme settings
Map
Any open island map
Worms
1v1 with 8 worms each or 2v2 with 5 worms per team

There are of course thousands of strategies involved with getting the most out of each individual weapon. But there are also a few big-picture strategies players can use to help them win the match:

  • If a round is destined to be lost, don't bother wasting weapons trying to survive. Save those weapons so you can use them to win a future round. But don't give up and commit suicide either; by hanging around you can force your enemy to use his weapons to finish you off.
  • Even if a round seems lost, you might be able to grab a draw with the Armageddon.
  • Try and remember what weapons your opponent has. This is particularly important with the most useful of weapons, such as the homing weapons. If you know what your enemy has left, you can keep yourself safe.
  • If you're one round away from winning, then you might as well go all-out and use everything you can to secure the victory. Conversely, if your opponent is one round away from winning, then you need to do everything you can to stop it.
  • In the final rounds when weapons are sparse, you may need to rely on the flooding at Sudden Death to win, so focus on getting high ground. Saving transport tools is a good idea for this.

History

One of Everything was created by Run a few years before 2008, and although the idea has probably been around for a lot longer, this particular scheme is the only known version.

External links

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