Difference between revisions of "Strategic"

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{{Game setup|file=Strategic.wsc|scheme=Strategic|map=Any|worms=Any}}
 
{{Game setup|file=Strategic.wsc|scheme=Strategic|map=Any|worms=Any}}
  
'''Strategic''' is an intrinsic scheme that, as the name suggests, it is supposed to be a tactical scheme about planning your moves wisely. The scheme settings are similar to [[Intermediate]], including the fact that all weapons have 3 stars of power (standard damage and craters). Some notable differences from it are: x9 ammo for [[Ninja Rope]] and [[Girder]], x2 [[Baseball Bat|baseball bats]], 60 generous seconds of turn time, water rising is slow (5 pixels), there are no dud mines, manual placement (players have to choose where their worms will start with [[Teleport]]), no initial ammo for [[Jet Pack]], [[Air Strike]] and [[Napalm Strike]], x1 [[Freeze]], x1 [[Scales of Justice]], although [[Super Weapons]] are disabled from crates.
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'''Strategic''' is an intrinsic scheme that, as the name suggests, it is supposed to be a tactical scheme about planning your moves wisely. The scheme settings are similar to [[Intermediate]], including the fact that all weapons have 3 stars of power (standard damage and craters). Some notable differences from it are: x9 ammo for [[Ninja Rope]] and [[Girder]], x5 [[Select Worm|Select Worms]], x2 [[Baseball Bat|Baseball Bats]], 60 generous seconds of turn time, water rising is slow (5 pixels), there are no dud mines, manual placement is on (players have to choose where their worms will start with [[Teleport]]), no initial ammo for [[Jet Pack]], [[Air Strike]] and [[Napalm Strike]], x1 [[Freeze]], x1 [[Scales of Justice]], although [[Super Weapons]] are disabled from crates.
  
 
== Tactics ==
 
== Tactics ==
* The Ninja Rope ammo is vast. So, [[Ninja Rope#Rope_Knocking|Rope Knocking]] can be abused, specially with a generous turn time. However, if players do abuse them too much, they can possibly ran out of ammo. Relying on crates, the single [[Low Gravity]], the two [[Parachute|parachutes]], the 3 [[Bungee|bungees]], the 3 [[Teleport|teleports]] and the 9 [[Girder|girders]].
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* The Ninja Rope ammo is vast. So, [[Ninja Rope#Rope_Knocking|Rope Knocking]] can be abused, specially with a generous turn time. However, if players do abuse them too much, they can possibly ran out of ammo. Relying on crates, the single [[Low Gravity]], the two [[Parachute|Parachutes]], the 3 [[Bungee|Bungees]], the 3 [[Teleport|Teleports]] and the 9 [[Girder|Girders]].
 
* There are a lot of girders in this scheme, so, they can be used to block worms many times.
 
* There are a lot of girders in this scheme, so, they can be used to block worms many times.
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* There are a lot of Select Worms in this scheme, and don't forget this scheme has manual placement, so they can be explored not necessarily in the first turns like it is in Intermediate, for example: they may be used to remove allied worms from a ''pile'' (see ''Pile'' in [[Terminology|Worms Terminology]]) or may be used to avoid playing with blocked worms if necessary.
  
 
== Criticisms, problems and weaknesses ==
 
== Criticisms, problems and weaknesses ==

Latest revision as of 13:44, 4 May 2024

(Up to Schemes)
Game setup
Scheme
Strategic:
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View scheme settings
Map
Any
Worms
Any

Strategic is an intrinsic scheme that, as the name suggests, it is supposed to be a tactical scheme about planning your moves wisely. The scheme settings are similar to Intermediate, including the fact that all weapons have 3 stars of power (standard damage and craters). Some notable differences from it are: x9 ammo for Ninja Rope and Girder, x5 Select Worms, x2 Baseball Bats, 60 generous seconds of turn time, water rising is slow (5 pixels), there are no dud mines, manual placement is on (players have to choose where their worms will start with Teleport), no initial ammo for Jet Pack, Air Strike and Napalm Strike, x1 Freeze, x1 Scales of Justice, although Super Weapons are disabled from crates.

Tactics

  • The Ninja Rope ammo is vast. So, Rope Knocking can be abused, specially with a generous turn time. However, if players do abuse them too much, they can possibly ran out of ammo. Relying on crates, the single Low Gravity, the two Parachutes, the 3 Bungees, the 3 Teleports and the 9 Girders.
  • There are a lot of girders in this scheme, so, they can be used to block worms many times.
  • There are a lot of Select Worms in this scheme, and don't forget this scheme has manual placement, so they can be explored not necessarily in the first turns like it is in Intermediate, for example: they may be used to remove allied worms from a pile (see Pile in Worms Terminology) or may be used to avoid playing with blocked worms if necessary.

Criticisms, problems and weaknesses

  • Despite the mentioned differences in the scheme settings, it does not differ much from Intermediate.
  • If played with many worms, the manual placement can make the game take much longer to start the battle itself.
  • Some players might dislike playing with so many girders blocking the way.
  • Some players might think it is not so challenging playing with so many ropes.
  • If played with many players (example: 6), the 60 seconds of turn time can be an eternity for a player waiting its time to play.

History

The scheme has been around as long as the game itself (Worms Armageddon was released in 1999), having been provided as part of the default schemes in the base game.



This article has a to-do list:
  • Add replay
  • Add more detailed tactics
  • Discover an ideal/suggested number of worms and map for better gameplay or possible competitive play
  • Add image
  • Add gif