Difference between revisions of "Fkey Strike"
From Worms Knowledge Base
m (1 more ) |
(Replay box on top and minor edits) |
||
Line 1: | Line 1: | ||
{{ParentArticle|[[Scheme ideas]]}} | {{ParentArticle|[[Scheme ideas]]}} | ||
+ | {{ReplayBox|Replay showing example game of Fkey Strike.WAgame|Fkey Strike 2v2 match:<br>Auto + KRD (Blue) vs goom + Deadcode (Red) '36:53'}} | ||
{{Game setup|file=Fkey Strike.wsc|scheme=Fkey Strike|map=Random dual island|worms=6 per team (1v1)<br>3 or 4 per team (2v2)}} | {{Game setup|file=Fkey Strike.wsc|scheme=Fkey Strike|map=Random dual island|worms=6 per team (1v1)<br>3 or 4 per team (2v2)}} | ||
[[Image:Fkey-strike.png|thumb|Pick wisely!]] | [[Image:Fkey-strike.png|thumb|Pick wisely!]] | ||
− | |||
'''Fkey Strike''' is a class-based scheme where worms are limited to using only weapons from the Function Key (F1 - F12) row that they are named after, plus '''F8''' and '''` Utilities'''. | '''Fkey Strike''' is a class-based scheme where worms are limited to using only weapons from the Function Key (F1 - F12) row that they are named after, plus '''F8''' and '''` Utilities'''. | ||
Line 25: | Line 25: | ||
=== Weapons === | === Weapons === | ||
+ | [[Image:Fkey-Strike-weapons.png|thumb|Each worm has a dedicated row.]] | ||
+ | {{SchemeWeapons|JetPackQuantity=1|LowGravityQuantity=1|FastWalkQuantity=1|LaserSightQuantity=1|BazookaQuantity=Inf|HomingMissileQuantity=1|GrenadeQuantity=Inf|BattleAxeQuantity=1|BattleAxePower=5|ShotgunQuantity=Inf|LongbowQuantity=1|LongbowPower=5|FirepunchQuantity=Inf|DragonballQuantity=Inf|KamikazeQuantity=1|ProdQuantity=1|MineQuantity=Inf|MoleBombQuantity=Inf|MoleBombPower=5|AirStrikeQuantity=Inf|AirStrikePower=1|NapalmStrikeQuantity=1|NapalmStrikePower=1|BlowTorchQuantity=Inf|BlowTorchPower=5|PneumaticDrillQuantity=Inf|PneumaticDrillPower=5|GirderQuantity=1|FlameThrowerPower=2|PetrolBombQuantity=Inf|SkunkQuantity=1|OldWomanQuantity=Inf|OldWomanPower=1|SelectWormQuantity=Inf|FreezeQuantity=1|NinjaRopeQuantity=2|NinjaRopePower=1|BungeeQuantity=Inf|ParachuteQuantity=Inf|TeleportQuantity=2|Caption=Each worm has a dedicated row<br>(F8 and `Util usable by all)}} | ||
Arsenal was designed so that (within reason) each row has 1 primary (inf ammo) and 1 secondary (x1 ammo) to spend. | Arsenal was designed so that (within reason) each row has 1 primary (inf ammo) and 1 secondary (x1 ammo) to spend. | ||
− | + | Power is default (***) unless specified otherwise | |
− | Power is default (***) unless specified otherwise | + | |
− | + | === Any worm may use === | |
− | |||
− | |||
'''~''' 1x Jetpack / 1x Low grav / 1x Fast walk / 1x Laser Sight<br> | '''~''' 1x Jetpack / 1x Low grav / 1x Fast walk / 1x Laser Sight<br> | ||
'''F8''' 2x Rope * / Bungee / Parachute / 2x Teleport<br> | '''F8''' 2x Rope * / Bungee / Parachute / 2x Teleport<br> |
Revision as of 17:51, 14 July 2020
W:A replay: Fkey Strike 2v2 match: Auto + KRD (Blue) vs goom + Deadcode (Red) '36:53' | |
Download · Info |
Game setup |
---|
Scheme |
Fkey Strike: |
Map |
Random dual island |
Worms |
6 per team (1v1) 3 or 4 per team (2v2) |
Fkey Strike is a class-based scheme where worms are limited to using only weapons from the Function Key (F1 - F12) row that they are named after, plus F8 and ` Utilities.
Contents
Description
Scheme options
HP 150
Turn order Random
Turn time 30 sec
Retreat time 3 ground / 5 air
Hotseat 10 sec
Sudden Death 15 min, classic (1HP), no water rise
Objects 8 mines+oil (3 sec, no duds)
Crates
Weapon 3/10
Utility 2/10
All (normal) weapon crates contain Teleport
Weapons
Arsenal was designed so that (within reason) each row has 1 primary (inf ammo) and 1 secondary (x1 ammo) to spend.
Power is default (***) unless specified otherwise
Any worm may use
~ 1x Jetpack / 1x Low grav / 1x Fast walk / 1x Laser Sight
F8 2x Rope * / Bungee / Parachute / 2x Teleport
Dedicated rows
F1 Bazooka / 1x Homing Missile
F2 Grenade / 1x Axe ***** (75%)
F3 Shotgun / 1x Bow *****
F4 Firepunch / Dragonball / 1x Kamikaze / 1x Prod
F5 Mine / Mole Bomb *****
F6 Air Strike * / 1x Napalm Strike *
F7 Blowtorch ***** / Drill ***** / 1x Girder(pack?)
F9 Flamethrower **
F10 Petrol Bomb / 1x Skunk
F11 Old Woman *
F12 Select Worm / 1x Freeze
Rules
- Each worm is only allowed to use weapons from the weapon panel row it is named after + anything from the F8 row + any utility
- Skip Go is also allowed to be used by any worm.
- If you accidentally end up using a weapon your worm is not allowed to use, say "sorry", and consider skipping go the next turn if your opponent is still not satisfied.
- Duplicate names are allowed. Maximum of 2 worms per Fkey across team.
- F1 F1 F2 F2 is valid, F1 F1 F1 F2 is not
- Tip: when editing your team, append a space after the name to bypass built-in dupe check.
- F1 F1 F2 F2 is valid, F1 F1 F1 F2 is not
- Rope (and Bungee) knocking is allowed.
- Multiple Rounds and Banning
- When playing Bo3 or Bo5, the loser of each round may ban an Fkey. Winner swaps out offending worm(s), if any, with a different valid key; neither can switch roster beyond that. Bans last the rest of match.
- e.g. Winner's team (F1 F2 F3 F4 F9 F9), Loser bans 'F9'. Winner swaps for (F1 F2 F3 F3 F4 F10)
- Banning is completely optional.
History
Created by Goom April 2019, with much help from Auto, GreeN, KRD, Schaf, Deadcode, and others.
Objective was making hybridization of Walk for Weapons's concept, Team17's positioning, and Hysteria's row simplicity.
This article has a to-do list: | |
|