Difference between revisions of "Abnormal"

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m (Strategies: Typofix; also, mentioned that the current worm should also be suicided if the turn is about to end.)
(Scheme icon and better organization of the competitive events.)
 
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{{ParentArticle|[[Schemes]]}}
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{{ParentArticle|[[Schemes]] or [[Intermediate]]}}
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{{Languages|en|Abnormal|fr|Abnormal/fr}}
 
{{ReplayBox|Abnormal_Example_Replay_1.WAgame|Abnormal game with Van, Orange & Darkmaul.}}
 
{{ReplayBox|Abnormal_Example_Replay_1.WAgame|Abnormal game with Van, Orange & Darkmaul.}}
 
{{ReplayBox|Abnormal_Example_Replay_2.WAgame|Abnormal game won by Darkmaul within 2 turns.}}
 
{{ReplayBox|Abnormal_Example_Replay_2.WAgame|Abnormal game won by Darkmaul within 2 turns.}}
 
{{ReplayBox|Abnormal_Example_Replay_3.WAgame|Abnormal game played on a cavern map.}}
 
{{ReplayBox|Abnormal_Example_Replay_3.WAgame|Abnormal game played on a cavern map.}}
 
{{Game setup|file=Abnormal.wsc|scheme=Abnormal|map=Any open island map without bridges|worms=8 per team in 1vs1, 6 per team in 2vs2}}
 
{{Game setup|file=Abnormal.wsc|scheme=Abnormal|map=Any open island map without bridges|worms=8 per team in 1vs1, 6 per team in 2vs2}}
[[Abnormal]] is a particular scheme where players have to kill their own team off in order to win. It is based on [[Intermediate]], the main differences being that the team weapon is replaced by two [[Mad Cow]]s with a delay of two turns, and that three rounds are required to win a game.
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[[Abnormal]] is a particular scheme where players have to kill their own team off in order to win. It is based on [[Intermediate]], the main differences being that the [[Special Weapons|team weapon]] is replaced by two [[Mad Cow]]s with a delay of two turns, and that three rounds are required to win a game.
  
 
Even though the idea may sound simple at first, the scheme can lead to interesting battles, as players will try and go for combos, especially thanks to the few [[Select Worm]]s available. A round generally lasts from 4 to 6 minutes and random placement can often help a player winning, so the scheme is best played with several rounds as set in the scheme settings.
 
Even though the idea may sound simple at first, the scheme can lead to interesting battles, as players will try and go for combos, especially thanks to the few [[Select Worm]]s available. A round generally lasts from 4 to 6 minutes and random placement can often help a player winning, so the scheme is best played with several rounds as set in the scheme settings.
 
__NOTOC__
 
__NOTOC__
== Strategies ==
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== Tactics ==
  
 
=== Keeping track of the turn order ===
 
=== Keeping track of the turn order ===
 
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Keeping track of the turn order in the team is capital for multi-turn strategies. It helps saving Select Worms for better occasions later in the game, or, if they already have been used, knowing the turn order helps finishing the game within as few turns as possible.
Keeping track of the turn order in the team is capital for long-term strategies. It helps saving Select Worms for better occasions later in the game, or, if they already have been used, knowing the turn order helps finishing the game within as few turns as possible.
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Having a team with numbered worms is useful for this.
 
Having a team with numbered worms is useful for this.
  
 
=== Going for combo kills ===
 
=== Going for combo kills ===
 
 
This is what the scheme is about, really. Players have to try and use fewer turns than their opponents, so managing to kill from 3 to 5 worms within a single turn can make the difference. Useful combinations could be:
 
This is what the scheme is about, really. Players have to try and use fewer turns than their opponents, so managing to kill from 3 to 5 worms within a single turn can make the difference. Useful combinations could be:
  
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* Setting several worms for a kill with a [[Kamikaze]], combined with [[Low Gravity]] if necessary. Kamikaze shouldn't be underestimated, as it is very powerful in this scheme in that it can take out aligned worms and not just piled worms (it won't, however, hit a worm placed on top of another one affected by the Kamikaze); furthermore, it guarantees the current worm's death.
 
* Piling several worms on the top of the map and throwing a [[Dynamite]] or releasing a [[Sheep]] on the left or on the right of the piled worms' heads.
 
* Piling several worms on the top of the map and throwing a [[Dynamite]] or releasing a [[Sheep]] on the left or on the right of the piled worms' heads.
* Setting several worms for a kill with a [[Kamikaze]], combined with [[Low Gravity]] if necessary.
 
 
* Placing several worms at the bottom of the map, then using another worm which would fire a [[Homing Missile]] underwater, from [[Bungee]] or [[Parachute]] if necessary.
 
* Placing several worms at the bottom of the map, then using another worm which would fire a [[Homing Missile]] underwater, from [[Bungee]] or [[Parachute]] if necessary.
  
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=== Suiciding after kills/hits ===
 
=== Suiciding after kills/hits ===
 
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After killing or hitting other worms, the current worm should be able to suicide during the retreat time (3 seconds on the land, 5 on a utility or after dropping a [[Mine]] or a [[Dynamite]]) if it isn't possible to suicide it during the kill.
After killing or hitting other worms, the current worm should be able to suicide during the retreat time (3 seconds on the land, 5 on a utility) if it isn't possible to suicide it during the kill.
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If possible, a weapon allowing two shots per turn (either [[Shotgun]] or [[Longbow]]) should be used: if a single shot allows completing the planned combo kill, the current worm has the remaining turn time to suicide, rather than just a few seconds of retreat time. Of course, this doesn't allow using utilities afterwards - if Low Gravity is required, then it should be enabled before the first shot, and it should be taken into account while performing the first shot.
 
If possible, a weapon allowing two shots per turn (either [[Shotgun]] or [[Longbow]]) should be used: if a single shot allows completing the planned combo kill, the current worm has the remaining turn time to suicide, rather than just a few seconds of retreat time. Of course, this doesn't allow using utilities afterwards - if Low Gravity is required, then it should be enabled before the first shot, and it should be taken into account while performing the first shot.
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=== Using existing Mines ===
 
=== Using existing Mines ===
 
{{ReplayBox|Abnormal_Using_Existing_Mines_1min42s.WAgame|Two existing Mines used during the same turn at 1:42.}}
 
{{ReplayBox|Abnormal_Using_Existing_Mines_1min42s.WAgame|Two existing Mines used during the same turn at 1:42.}}
This strategy allows continuing a turn while killing a worm; it requires a Select Worm and, if necessary, Low Gravity.
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This tactic allows continuing a turn while killing a worm; it requires a Select Worm and, if necessary, Low Gravity.
  
If there is a mine near an edge or at the bottom of the map, the player can prepare a Select Worm, trigger the mine and place the worm appropriately for the kill, then trigger the Select Worm and select another worm before the mine explodes and kills the worm. The player can then set and/or execute a combo kill with the new worm, or even reuse this strategy if there is another mine in the same situation.
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If there is a mine near an edge or at the bottom of the map, the player can prepare a Select Worm, trigger the mine and place the worm appropriately for the kill, then trigger the Select Worm and select another worm before the mine explodes and kills the worm. The player can then set and/or execute a combo kill with the new worm, or even reuse this tactic if there is another mine in the same situation.
 
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=== Last resort strategies ===
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=== Last resort tactics ===
 
If no combo kills can be performed or prepared during a turn (for example if a worm is blocked), there are still minimal things to do:
 
If no combo kills can be performed or prepared during a turn (for example if a worm is blocked), there are still minimal things to do:
  
* '''Profiting of opponents' piles''': Sometimes the opponent has a nice pile the player could use as well, if it helps him finishing the game within fewer turns. This strategy doesn't work if too many worms are sent that way in the same pile.
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* '''Profiting of opponents' piles''': Sometimes the opponent has a nice pile the player could use as well, if it helps him finishing the game within fewer turns. This tactic doesn't work if too many worms are sent that way in the same pile.
* '''Blocking the opponents''': If the current worm can be suicided easily afterwards, the player can block his opponent(s) with a [[Girder]] in order to prevent (or at least delay) his/their combo kills. The player then has to suicide during the retreat time (a [[Ninja Rope]] could be used to allow more retreat time).
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* '''Blocking the opponents''': If the current worm can be suicided easily afterwards, the player can block his opponent(s) with a [[Girder]] in order to prevent (or at least delay) his/their combo kills. The player then has to suicide during the retreat time (a [[Ninja Rope]] could be used to allow more retreat time, as well as to knock nearby worms to the water).
 
* '''Suiciding the current worm''': If the current worm is completely useless, or if its turn is about to end and no kills can be performed, the player shouldn't forget about killing it. Using [[Suicide Bomber]] or teleporting into water can do the trick no matter the placement (running out of both of them being improbable).
 
* '''Suiciding the current worm''': If the current worm is completely useless, or if its turn is about to end and no kills can be performed, the player shouldn't forget about killing it. Using [[Suicide Bomber]] or teleporting into water can do the trick no matter the placement (running out of both of them being improbable).
  
 
== History ==
 
== History ==
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[[Image:Abnormal icon.png|left|]]
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The scheme has been created and promoted by [[People/Van|van]] in early 2013 ([https://www.tus-wa.com/schemes/scheme-920/ released] on 16th February 2013), although the idea popped in NNN forums earlier, on 18th March 2011, with [http://www.normalnonoobs.com/forum/viewtopic.php?t=1039 a proposal] by [[People/Bytor|Bytor]]. The "Abnormal" name has been found by van. [https://www.tus-wa.com/schemes/scheme-920/msg158150/#msg158150 This comment] by ''van'' explains the story of the scheme.
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=== Competitive events ===
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The scheme has featured consistently in competitions, featuring:
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==== Tournaments ====
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In the [[Worm Olympics]] every year from [http://2013.wormolympics.com/results?scheme=170 2013] to when it ended in [http://2016.wormolympics.com/results?scheme=170 2016], and [https://www.tus-wa.com/tournaments/search/!QUOTEabnormal!QUOTE/ tournaments] hosted on [[The Ultimate Site]] between 2013 and 2014, with an attempt in 2016.
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==== Cups ====
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In [https://www.tus-wa.com/cups/search/!QUOTEabnormal!QUOTE/ cups] hosted on The Ultimate Site between 2013 and 2015, plus one in December 2023.
  
The scheme has been created and promoted by [[People/Van|van]] in early 2013, although the idea popped in NNN forums earlier, with a proposal by [[People/Bytor|Bytor]]. The "Abnormal" name has been found by van.
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=== Similar ideas ===
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==== Before this scheme ====
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[[Shopper#Loser_Shopper|Loser Shopper]] is a variant of Shopper with the same concept of Abnormal (suiciding your worms) and existed years before it, since the Shopper page of this wiki [https://worms2d.info/?title=Shopper&diff=5199&oldid=5192 mentioned for the first time] the existence of Loser Shopper on 4th November 2007.

Latest revision as of 00:47, 16 January 2024

In other languages: English (en) • français (fr) • +/-
Click to watch (W:A + Beta Update required) W:A replay: Abnormal game with Van, Orange & Darkmaul.
Download · Info
Click to watch (W:A + Beta Update required) W:A replay: Abnormal game won by Darkmaul within 2 turns.
Download · Info
Click to watch (W:A + Beta Update required) W:A replay: Abnormal game played on a cavern map.
Download · Info
Game setup
Scheme
Abnormal:
Download
View scheme settings
Map
Any open island map without bridges
Worms
8 per team in 1vs1, 6 per team in 2vs2

Abnormal is a particular scheme where players have to kill their own team off in order to win. It is based on Intermediate, the main differences being that the team weapon is replaced by two Mad Cows with a delay of two turns, and that three rounds are required to win a game.

Even though the idea may sound simple at first, the scheme can lead to interesting battles, as players will try and go for combos, especially thanks to the few Select Worms available. A round generally lasts from 4 to 6 minutes and random placement can often help a player winning, so the scheme is best played with several rounds as set in the scheme settings.

Tactics

Keeping track of the turn order

Keeping track of the turn order in the team is capital for multi-turn strategies. It helps saving Select Worms for better occasions later in the game, or, if they already have been used, knowing the turn order helps finishing the game within as few turns as possible.

Having a team with numbered worms is useful for this.

Going for combo kills

This is what the scheme is about, really. Players have to try and use fewer turns than their opponents, so managing to kill from 3 to 5 worms within a single turn can make the difference. Useful combinations could be:

  • Setting several worms for a kill with a Kamikaze, combined with Low Gravity if necessary. Kamikaze shouldn't be underestimated, as it is very powerful in this scheme in that it can take out aligned worms and not just piled worms (it won't, however, hit a worm placed on top of another one affected by the Kamikaze); furthermore, it guarantees the current worm's death.
  • Piling several worms on the top of the map and throwing a Dynamite or releasing a Sheep on the left or on the right of the piled worms' heads.
  • Placing several worms at the bottom of the map, then using another worm which would fire a Homing Missile underwater, from Bungee or Parachute if necessary.

Select Worms and time are limits to these combo kills; thus, players shouldn't risk an extra worm if they don't have time for it and/or if it costs them an extra Select Worm which could be saved, especially if that worm gets the next turn and could complete the combo kill during that turn.

If possible however, those combo kills should ideally leave players with a single worm rather than two, as a single worm can just suicide itself, giving only one turn for their opponent(s) to catch them up.

Suiciding after kills/hits

After killing or hitting other worms, the current worm should be able to suicide during the retreat time (3 seconds on the land, 5 on a utility or after dropping a Mine or a Dynamite) if it isn't possible to suicide it during the kill.

If possible, a weapon allowing two shots per turn (either Shotgun or Longbow) should be used: if a single shot allows completing the planned combo kill, the current worm has the remaining turn time to suicide, rather than just a few seconds of retreat time. Of course, this doesn't allow using utilities afterwards - if Low Gravity is required, then it should be enabled before the first shot, and it should be taken into account while performing the first shot.

Using existing Mines

Click to watch (W:A + Beta Update required) W:A replay: Two existing Mines used during the same turn at 1:42.
Download · Info

This tactic allows continuing a turn while killing a worm; it requires a Select Worm and, if necessary, Low Gravity.

If there is a mine near an edge or at the bottom of the map, the player can prepare a Select Worm, trigger the mine and place the worm appropriately for the kill, then trigger the Select Worm and select another worm before the mine explodes and kills the worm. The player can then set and/or execute a combo kill with the new worm, or even reuse this tactic if there is another mine in the same situation.

Last resort tactics

If no combo kills can be performed or prepared during a turn (for example if a worm is blocked), there are still minimal things to do:

  • Profiting of opponents' piles: Sometimes the opponent has a nice pile the player could use as well, if it helps him finishing the game within fewer turns. This tactic doesn't work if too many worms are sent that way in the same pile.
  • Blocking the opponents: If the current worm can be suicided easily afterwards, the player can block his opponent(s) with a Girder in order to prevent (or at least delay) his/their combo kills. The player then has to suicide during the retreat time (a Ninja Rope could be used to allow more retreat time, as well as to knock nearby worms to the water).
  • Suiciding the current worm: If the current worm is completely useless, or if its turn is about to end and no kills can be performed, the player shouldn't forget about killing it. Using Suicide Bomber or teleporting into water can do the trick no matter the placement (running out of both of them being improbable).

History

Abnormal icon.png

The scheme has been created and promoted by van in early 2013 (released on 16th February 2013), although the idea popped in NNN forums earlier, on 18th March 2011, with a proposal by Bytor. The "Abnormal" name has been found by van. This comment by van explains the story of the scheme.

Competitive events

The scheme has featured consistently in competitions, featuring:

Tournaments

In the Worm Olympics every year from 2013 to when it ended in 2016, and tournaments hosted on The Ultimate Site between 2013 and 2014, with an attempt in 2016.

Cups

In cups hosted on The Ultimate Site between 2013 and 2015, plus one in December 2023.

Similar ideas

Before this scheme

Loser Shopper is a variant of Shopper with the same concept of Abnormal (suiciding your worms) and existed years before it, since the Shopper page of this wiki mentioned for the first time the existence of Loser Shopper on 4th November 2007.

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