Difference between revisions of "Fkey Strike"

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Fkey Strike - details and rules
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{{ParentArticle|[[Scheme ideas]]}}
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{{ReplayBox|Replay showing example game of Fkey Strike.WAgame|Fkey Strike 2v2 match:<br>Auto + KRD (Blue) vs goom + Deadcode (Red) '36:53'}}
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{{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)}}
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[[Image:Fkey-strike.png|thumb|Pick wisely!]]
  
latest version may be downloaded here:
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'''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'''.
http://goom.k3.1azy.net/misc/Fkey%20Strike.wsc
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[Worm count]
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== Description ==
  
1v1 - 6 each
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=== Scheme options ===
  
2v2 - 3 (or 4) each
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HP 150<br>
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Turn order Random<br>
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Turn time 30 sec<br>
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Retreat time 3 ground / 5 air<br>
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Hotseat 10 sec<br>
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Sudden Death 15 min, classic (1HP), no water rise<br>
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Objects 8 mines+oil (3 sec, no duds)<br>
  
[Duplicates]
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=== Crates ===
  
Maximum of 2 worms per Fkey across team
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Weapon 3/10<br>
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Utility 2/10<br>
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All (normal) weapon crates contain Teleport<br>
  
(F1 F1 F2 F2 is valid, F1 F1 F1 F2 is not)
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=== Weapons ===
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[[Image:Fkey-Strike-weapons.png|thumb|Each worm has a dedicated row.]]
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{{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)}}
  
[Bo3 optional]
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Arsenal was designed so that (within reason) each row has 1 primary (inf ammo) and 1 secondary (x1 ammo) to spend.
  
Loser of round bans an Fkey, Winner swaps out offending (neither can switch roster beyond that)
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Power is default (***) unless specified otherwise
  
(Bans last until end of match)
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=== Any worm may use ===
  
[Scheme options]
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'''~'''&nbsp;&nbsp;&nbsp;&nbsp; 1x Jetpack / 1x Low grav / 1x Fast walk / 1x Laser Sight<br>
HP 150
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'''F8'''&nbsp;&nbsp; 2x Rope * / Bungee / Parachute / 2x Teleport<br>
  
Turn order Random
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=== Dedicated rows ===
  
Turn time 30 sec
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'''F1 '''&nbsp;&nbsp; Bazooka / 1x Homing Missile<br>
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'''F2 '''&nbsp;&nbsp; Grenade / 1x Axe ***** (75%)<br>
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'''F3 '''&nbsp;&nbsp; Shotgun / 1x Bow *****<br>
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'''F4 '''&nbsp;&nbsp; Firepunch / Dragonball / 1x Kamikaze / 1x Prod<br>
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'''F5 '''&nbsp;&nbsp; Mine / Mole Bomb *****<br>
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'''F6 '''&nbsp;&nbsp; Air Strike * / 1x Napalm Strike *<br>
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'''F7 '''&nbsp;&nbsp; Blowtorch ***** / Drill ***** / 1x Girder(pack?)<br>
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'''F9 '''&nbsp;&nbsp; Flamethrower **<br>
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'''F10'''&nbsp; Petrol Bomb / 1x Skunk<br>
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'''F11'''&nbsp; Old Woman *<br>
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'''F12'''&nbsp; Select Worm / 1x Freeze<br>
  
Retreat time 3 ground / 5 air
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== Rules ==
  
Hotseat 10 sec
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*'''Each worm is only allowed to use weapons from the [[Weapons|weapon panel]] row it is named after''' + '''anything from the F8 row''' + '''any utility'''
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**[[Skip Go]] is also allowed to be used by any worm.
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**If you accidentally end up using a weapon your worm is not allowed to use, say "[[Etiquette#|sorry]]", and consider [[Skip Go|skipping go]] the next turn if your opponent is still not satisfied.
  
Sudden Death 15 min, classic (1HP), no water rise
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*'''Duplicate names are allowed. Maximum of 2 worms per Fkey across team.'''
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**F1 F1 F2 F2 is valid, F1 F1 F1 F2 is not<br>
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**Tip: when editing your team, append a space after the name to bypass built-in dupe check.
  
Objects 8 mines+oil (3 sec, no duds)
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*'''[[Ninja Rope#Rope Knocking|Rope (and Bungee) knocking]] is allowed.'''
  
[Crate rate]
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*'''Multiple Rounds and Banning
Weapon 3/10
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**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.
Utility 2/10
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**e.g. Winner's team (F1 F2 F3 F4 F9 F9), Loser bans ''''F9''''. Winner swaps for (F1 F2 F3 '''F3''' F4 '''F10''')
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**Banning is completely optional.
  
[Weapons]
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== History ==
https://goom.1azy.net/images/2020-04-28_01-11-20.png
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Ammo is unlimited and Power is default (***) unless specified otherwise
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Created by [[User:Goom|Goom]] April 2019, with much help from [[User:OutofOrder|Auto]], [[People/Green_(UK)|GreeN]], [[User:KoreanRedDragon|KRD]], Schaf, [[User:Deadcode|Deadcode]], and others.<br>
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Objective was making hybridization of [[Walk for Weapons]]'s concept, [[Team17_(scheme)|Team17]]'s positioning, and [[Hysteria]]'s row simplicity.
  
All (normal) weapon crates contain Teleport
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=== Similar ideas ===
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The history regarding schemes in which worms have specialized weapons or roles, with specific names or rules can be found at '''Alt-F4''''s [[Alt-F4#Similar_ideas|section of the same name]].
  
[Any worm may use:]
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{{todo|Finish formatting|More detail about naming/bans|Add description, strategy (F12/random turn order synergy)|Add relationship to Alt-F4}}
~ 1x Jetpack, 1x Low grav, 1x Fast walk
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F8 2x Rope *, Bungee, Parachute, 2x Teleport
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[Dedicated rows]
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F1 Bazooka, 1x Homing Missile
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F2 Grenade, 1x Axe ***** (75%)
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F3 Shotgun, 1x Bow *****
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F4 Firepunch, Dragonball, 1x Kamikaze, 1x Prod
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F5 Mine, Mole Bomb *****
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F6 Air Strike *, 1x Napalm Strike *
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F7 Blowtorch *****, Drill *****, 1x Girder
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F9 Flamethrower **
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F10 Petrol Bomb, 1x Skunk
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F11 Old Woman *
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F12 Select Worm, 1x Freeze
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[Testing]
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F7 1x GIrder -> 1x Girderpack
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Latest revision as of 03:18, 13 November 2024

(Up to Scheme ideas)
Click to watch (W:A + Beta Update required) W:A replay: Fkey Strike 2v2 match:
Auto + KRD (Blue) vs goom + Deadcode (Red) '36:53'
Download · Info
Game setup
Scheme
Fkey Strike:
Download
View scheme settings
Map
Random dual island
Worms
6 per team (1v1)
3 or 4 per team (2v2)
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.

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

Each worm has a dedicated row.


Weapons in this scheme
Util. Jetpackicon.png
x1
IconLowGravity.svg
x1
Fastwalkicon.png
x1
Lasersighticon.png
x1
F1 IconBazooka.svg
Homissileicon.png
x1
F2 IconGrenade.svg


Battleaxeicon.png
x1 ⋆5
F3 Shotgunicon.png


Longbowicon.png
x1 ⋆5
F4 Firepunchicon.png
Dragonballicon.png
Kamikazeicon.png
x1
Prodicon.png
x1
F5 Mineicon.png


Molebombicon.png
⋆5
F6 Airstrikeicon.png
⋆1
Napalmstrikeicon.png
x1 ⋆1
F7 Blowtorchicon.png
⋆5
Drillicon.png
⋆5
Girdericon.png
x1
F8 Ninjaropeicon.png
x2 ⋆1
Bungeeicon.png
Parachuteicon.png
Teleporticon.png
x2
F10 Petrolbombicon.png
Skunkicon.png
x1
F11 Oldwomanicon.png
⋆1
F12 Skipgoicon.png Surrendericon.png Selectwormicon.png
| Freezeicon.png
x1
Weapons are unlimited in number,
and have a power setting of 3,
unless otherwise noted
Each worm has a dedicated row
(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.

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.
  • 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.

Similar ideas

The history regarding schemes in which worms have specialized weapons or roles, with specific names or rules can be found at Alt-F4's section of the same name.


This article has a to-do list:
  • Finish formatting
  • More detail about naming/bans
  • Add description, strategy (F12/random turn order synergy)
  • Add relationship to Alt-F4
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