Difference between revisions of "Dolly Sheep"

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* There is a variation without TestStuff (like it used to be in WWP)
 
* There is a variation without TestStuff (like it used to be in WWP)
 
* There is a variation with the Sheep with power 15 instead of 19 (it makes a HUGE crater on the map)
 
* There is a variation with the Sheep with power 15 instead of 19 (it makes a HUGE crater on the map)
* There is a variation with just x1 rope instead of x5 (more of a hard gameplay experiment, because initial positions ''will'' matter).
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* There is a variation with just x1 rope instead of x5 (it is a hard gameplay experiment, because initial positions ''will'' matter).
  
 
== History ==
 
== History ==

Latest revision as of 01:29, 9 September 2024

Click to watch (W:A + Beta Update required) W:A replay: A Dolly Sheep match
with FoxHound, Buick and Mono
Download · Info
Game setup
Scheme
Dolly Sheep:
Download
View scheme settings
Map
Any. Recommended: complex randomly-generated maps.
Worms
Any. Recommended for free for all: as many as the map will support for automatic placement. Recommended for 1vs1: 8 worms per team. Recommended for 2vs2: 4 worms per Team.

Dolly Sheep is a conventional gameplay WWP scheme, later adapted and updated to WA, that was influenced by Intermediate and Elite. The scheme uses WWP's powered animals Wormpots, so it enhances especially the Sheep (that in a tribute to Dolly, gave the name of the scheme) with 25% more powerful blasts and also an improved Skunk with a poison damage of 10. Since the luck of the scheme is reduced (without crates, neither dud mines) and another settings like instant mines (requiring careful usage of the rope and encouraging artillery) and only flooding in the Sudden Death, the scheme became very similar to Elite, good for pro players. On the other hand, it is also similar to Intermediate, due to the Team weapons, the x5 Ninja Ropes and the big arsenal of weapons. The scheme has also settings that are different from its two influences, like 130HP of initial health, 30 seconds of turn time and a Freeze. Best played with TestStuff. The scheme never had rules, therefore, Angle cheat glitch was always valid. This scheme doesn't have Select Worm ammo, so the worm order is very important, in the beginning it is not possible to save exposed worms, and it is harder to save worms from piles. Cluster Bomb is not nerfed, so it has 3 stars of power.

Tactics

  • The Battle Axe (ammo x2) and the Skunk (ammo x1, power 5) are very powerful in this scheme, because worms start with 130HP.
  • The Cluster Bomb trick is very helpful in this scheme, because it takes 90+ damage to the 130HP worms.
  • Kamikaze is more helpful with 130HP worms.
  • The Sheep is very powerful, it creates a bigger crater, causes more damage and throws worms further. Save it for piles or for plops.

Variations

Modifications with relatively small detail changes to the scheme.

  • There is a variation of this scheme with x3 ropes instead of x5.
  • There is a variation with 150 HP instead of 130 HP.
  • There is a variation without TestStuff (like it used to be in WWP)
  • There is a variation with the Sheep with power 15 instead of 19 (it makes a HUGE crater on the map)
  • There is a variation with just x1 rope instead of x5 (it is a hard gameplay experiment, because initial positions will matter).

History

Buick (the player now joins WormNET with different nicknames) created and used to host a lot this scheme in WWP (usually as Normal 1vs1, or something like that) around ~2006 to 2009. When he migrated to Worms Armageddon he wanted to play this scheme, but was upset that it wasn't the same thing. FoxHound helped him to do a more trustworthy scheme version for WA, with non standard weapon powers. The scheme had no name, decided later by the author, until the publication of it on this wiki.


This article has a to-do list:
  • Upload a better replay file
  • Add more tactics
  • Upload all variations of this scheme
  • Add images
  • Add gif
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