Difference between revisions of "Walk for Weapons"

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(+ Rope for Weapons variation)
(The Rule: reformat. +rule from talk page. also i removed the text about a penalty - if anything, skipping a turn is the standard penalty across all schemes. best to just include whatever competitions typically use anyway.)
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The maps usually consist of a network of walkways connecting these picture boxes, which are placed in strategic locations relevant to the weapon they depict. Because the use of weapons can be tightly controlled in this way, each map can possess its own internal strategies.
 
The maps usually consist of a network of walkways connecting these picture boxes, which are placed in strategic locations relevant to the weapon they depict. Because the use of weapons can be tightly controlled in this way, each map can possess its own internal strategies.
  
== The Rule ==
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== Rules ==
  
The scheme depends upon this singular rule:
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* '''Stand on a pictured weapon to use it''' - Players must only use a weapon to attack if their active worm is standing on a box containing a picture of that weapon. Otherwise, they can use a weapon to gain retreat time, provided it does not injure or move any other worms or affect any part of the map.
 
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:This is sometimes difficult to interpret in certain situations. Some players will allow the following:
* a weapon may only be used by a worm if that worm is standing on a box containing a picture of that weapon.
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:* the worm may use the weapon if it is touching the box, even if it not standing on top of it.
 
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:* the worm may use the weapon if it is adjacent to another worm which itself is touching or standing on a picture of that weapon (and similar for any number of worms in a chain).
This is sometimes difficult to interpret in certain situations. Some players will allow the following:
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:* the worm may use a weapon mid-jump provided it was last touching or standing on the box when it left the ground.
 
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* '''Follow map-specific rules''' - Players must follow any rules regarding specific weapons that are indicated on the map.
* the worm may fire the weapon if it is touching the box, even if it not standing on top of it.
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* (Optional) '''Change weapons every turn''' - Players must not use the same weapon twice in a row.
* the worm may fire the weapon if it is adjacent to another worm which itself is touching or standing on a picture of that weapon (and similar for any number of worms in a chain).
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* the worm may fire a weapon mid-jump provided it was last touching or standing on the box when it left the ground.
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Additional changes or exceptions to the rules can be as follows:
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* a worm may ignore the rule completely provided it does so for retreat time purposes only, and does not injure or move any other weapons or affect any part of the map when it uses a weapon.
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* some maps have special rules regarding specific weapons.  These rules are outlined in text on the map, and must be followed.
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* there is currently no standard penalty for breaking a rule, so players must decide among each other what the penalty should be if the situation arises. A discussion in [[Worms on GameSurge|#worms]] could be held regarding this topic, and players could agree on a standard decision regarding this, to replace this text.
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== Variations ==
 
== Variations ==

Revision as of 11:23, 27 August 2020

(Up to Schemes)
Not to be confused with W4W, a kind of Wall-X-Wall Shopper scheme.
In WfW, a worm may only fire a weapon when it is standing on a block depicting it.
  W:A replay
An example of WFW game with Wyvern, Face, MinamotoY and Kee; taken from Worm Olympics
Length: 00:14:47
Download · Info
Game setup
Scheme
Walk for Weapons (Tournament version):
Download
View scheme settings
Map
Specially designed map. Some maps allow weapons or utilities not found in the standard scheme. MapGEN is capable of creating random maps for the scheme.
Examples at the WMDB
Worms
3 per team recommended

Walk for Weapons (or WfW) is a scheme that relies on specially designed maps and a unique rule: a weapon may only be used by a worm if that worm is adjacent to a picture of that weapon.

The maps usually consist of a network of walkways connecting these picture boxes, which are placed in strategic locations relevant to the weapon they depict. Because the use of weapons can be tightly controlled in this way, each map can possess its own internal strategies.

Rules

  • Stand on a pictured weapon to use it - Players must only use a weapon to attack if their active worm is standing on a box containing a picture of that weapon. Otherwise, they can use a weapon to gain retreat time, provided it does not injure or move any other worms or affect any part of the map.
This is sometimes difficult to interpret in certain situations. Some players will allow the following:
  • the worm may use the weapon if it is touching the box, even if it not standing on top of it.
  • the worm may use the weapon if it is adjacent to another worm which itself is touching or standing on a picture of that weapon (and similar for any number of worms in a chain).
  • the worm may use a weapon mid-jump provided it was last touching or standing on the box when it left the ground.
  • Follow map-specific rules - Players must follow any rules regarding specific weapons that are indicated on the map.
  • (Optional) Change weapons every turn - Players must not use the same weapon twice in a row.

Variations

Rope for Weapons

In this variation, players use the Ninja Rope to move and in order to attack, players must attach the rope on a weapon sprite and use the same weapon it is attached to. TestStuff is usually recomended.

History

The concept was originally devised by miner2049 and Squiffel made two maps using miner2049's idea.

The idea was abandoned until Wyvern reintroduced it to the worms community. Since then, WFW has become a popular scheme among certain groups of wormers.

External links


This article has a to-do list:
  • add Rope for Weapons scheme, maps, Replay or other setup details
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