Difference between revisions of "Armageddon (scheme)"
From Worms Knowledge Base
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:''This article is about the Armageddon scheme. For the weapon, see [[Armageddon]].'' | :''This article is about the Armageddon scheme. For the weapon, see [[Armageddon]].'' | ||
{{Game setup|file=Armageddon.wsc|scheme=Armageddon|map=Any|worms=Any}} | {{Game setup|file=Armageddon.wsc|scheme=Armageddon|map=Any|worms=Any}} | ||
− | '''Armageddon''' is an intrinsic scheme that is focused on an early [[Sudden Death]] (Round Time is zero) with medium water rising (20 pixels) and nuke ([[Poison]]). Despite the scheme name, there is no initial ammunition for the weapon [[Armageddon]], although there is a very rare chance of finding it in a crate ([[Super Weapons]] are on and two types of crates may spawn: 20% for weapons, 10% for utilities - due to SD no health crates will spawn). Worms start with 150 HP, with 30 seconds of turn time. There are both terrain random fuse (but never dud) [[Mine|mines]] and [[Oil Drum|oil drums]]. The scheme has ''decrescent [[Stockpiling|stockpiling]]'' and 2 wins are required to end a match, so players must take care of the ammo they have for the next rounds. [[Special Weapons]] feature is turned off. | + | '''Armageddon''' or '''<nowiki>{{06}}</nowiki>''' is an [[Intrinsic schemes|intrinsic scheme]] that is focused on an early [[Sudden Death]] (Round Time is zero) with medium water rising (20 pixels) and nuke ([[Poison]]). Despite the scheme name, there is no initial ammunition for the weapon [[Armageddon]], although there is a very rare chance of finding it in a crate ([[Super Weapons]] are on and two types of crates may spawn: 20% for weapons, 10% for utilities - due to SD no health crates will spawn). Worms start with 150 HP, with 30 seconds of turn time. There are both terrain random fuse (but never dud) [[Mine|mines]] and [[Oil Drum|oil drums]]. The scheme has ''decrescent [[Stockpiling|stockpiling]]'' and 2 wins are required to end a match, so players must take care of the ammo they have for the next rounds. [[Special Weapons]] feature is turned off. |
All weapons have standard power (3 stars). There is no initial ammo for utilities. Weapons' ammo: x1 [[Earthquake]] (delayed for 4 turns), x2 [[Minigun]], x2 [[Flame Thrower]], x5 [[Parachute]], x5 [[Bungee]], x1 [[Super Sheep]] (delayed for 3 turns), x1 [[Sheep Launcher]], x1 [[French Sheep Strike]] (delayed for 5 turns), x1 [[Battle Axe]], x5 [[Ninja Rope]], x2 [[Teleport]], x2 [[Mole Bomb]], x5 [[Blow Torch]], x3 [[Pneumatic Drill]], x3 [[Girder]], x1 [[Mine Strike]] (delayed for 2 turns), x1 [[Homing Missile]] (delayed for 1 turn), x1 [[Dynamite]], x1 [[Sheep]], x1 [[Napalm Strike]] (delayed for 4 turns), x1 [[Air Strike]] (delayed for 2 turns). The weapons that have infinite ammo in [[Intermediate]] are unlimited in this scheme too. | All weapons have standard power (3 stars). There is no initial ammo for utilities. Weapons' ammo: x1 [[Earthquake]] (delayed for 4 turns), x2 [[Minigun]], x2 [[Flame Thrower]], x5 [[Parachute]], x5 [[Bungee]], x1 [[Super Sheep]] (delayed for 3 turns), x1 [[Sheep Launcher]], x1 [[French Sheep Strike]] (delayed for 5 turns), x1 [[Battle Axe]], x5 [[Ninja Rope]], x2 [[Teleport]], x2 [[Mole Bomb]], x5 [[Blow Torch]], x3 [[Pneumatic Drill]], x3 [[Girder]], x1 [[Mine Strike]] (delayed for 2 turns), x1 [[Homing Missile]] (delayed for 1 turn), x1 [[Dynamite]], x1 [[Sheep]], x1 [[Napalm Strike]] (delayed for 4 turns), x1 [[Air Strike]] (delayed for 2 turns). The weapons that have infinite ammo in [[Intermediate]] are unlimited in this scheme too. |
Revision as of 03:55, 15 December 2024
- This article is about the Armageddon scheme. For the weapon, see Armageddon.
Game setup |
---|
Scheme |
Armageddon: |
Map |
Any |
Worms |
Any |
Armageddon or {{06}} is an intrinsic scheme that is focused on an early Sudden Death (Round Time is zero) with medium water rising (20 pixels) and nuke (Poison). Despite the scheme name, there is no initial ammunition for the weapon Armageddon, although there is a very rare chance of finding it in a crate (Super Weapons are on and two types of crates may spawn: 20% for weapons, 10% for utilities - due to SD no health crates will spawn). Worms start with 150 HP, with 30 seconds of turn time. There are both terrain random fuse (but never dud) mines and oil drums. The scheme has decrescent stockpiling and 2 wins are required to end a match, so players must take care of the ammo they have for the next rounds. Special Weapons feature is turned off.
All weapons have standard power (3 stars). There is no initial ammo for utilities. Weapons' ammo: x1 Earthquake (delayed for 4 turns), x2 Minigun, x2 Flame Thrower, x5 Parachute, x5 Bungee, x1 Super Sheep (delayed for 3 turns), x1 Sheep Launcher, x1 French Sheep Strike (delayed for 5 turns), x1 Battle Axe, x5 Ninja Rope, x2 Teleport, x2 Mole Bomb, x5 Blow Torch, x3 Pneumatic Drill, x3 Girder, x1 Mine Strike (delayed for 2 turns), x1 Homing Missile (delayed for 1 turn), x1 Dynamite, x1 Sheep, x1 Napalm Strike (delayed for 4 turns), x1 Air Strike (delayed for 2 turns). The weapons that have infinite ammo in Intermediate are unlimited in this scheme too.
Contents
Tactics
- Once this scheme is all about water rising since the very beginning, a common tactic is to use the available transport tools and Select Worms to remove allied worms from the bottom and knock enemy worms to the bottom of the map.
Criticisms, problems and weaknesses
- The worms that spawn near the bottom may die in the beginning, being a luck factor that can be considered unfair or at least unbalanced by players. In a game with 6 players, the 6th player will have no chance to save his/her worms at the bottom from the flood, so the first player will have a good advantage.
History
The scheme has been around as long as the game itself (Worms Armageddon was released in 1999), having been provided as part of the default schemes in the base game.
Similar ideas
There are many schemes that start or have early Sudden Death, some with water rising. Some examples are:
Along with this scheme
After this scheme
- Drown Syndrome, a 2008 RubberWorm scheme by Run that has an early water rising.
- Sudden Death, a 2009 scheme by FoxHound that also starts with Sudden Death and water rising.
- Scramble, a 2010 scheme by Run that has an early water rising.
- Twyrfher's Survivor
- Tower Race
- Dangerous Water
- Hang'em High
- Avoid the Water
- Team Survival Race
- Flood Race, a 2021 Mole Shopper-like scheme by Zalo.
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