Difference between revisions of "Holy War"

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{{ParentArticle|[[Schemes]]}}
 
{{ParentArticle|[[Schemes]]}}
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{{Game_setup
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|file=Holy_war.wsc
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|scheme=Holy war
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|map=A blank map (usually, a single speck is included, as this ensures a unique arrangement of starting girders)
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|worms=As many as possible
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}}
  
[[Holy war]] is a weapon-based [[Schemes|scheme]] played by members of all three second-generation Worms games.
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The [[Holy war]] scheme revolves around lobbing [[Holy Hand Grenade]]s across an empty map, while filling that map with countless girders. Along with [[Girder Pack]]s and Holies, players are also provided with unlimited [[Parachute]], [[Bungee]], and the invaluable [[Teleport]] to help them move around. The first few turns of the game usually see players spamming the map with girders, building funnels, bridges, blocking shots and, for the more insidious player, imprisoning enemy worms in tight spaces.
  
==Objective==
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A steady supply of utility crates spice the scheme up, giving players a strong incentive to establish access routes around the map for collecting them (and denying other players the same ability). Due to a unique quirk in the crate generation code, the occasional weapon crate also appears - and it always contains a superweapon.
* Destroy all enemy worms.
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==Standard rules==
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Despite not being popular in leagues or tournaments, the scheme is remarkably consistent, rarely deviating from the settings it is commonly played with. One variation however sees the scheme played without parachute (to reduce luck of the wind) and - more significantly - without retreat time, which makes dropping a Holy Hand Grenade for an easy kill a far riskier venture.
* This game is played on an empty map (where Worms will then generate girders).
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* Eliminate all enemy worms, using [[Holy Hand Grenade|Holy Hand Grenades]].
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{{todo
* To facilitate this, you are allowed to use [[Girder (Girder Starter Pack)|girders]] or the [[Girder (Girder Starter Pack)|girders starter packs]].
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| variation download (requires modification to game setup infobox)
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}}

Revision as of 20:07, 20 July 2008

(Up to Schemes)
Game setup
Scheme
Holy war:
Download
View scheme settings
Map
A blank map (usually, a single speck is included, as this ensures a unique arrangement of starting girders)
Worms
As many as possible

The Holy war scheme revolves around lobbing Holy Hand Grenades across an empty map, while filling that map with countless girders. Along with Girder Packs and Holies, players are also provided with unlimited Parachute, Bungee, and the invaluable Teleport to help them move around. The first few turns of the game usually see players spamming the map with girders, building funnels, bridges, blocking shots and, for the more insidious player, imprisoning enemy worms in tight spaces.

A steady supply of utility crates spice the scheme up, giving players a strong incentive to establish access routes around the map for collecting them (and denying other players the same ability). Due to a unique quirk in the crate generation code, the occasional weapon crate also appears - and it always contains a superweapon.

Despite not being popular in leagues or tournaments, the scheme is remarkably consistent, rarely deviating from the settings it is commonly played with. One variation however sees the scheme played without parachute (to reduce luck of the wind) and - more significantly - without retreat time, which makes dropping a Holy Hand Grenade for an easy kill a far riskier venture.


This article has a to-do list:
  • variation download (requires modification to game setup infobox)
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