Difference between revisions of "Dabble and Fidget"
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{{Game setup|file=Dabble_and_Fidget.wsc|scheme=Dabble & Fidget|map=Most random maps play well, whether island or cavern.|worms=4-6. Fiddle with this setting to find your desired match style.}} | {{Game setup|file=Dabble_and_Fidget.wsc|scheme=Dabble & Fidget|map=Most random maps play well, whether island or cavern.|worms=4-6. Fiddle with this setting to find your desired match style.}} | ||
− | '''Dabble & Fidget''', or just Dabble, consists mainly of the weakest available weapons, lacking even the [[Bazooka]] and the [[Grenade]]. | + | '''Dabble & Fidget''', or just Dabble, consists mainly of the weakest available weapons, lacking even the [[Bazooka]] and the [[Grenade]]. One of the most powerful weapons is the [[Shotgun]], and even that, in its limited quantities, is not available for the first few turns. Similarly, the health of the worms is also set to a low starting value, at just 35hp. |
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+ | Like the [[Team17]] scheme, Dabble is played with Sudden Death in mind. Health crates are spawned regularly throughout the game, but Sudden Death strips all worms down to a single point, removing any incentive to stockpile health and encouraging to leave the largest number of worms remaining alive. Instead, health crates become useful after Sudden Death has already struck, as players can attempt to build up their health again. But the [[Scales of Justice]] is very important in this time, because the gotten crates may be shared. | ||
However, since health crates stop arriving after Sudden Death, players can only make use of those already on the map (up to a maximum of five may be present). Consequently, players will often try to protect health crates, preserving them for Sudden Death and then collecting them to gain some modest protection from the scheme's weak weapons. This formula can lead to some interesting territorial games. | However, since health crates stop arriving after Sudden Death, players can only make use of those already on the map (up to a maximum of five may be present). Consequently, players will often try to protect health crates, preserving them for Sudden Death and then collecting them to gain some modest protection from the scheme's weak weapons. This formula can lead to some interesting territorial games. | ||
Revision as of 04:42, 21 July 2010
Game setup |
---|
Scheme |
Dabble & Fidget: |
Map |
Most random maps play well, whether island or cavern. |
Worms |
4-6. Fiddle with this setting to find your desired match style. |
Dabble & Fidget, or just Dabble, consists mainly of the weakest available weapons, lacking even the Bazooka and the Grenade. One of the most powerful weapons is the Shotgun, and even that, in its limited quantities, is not available for the first few turns. Similarly, the health of the worms is also set to a low starting value, at just 35hp.
Like the Team17 scheme, Dabble is played with Sudden Death in mind. Health crates are spawned regularly throughout the game, but Sudden Death strips all worms down to a single point, removing any incentive to stockpile health and encouraging to leave the largest number of worms remaining alive. Instead, health crates become useful after Sudden Death has already struck, as players can attempt to build up their health again. But the Scales of Justice is very important in this time, because the gotten crates may be shared. However, since health crates stop arriving after Sudden Death, players can only make use of those already on the map (up to a maximum of five may be present). Consequently, players will often try to protect health crates, preserving them for Sudden Death and then collecting them to gain some modest protection from the scheme's weak weapons. This formula can lead to some interesting territorial games.
History
The Dabble & Fidget scheme was created by Lex in early 2006.
External links
- Dabble on Nanacide