Beginner
From Worms Knowledge Base
- This page is about the scheme. For the rank, check Deathmatch ranks.
W:A replay: A Beginner WO tournament game with magicmoulding and StepS | |
Download · Info |
Game setup |
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Scheme |
Beginner: |
Map |
Any. Randomly-generated maps are usually recommended. |
Worms |
Any. Competitively, it was played once with 4 worms. |
Beginner or {{01}} is an intrinsic scheme that, as the name suggests, was designed thinking on beginners. This doesn't mean that veterans cannot explore this scheme, of course. It can be compared to Intermediate settings, but there are significant differences that affect the gameplay.
There are 60 generous seconds of turn time, worms start with 150HP, one single Axe, x9 ammo for the 5 stars Ninja Rope, zero Jet Packs and zero Select Worms, Bazooka and Shotgun have 4 stars of power, Parachute, Bungee, Kamikaze and Longbow are unlimited. Players can choose which worm they will play at the beginning of the turn (by pressing TAB). The scheme has zero Fall Damage, this means that players won't lose HP if they fall, but they can still lose control of the worm (end the turn). 20 minutes of Round Time. Only mines on the terrain (no oil drums). Sudden Death has water rising of 5 pixels (no nuke/poison), so the flood goes slowly. Each player has a Special Weapon. Crates spawn sometimes: 50HP, Utility and Weapons. Super Weapons are on, despite this fact, the only weapons that can spawn in crates are the initial arsenal, the Special Weapons, Banana and Minigun.
Tactics
- The infinite Bazooka and Shotgun are stronger in this scheme. The higher damage of these weapons might help, but the bigger crater diameters can make a significant difference, they matter in the gameplay. Blocking a worm with a Girder might be more challenging to the player escape using Shotgun. They both are more dangerous in terms of digging and plopping (see plop in worms terminology).
- The Ninja Rope ammo is vast. So, Rope Knocking can be abused, specially with a generous turn time. However, if players do abuse them too much, they can possibly ran out of ammo. Relying on crates, parachute and girders.
- The Axe is a strong weapon in this scheme, specially if used in the beginning of the round (since there are many worms with the max initial health) and when an enemy worm collects one or more crates of 50HP (they are not very common to find). It is also useful in a pile (see pile in worms terminology).
- The Parachute is infinite, so it can be useful to perform rope knockings and also navigate through the map (like in Team17 scheme), speacially if out of ropes. It can also be a safety tool to avoid falling at edges or when hitting a wall in mid-air from a rope, intentionally or not.
- There are no Select Worms at the beginning of the game, this means that players cannot hide worms at the first turns. So, in the initial turns there are lots of vulnerable worms that can be easily plopped. They must be the priority, since later in the game they will be harder to plop, because the players will hide them and don't forget that in this scheme worms start with 150HP.
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.
Competitive events
Tournaments
There was a tournament of this scheme on Worm Olympics in 2016, played with 4 worms and bo1, but the scheme settings states that 2 round wins are required to win a match.
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