Walk for weapons

From Worms Knowledge Base

Revision as of 19:33, 6 June 2007 by Lex (Talk | contribs) (maps*)

Jump to: navigation, search
(Up to Schemes)


Walk for weapons (abbreviated WFW, not to be confused with W4W) is a strategy scheme played by members of the Worms Armageddon community. 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.

The scheme given below is the tournament scheme used for the latest WFW tournament, as of writing this text. A sudden death time was added to avoid extremely long games that may cause long waiting time for other competitors.

Standard scheme

Weapons
Weapon Quantity Power Turn delay Crate chance
Low Gravity N/A 0 0
Fast Walk N/A 0 0
Bazooka 3 0 0
Homing Missile 3 0 0
Mortar 3 0 0
Grenade 3 0 0
Cluster Bomb 3 0 0
Shotgun 3 0 0
Uzi 3 0 0
Handgun 3 0 0
Firepunch 3 0 0
Dragon Ball 3 0 0
Mine 3 0 0
Dynamite 3 0 0
Sheep 3 0 0
Blowtorch 3 0 0
Bungee 3 0 0
Parachute 3 0 0
Teleport N/A 0 0
Granny 3 0 0
Flamethrower 3 0 0
Petrol 3 0 0
Skunk 3 2 0
Worm Select 3 0 0
all others 0 N/A N/A N/A
Options
Option State or value
Worm health 200
Rounds per match 1
Worm selection off
Manual worm placement on
Anchored worms off
Stockpiling N/A
Donor cards off
Fall damage on
Round time 20:00
Turn time 20
Retreat time 5
Rope retreat time N/A]]
Hotseat time 10
Display round time remaining on
all Crate probabilities 0
Health crate value N/A
Mines/Oil drums None
Sudden death event End of round/nothing
Water rise rate N/A
Automatic replays off
Blood on
Sheep heaven off
Indestructable terrain on
Indestructable worms off

Objective

  • Kill all of the opponents' worms.

Standard rules

  • A player may only fire a weapon or utility corresponding to the image depicted in a box to which their currently-active worm is directly adjacent. Many players require that the worm be on top of the box before firing instead. It is unknown what percentage of the community accepts either variation of the rule as standard.
  • As an exception to the above rule, a player may fire a weapon or utility corresponding to the image depicted in a box to which a worm adjacent to the currently active worm is adjacent. For example, if Worm 1 is touching a bazooka box and Worm 2 is touching Worm 1, Worm 2 may fire a bazooka, even if Worm 2 isn't touching a bazooka box.
  • Another exception to the first rule is that the currently-active worm may use the weapon depicted in a box it has jumped away from before its first landing. For example, if Worm 1 is standing on a dragon ball box, it is legal for Worm 1 to perform a backflip from the box and fire a dragon ball in mid-backflip, hitting a worm standing on a higher platform.

Optional/variable rules

  • As an exception to the first standard rule, some WFW players allow the currently-active worm to fire any weapon at any time, as long as that weapon doesn't damage any worms or affect any part of the map. An example of affecting a part of the map is throwing a petrol bomb in a way that puts fire onto a platform. This rule is allowed to provide free retreat time.
  • Some maps have special rules regarding specific weapons. These rules are outlined in text on the map, and must be followed.
  • 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 could be held regarding this topic, and players could agree on a standard decision regarding this, to replace this text.

Extra information

Walk For Weapons maps are obtainable from the Worms Map Database. Note that not all WFW maps will be totally playable with the standard scheme. Some may require weapon additions for the entire map to work properly, considering weapon boxes with weapons nonexistent in the standard scheme.

Personal tools