Artillery
From Worms Knowledge Base
W:A replay: Round 1 of Artillery cup match with Husk and barman | |
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W:A replay: Round 2 of Artillery cup match with Husk and barman | |
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W:A replay: Round 3 of Artillery cup match with Husk and barman | |
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Game setup |
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Scheme |
Artillery: |
Map |
Any, although randomly generated islands are recommended |
Worms |
Any. In competitions it's usually played with 4 per team, but according to Peja it may be better with 8. |
Artillery is an intrinsic scheme that, as the name suggests, is focused on calculation of angle, power, distance, etc. of ranged weapons such as Bazooka and Grenade (both infinite), although it has melee weapons such as Fire Punch and Dragon Ball (both infinite), alongside Ninja Rope (x3 and possible to find in crates). The scheme honors its name featuring artillery mode (also known as anchor mode) too, in which the worms are unable to walk. The scheme allows players to choose by pressing TAB key which worm they will control at the beginning of each turn. Mines are instant and can be dud. The Sudden Death is pratically inexistent (especially if played with 4 worms), since almost all the rounds will end (way) before the Sudden Death time. Worms start with 100 HP each.
The x3 blow torches can be used as a workaround to walk or to open paths, while the x2 teleports are important transport tools. The single Kamikaze can be useful depending on the situation. The Girder Starter Pack can be useful to block opponent worms or protect allied worms. The x2 homing missiles (delay 1) are very important long range relatively precise weapons, and the single 5 turns of delay 2-star-powered Banana Bomb (still very powerful) is game changing and must be used wisely. There are other weapons such as x2 petrols, x5 cluster bombs, x3 pneumatic drills, x2 laser sights, infinite Mortar, Handgun and Prod. Crates from all types may spawn on the map, the health crates give 50 HP and the only weapon crates that players can get are: Homing Missile, Teleport, Ninja Rope (x3), Petrol Bomb (x2), Blow Torch (x3), Sheep and Girder (x3). Super Weapons are impossible to be found in crates.
Note that all these mentioned weapons will stay with the players if saved for next round, since this scheme has increasing stockpile and was meant to be played until a player win 2 rounds. There are no rules, although darksiding in this scheme can be really annoying, because the game can become very long, and tedious, with no real action happening.
Variations
Modifications with relatively small detail changes to the scheme.
Zwitter's Artillery WO scheme
Download (.wsc) · View scheme settings |
Worms |
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4 per team |
Zwitter organized a WO tournament in the winter edition of the 2014 event (that actually happened in 2015) featuring the Artillery scheme with some tweaks: 15 seconds of turn time (it was cut by half), no initial rope ammo (x0 ropes, but they are still possible to be found in crates), no initial ammo for Laser Sight (x0, but utility crates may spawn), no Girder Starter Pack, and the tournament description has no rules, but on the chat of this game, it says it has a rule forbidding darksiding. It was played with best of 1 format.
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
Artillery was featured in two Worm Olympics tournaments, one in 2012 (original scheme, bo1) and the other in 2015 (winter WO 2014), being a variation of the original scheme (bo1). The scheme also received a TUS cup in 2012 (original version, bo3).
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