Strategic
From Worms Knowledge Base
Game setup |
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Scheme |
Strategic: |
Map |
Any |
Worms |
Any |
Strategic is an intrinsic scheme that, as the name suggests, it is supposed to be a tactical scheme about planning your moves wisely. The scheme settings are similar to Intermediate, including the fact that all weapons have 3 stars of power (standard damage and craters). Some notable differences from it are: x9 ammo for Ninja Rope and Girder, x2 baseball bats, 60 generous seconds of turn time, water rising is slow (5 pixels), there are no dud mines, manual placement (players have to choose where they worms will start with Teleport), no initial ammo for Jet Pack, Air Strike and Napalm Strike, x1 Freeze, x1 Scales of Justice, although Super Weapons are disabled from crates.
Tactics
- 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, the single Low Gravity, the two parachutes, the 3 bungees, the 3 teleports and the 9 girders.
- There are a lot of girders in this scheme, so, they can be used to block worms many times.
Criticisms, problems and weaknesses
- Despite the mentioned differences in the scheme settings, it does not differ much from Intermediate.
- If played with many worms, the manual placement can make the game take much longer to start the battle itself.
- Some players might dislike playing with so many girders blocking the way.
- Some players might think it is not so challenging playing with so many ropes.
- If played with many players (example: 6), the 60 seconds of turn time can be an eternity for a player waiting its time to play.
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.
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