The Full Wormage (scheme)
From Worms Knowledge Base
Game setup |
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Scheme |
Full Wormage: |
Map |
Any |
Worms |
Any |
Full Wormage is an intrinsic scheme that, as the name suggests, is all about fully engaging in worm carnage.
Worms start with 200 HP, can move around freely, can choose their starting location (unless CPU teams are present), but only 30 seconds turn time, a modest 15 minute round timer, and cannot choose worm during the beginning of a turn. Every weapon (except Invisibility outside of local gameplay) including super weapons are enabled with no delay, and all weapons (excluding super weapons) have 5 power. Crates are always guaranteed to appear at the end of each round, dropping Utility Crates and Health Crates at a ratio of 3(?):7(?). If Sudden Death occurs, all worms are poisoned by a nuclear explosion and water rises at the maximum rate.
Tactics
- The Concrete Donkey is a sure-fire way to demolish a congregated area of enemy worms, assuming your landscape is not a cavern.
- Digging with the Pneumatic Drill and/or Blowtorch combined with an Armageddon helps filter out the exposed worms.
Criticisms, problems and weaknesses
- It is not possible to increase the turn time or round time of Full Wormage directly in-game; attempting to adjust any setting in Full Wormage simply gets rid of the Super Weapons and utility weapons.
- As all weapons are enabled and at max power, including every single super weapon, it is difficult to settle into strategising for other schemes.
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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