Difference between revisions of "Bazooka and Grenades"

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{{Game setup|file=Bazookas_and_Grenades.wsc|scheme=Bazooka and Grenades|map=Any open bulky single-island map, either random or artificial|wmdb=bng|worms=One worm per team}}
 
{{Game setup|file=Bazookas_and_Grenades.wsc|scheme=Bazooka and Grenades|map=Any open bulky single-island map, either random or artificial|wmdb=bng|worms=One worm per team}}
  
'''Bazooka and Grenades''' (commonly referred to as "BnG") is a weapon-specific [[Schemes|scheme]] played by members of all three second-generation Worms games.
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'''Bazooka and Grenades''' (or "BnG") is a popular scheme in which players attempt to wipe each other out with a severely restricted set of weapons, of which only two are particularly useful for attacking: the [[bazooka]] and the [[grenade]].
  
The scheme is unsurprisingly a scheme reliant upon skills with [[Bazooka|bazookas]] and [[Grenade|grenades]]. Teams commonly play on a randomly generated landscape and have artillery mode turned on, so that they cannot move. The weapons list consists almost exclusively of infinite bazookas and standard grenades, although it also comes with [[Girder|girders]] for bouncing grenades off of and occasionally a few other weapons such as a [[Holy Hand Grenade]]. The BnG scheme essentially began its life in [[Worms|Worms 1]], where some missions restricted the available weapons to the basic projectiles, ie. bazooka and grenade.
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The scheme is usually played on randomly-generated bulky open island maps. The game begins with players placing their sole worm on the map, which more experienced players will often choose carefully. Artillery mode is switched on, so worms cannot move unless they use one of the few available tools. Terrain can often restrict the shots that can be made, so location is important.
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The vast majority of the game is then spent exchanging bazooka shells and grenades. Players must compensate for the wind - or use it to their advantage - when firing bazookas; a skill that can be quickly picked up by new players. The ability to predict a grenade's bounce and accurately judge its fuse time is also an important skill. Experienced players can use these weapons with exceptional aptitude, and it is often said that BnG is the best scheme for honing these skills.
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A few other weapons and tools are usually available. Girders are most often used not for protection but for platforms on which grenades can be bounced. Blowtorches allow worms to move a small distance. Teleports are available for more distant moves.
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The BnG scheme essentially began its life in [[Worms|Worms 1]], where some missions restricted the available weapons to the basic projectiles, ie. bazooka and grenade.
  
 
== Rules ==
 
== Rules ==

Revision as of 22:17, 24 February 2009

(Up to Schemes)
Click to watch (W:A + Beta Update required) W:A replay: An example of a BnG game with Auto,
KRD, Leske and Unique; taken from Worm Olympics
Download · Info
Game setup
Scheme
Bazooka and Grenades:
Download
View scheme settings
Map
Any open bulky single-island map, either random or artificial
Examples at the WMDB
Worms
One worm per team

Bazooka and Grenades (or "BnG") is a popular scheme in which players attempt to wipe each other out with a severely restricted set of weapons, of which only two are particularly useful for attacking: the bazooka and the grenade.

The scheme is usually played on randomly-generated bulky open island maps. The game begins with players placing their sole worm on the map, which more experienced players will often choose carefully. Artillery mode is switched on, so worms cannot move unless they use one of the few available tools. Terrain can often restrict the shots that can be made, so location is important.

The vast majority of the game is then spent exchanging bazooka shells and grenades. Players must compensate for the wind - or use it to their advantage - when firing bazookas; a skill that can be quickly picked up by new players. The ability to predict a grenade's bounce and accurately judge its fuse time is also an important skill. Experienced players can use these weapons with exceptional aptitude, and it is often said that BnG is the best scheme for honing these skills.

A few other weapons and tools are usually available. Girders are most often used not for protection but for platforms on which grenades can be bounced. Blowtorches allow worms to move a small distance. Teleports are available for more distant moves.

The BnG scheme essentially began its life in Worms 1, where some missions restricted the available weapons to the basic projectiles, ie. bazooka and grenade.

Rules

More serious players of the BnG scheme have developed a few additional rules that they obey in order to make it more challenging. They may include:

  • No straight bazookas - This rules states that the player must not fire bazookas in a straight line at a player, but instead always attempt to curl the bazooka using the wind.
  • No sitting grenades - Players attempt to time their grenades so that they do not sit next the target, but instead explode on impact. Throwing a 5 second grenade into a pit and letting it sit next to the target is highly frowned upon.
  • Attack the leader - Every player must aim for the current leader during their turn. You are not allowed to hit another player unless a worm belong to the currently winning team is hit also. The leader must aim for the person in second place. Occasionally people play with the ABL (All But Last) rule instead, where the currently losing player may not be hit unless another team can be hit also.

Variations

Sheep BnG

A Sheep BnG follows similar rules, with the exception that a weapon crate drops every turn, and the 'all crates contain Sheep' cheat/WormPot mode is activated. Crates may be collected by teleporting onto them, but no sheep weapons may be used. The reason for the crates is that when a sheep-containing crate is destroyed, a sheep jumps out and blows up on contact with the landscape, making blowing up crates very deadly.

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