Jet Pack War
From Worms Knowledge Base
| W:A replay: A Jet Pack War match using the first version|
of the scheme, with FoxHound and Bob-MarleyCassio
|Download · Info|
|Jet Pack War:|
|Open island maps. Best played on maps where the Jet Pack can go through anywhere. (examples)|
|As many as the map will support for automatic placement|
Jet Pack War (JPW) is a scheme inspired by the Hysteria scheme. Players are given a generous 4 seconds of turn time in which to move and attack, and unlimited jetpacks with which to do so. The main differences with Hysteria are the increased fall damage (508%), the plentiful supply of health crates, and the somewhat more restricted weapons arsenal - only a few drop-and-run explosives are available. This latter difference, along with artillery mode (aka anchor mode), require the jetpack to be used for the vast majority of attacks. Many strategies and techniques that are used in Hysteria, however, are useful in this scheme also.
As with Hysteria, 5 seconds of retreat allow players to glide around the map on the jetpack after dropping an explosive. In this scheme, this additional time can be used to collect health crates, but players should be careful not to run out of retreat time at the wrong moment: the extreme fall damage can easily wipe out any collected health.
Ideally, the scheme is played on an open-island map with no enclosed spaces, to ensure that everywhere is accessible to the jetpack and that no worms begin the game stuck. Selecting the map this carefully however tends to be tedious (as it requires checking how the terrain will be decorated with objects), so teleports are provided for the evaculation of any enclosed worms.
Along with unlimited jetpack and three 'emergency' teleports, players are equipped with unlimited dynamite and cows, three mines and a ming vase. A single low gravity is also available, which can help blast worms into the water, or create more widespread destruction with the ming vase.
Though unlimited, the dynamite is 15% weaker, making it more difficult to blast worms into the water. However, its fuse can help guage retreat time on the jetpack, as retreat time will run out at the same time that the dynamite explodes.
Mines, on the other hand, are 58% stronger. This makes them considerably more powerful than dynamite, and so only three are provided.
The cows offer an interesting twist to the scheme. Their damage is zero, so they are not useful for attacking, but can be used to collect crates. Retreat time only activates after the last cow is dropped, so more flight time can be gained by dropping the maximum number of cows. However, jetpack fuel still depletes while the cows are being released... so care should be taken when deploying this tactic.
Some of the strategies are from Hysteria and can be applied here as well.
Back-facing weapon drops
Sometimes when you drop an explosive forward, it hits your worm and does not fall as you had aimed. A good way to avoid this is by releasing the explosive with the worm facing back.
Stocking up on HP
Giving 35HP to a worm for each crate, the health crates can make a worm with very low HP become quite healthy again, giving another chance for someone about to lose. So if your opponent has little HP, don't leave crates left. They can also compensate for the increased Fall Damage, giving worms more HP to cope with the falls.
Administering the opponent's worms
Since the health crates give 35HP, worms with very low HP can become quite healthy again. Killing those worms will not let the opponent take this advantage. On the other hand, if the opponent has less worms than you, he/she can explore the worm rotation to easily kill your worms.
Exploding health crates
Sometimes instead of taking the crate to gain health, blow it is the best option, because the crate will burn and cause extra damage on the worm, and may even kill it.
Killing healthy worms at once
Sometimes an opponent worm is too healthy. When this happens, kill it at once will be very helpful. The easier way is by drowning it into the water (the Low Gravity can be very useful for this), but the Fall Damage can be explored too, however it will require notion about the activation "failure" and the damage taken by the fall.
Hiding far away from the opponent
It can be useful when you want to protect yourself against attacks, and search for health crates to receive more HP. This method can also make the opponent stop in the middle of the map (on a tentative to attack), making this way an easy method to attack him/her without recieving damage.
Waiting for Sudden Death
Waiting for the sudden death may be very useful to easily kill worms. It stops the appearence of health crates, as well as letting the water rise.
FoxHound created this scheme in 2009 thinking about making a scheme with short turn time like Hysteria, using the Jet Pack more and with no rules. The scheme's original name was Jet for Boom, but it was renamed to gain popularity, after Lex's suggestions. The scheme had been created, tested and divulged before the existence of the Worms Scheme Contest, so when the scheme was sent to the 2010 contest it was not accepted due to the rule: "The scheme has to be completely unseen by the public before and during the contest.".