Strategic

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Game setup
Scheme
Strategic:
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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, 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, Parachute and Girders.

Criticisms, problems and weaknesses

  • Despite the mentioned differences in the scheme settings, it does not differ much from Intermediate.

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.



This article has a to-do list:
  • Add replay
  • Add more detailed tactics
  • Discover an ideal/suggested number of worms and map for better gameplay or possible competitive play
  • Add image
  • Add gif