Alt-F4

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(Up to Schemes)
Game setup
Scheme
Alt-F4:
Download
View scheme settings
Map
Complex but open random island maps
Worms
6 per player (1v1), 3 per player (2v2)
Alt-F4 is a competitive ground scheme where your worms are limited to only using weapons from the F-key row they are named after.
Click to watch (W:A + Beta Update required) W:A replay: An interesting round
of Alt-F4 between KRD and ShyGuy
Download · Info
Click to watch (W:A + Beta Update required) W:A replay: Another rather exciting
round of Alt-F4 between the two
Download · Info

Alt-F4 is a highly strategic member of the F-key family of schemes, where worms are only allowed to use weapons that appear in the weapon panel row that the worms are named after (F1, F5, F9, F12...) as well as, in the case of Alt-F4, anything from the F8 row, any utility from the Util. row, and Skip Go. Best of 3 matches are played on random island maps between six 150 HP worms a side, with turn order set to cycle between them randomly. After the 15 minute round timer runs out and sudden death arrives, all worms are set to 1 HP, but water does not rise. Weapon powers in the scheme are set to the standard 3 stars, including the Ninja Rope, giving it a single reshoot, but with rope knocking (and by extension Bungee knocking) disabled.

Because the way in which individual rounds play out depends in large part on what worms (F-keys) appear on the battlefield, the scheme allows for an ever-evolving metagame to develop, even without any changes made to its scheme file. Through this mechanism, it is the players, via their choices, who in the long run decide which F-keys are expected to see more play because they just seem individually strong, which ones might only be niche inclusions intended to surprise opponents, which ones warrant going out of your way to kill off early, which ones could potentially be more dangerous in the hands of specific players, or as part of specific team compositions, or on specific maps and so on.

Rules

  • Each worm is only allowed to use weapons from the weapon panel row it is named after + anything from the F8 row + any utility
    • Skip Go is also allowed to be used by any worm.
    • Surrender is only allowed to be used by any worm in 1v1 matches, where it ends the round.
    • If you accidentally end up using a weapon your worm is not allowed to use, the punishment for it is skipping go on your following turn, without moving or doing anything else with that worm.
  • Each player is only allowed one of the same F-key on their team
    • Although an interesting alternative way of playing allows two of the same F-key per side. Note however that you won't be able to call your two worms the same name, so doing something like F9 and F9* is required.

The following "rules" are enforced by the scheme file itself, as of Worms Armageddon 3.8:


Strategy and Metagame

On a fundamental level, offering a rough outline of what to expect from Alt-F4 and some guidance on constructing your team, the F-keys appear to fall into a few categories that are distinct both in what they theoretically offer to a team composition, and in terms of how including them usually tends to play out in practice.

Early game heavy hitters that are potentially very strong early, but prone to falling off in power when rounds drag on:

Consistent all-arounders that are generally good at all stages of the game, but do not obviously excel at anything:

Late game strategies and finishers that allow you to intentionally aim to take rounds late:

Synergistic supports and oddballs that don't do much on their own, but can shine in specific lineups:

Sometimes these categories end up overlapping slightly as well, depending on the details of the situation the worms find themselves in. But figuring out a team composition that is synergistic, not awkward in some crippling way and which simply works for you personally is by design a large part of becoming better at Alt-F4; experimentation, adaptability and experience thus all play an important role.

Synergies and Anti-Synergies

A purposefully nonexhaustive listing of suggestions for synergies that might be interesting to experiment with, and anti-synergies that should probably be avoided:

  • The F1 and F10 worms are both somewhat late game oriented. Bazookas are, from a distance, good against low health poisoned worms as well as at keeping Petrol Bomb fire alive. Petrol Bombs are themselves good at prolonging rounds and, via blocking, keeping poisoned worms stuck with little to do. Even when their synergy doesn't come together, they remain individually strong during 1 HP sudden death.
  • Worms like F4, F5, F7, F9, F10 and F11 who can inflict heavy damage against (or score outright full HP kills on) enemies in specific positions and arrangements obviously benefit greatly from having movement utilities (F8 and Util. rows) at their disposal. Too many of these worms going for too many early power moves can leave you stranded later on, however.
  • As a worm that does nothing by itself, F12 is a synergy machine, although likely at its strongest coupled with aggressive early game worms like F7, F9 and F11. F4 with its Kamikaze and F5 with the Dynamite are strong contenders as well.
  • When playing 2v2 or following an alternate ruleset that allows more than at most one of the same F-key per player, beware of using two of worms like F3, F5, F6 and F11, who all come with a very limited supply of their best (or all) weapons. Because inventories are shared, the anti-synergy of having more than one of these may end up hindering you.

Potential Counters

  • Late game, defensively oriented compositions running an F10 worm should be pretty good against aggressive ones that try to finish rounds early, or risk their F12 worm feeling increasingly useless as it watches the other F-keys slowly die to poison ticks, while itself getting ignored and intentionally left for last, at which point it becomes almost entirely useless and a waste of 150 HP. This does need further testing, though.

Tips and Tricks

  • The scheme comes with a generous hotseat timer of 10 seconds. Don't forget to make use of it to plan out your turns in advance!
  • If you're ever unsure which F-key worm you're currently controlling, tap the delete key four times; that should bring its name tag back down from the sky. Note though that this doesn't work while walking, and usually doesn't help during hotseat.
  • Don't forget that Parachute and Bungee come in infinite supply and can be used by any worm. Not only does this significantly increase the offensive range of all F-keys, it can also mean the difference between having to use a limited movement utility or being able to conserve it for later. In the late game, combined with strong wind, securing high ground lets you cover large portions of the map with Parachute alone.
  • Mines can be jumped against immediately after being placed, pushing them a significant distance away, especially from a height, onto unsuspecting worms below. It requires some dexterity, a sense of timing, and is often at least somewhat risky. But it's totally a thing that works out majestically sometimes.
  • There's a pattern to how the random turn order works in this game. Figure it out or look it up to unlock the full potential of your F12 worm.


History

Tier Lists

Here's some tier lists for now, to help keep track of what we have historically thought was good and not good:

2020-05-16: KRD's initial Alt-F4 tier list

2020-05-25: KRD's second Alt-F4 tier list

Similar ideas

The idea of the worms being specialized in determined weapons/F-keys already existed as a WWP Wormpot called "Specialist Worm mode", as a 2009 scheme called "Special War" released by Zed, as a PX scheme released in 2011 by WoSC community (posted by DumbBongChow) called "Specialists", as a 2016 scheme released by STRGRN called "Specialists" too, as a scheme released on 2nd April 2019 by Kradie called "Lucky Strike" and as a scheme created on April 2019 by Goom named "Fkey Strike".

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