Worms W.M.D

Worms W.M.D

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W.M.D Game Schemes Explained
By Dr. Engineer
This guide shall explain some of the more unique schemes with any special rules, the weapons in the schemes, and maybe a fact or two along the way.
   
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Before We Begin
If you clicked on this guide because you are confused on schemes you have not seen, then this is for you! If clicked on this as a reference then that's totally fine too. The first thing i want to mention are the rules of some schemes, which these are not enforced within the game but rather the players themselves and these common rules have a history going all the way back to the days of Worms 2 with Roper[worms2d.info] and Armageddon. the most common rules are as follows:
  1. Kill The Leader (KTL): You must Attack the leader (i.e. the team with the most health on the health bar ranking.)
  2. Crate Before Attack (CBA): Most often seen in shopping schemes, The states that you must collect a crate before you attack.
  3. Attack From Rope (AFR): Another Common shopper rule, you must use a weapon from a rope unless it is impossible to do it from rope.
  4. Kill The Cow (KTC): The Cow its referring to is a player that broke the rules of the scheme. KTC is exactly like KTL but only activates when the Cow has not skipped his turn after breaking the rules.
There are many other rules but those are some of the more common ones in schemes you'll find. Now we'll get on with it and show of some the schemes.
Shopper
Ah shopper, one of the older yet very fun schemes, in this scheme you have only 3 types of ropes to pick, normal parachute, and bazooka, all of which you have in infinite amounts but a weapons crate drops every turn so there's no shortage of weapons in your arsenal. the scheme is usually played on a special map designed for shopper but can be played on cavern maps (if any ropes can get to the ceiling that is). The Rules are the same as the common rules listed in the above section. The scheme most of the time shall have no kind of airstrike type weapons (e.g. Donkeys, Bunker Busters, and airstrikes) nor shall it have girders, your worms have enough health to compensate for fall damage around 150 to 200 HP, and the terrain is indestructible. there's also no static guns, vehicles, crafting, sentry guns, or buildings.
Here is an example of how shopper is usually played:

Tips & Tricks:
After using attaching your rope to land, equip a parachute to save you from a big fall then re-equip your rope and fire it again.
To be good at shopper, you must get good with the rope.
Holy War
This scheme surrounds the use of HHGs (Holy Hand Grenade) and is typically played on custom empty maps with small platforms and/or girders or just normal terrain. the only things you are given from the start are in infinite amounts are: HHG, Parachute, Girder, and sometimes Holy Mine Grenades. There are jetpack crates for use for faster vertical momentum. There is a delay for the HHG to 1 turn, and HMG to 2 turns. You are also given 2 teleports for really sticky situations. There are no Rules to this scheme besides no permanent blocking. Worms will usually have Infinite health or 200 health.
The example here is from a Worms Armageddon game but should give a basic idea on how its played:

Tips & Tricks:
If you on a girder where there is a worm on it and another girder underneath that, barely throw it all the way up or down, this is especially useful if the retreat time is 0, and a kill is guarantied with it.
[ESL Scheme]
Nothing too special about this scheme except that this is the official scheme used at ESL Tournaments. There are no rules as most schemes that come with the game have no rules.
[Forts Scheme]
Another oldie but a goodie, this scheme goes back to the days of Worms 2 where for fort battles, only 2 teams could play because of not being able to change team color and no such thing as manual worm placement (A.K.A. teleport in). while within ranked 1v1, since there are no rules there but there are rules to this official scheme that are optional but highly recommended and they are as follows:
  1. Place at the start: Only would work with custom fort maps, it states that players must place their worms as the area labeled Start or S.
  2. No invading: Simple enough, do not go into your opponents fort.
  3. No fishing: a compliment to No Invading but also for when no invading is turned off. the rule is that you must not collect any crates on your opponents fort.
Rope Race
Rope Race (RR) is another that goes back to Worms 2 but i don't think it was popular until Armageddon arrived. This scheme is the true end all be all showcase to show off your skill with the ninja rope and prove you are a roping master. There are no weapons, just the Normal Ninja Rope and Parachute. Teleport in is enabled for one of the rules required to play. you have infinite health but fall damage is enabled so you don't end your turn after hitting the wall with the slightest touch. Turns last about 30 Seconds but rounds can last in the couple of hours depending on the map. There is one rule and it is that you must place your worm at the place labeled Start or S and then make your way to the finish line. first one to make it to the finish line wins! It is played on Custom RR maps only, no exceptions. Here is an example:
The End of this guide.
I would like to thank you for reading this guide. If you have any schemes you want me to add, please comment. It very much be appreciated.
Comment guidelines for scheme additions to the guide:
  1. Please include the name, what weapons are in it, the special scheme rules, et cetera.
  2. Please provide an example of the scheme in game whether it be a video or screenshot.
1 Comments
Fweggigun 6 Jan, 2022 @ 5:57am 
Omg people still play this game :D