Melon
22 Oct 2012, 15:40
Click Here to Download (http://www.kieranmillar.com/wa/Stealth%20Bombers.wsc)
Stealth Bombers is a unique and unorthodox scheme themed around invisibility, jetpacks, rising water and girders. The idea originally came from a random scheme generated by SchemeEddy that was more fun than anyone could have expected. Since then, the scheme has been recreated and altered to produce a more balanced experience.
The scheme is best played with 3 or more players and a total number of worms of 20 or more. Somewhat complex island maps are best. When playing with 5 or 6 players it is advised to change the round time to two minutes.
Every player has an infinite number of jetpacks and invisibility utilities. Sudden Death triggers in one minute, after which the water begins to rise very slowly. Gameplay largely centres around deciding whether to attack and reveal the locations of your entire team, or remain hidden, moving your worm to a safe location with your jetpacks. Girders will let you stay invisible and will allow you to try and block in opponent worms or protect your own.
Utility crates drop frequently and weapon crates less so. Double damage and powerful weapons in crates encourage players to attack and reveal themselves.
There are no special rules.
Strategy
Try to remain invisible as much as possible to give as little information to your whereabouts as you can.
Using a prod does not make you visible. Do not leave worms in a position where they can be killed with a prod, as this will allow your opponents to kill your worm while remaining hidden.
Scout out opposing worms by sliding your worm along the ground with a jetpack.
Being blocked in by girders is risky. While it might be safer, the rising water will eventually force you to move and it leaves you unable to collect crates. Also using a digging tool makes your team visible so take care when trying to escape. Players blocked in to a small space are at risk to flamethrowers (found in crates), that can deal high damage in such a scenario without leaving a hole big enough to escape through. Consider using a teleport to escape and remain invisible, but use them wisely as they are limited.
Napalm strikes (found in crates) can deal damage to a wide area. Drop the flames on an open area and you might get a lot of collateral damage on enemies you didn't even know were there!
Old Women are the most frequent weapon crate drop and every team starts with one, so hiding in areas where they can't be used effectively (i.e. a small ledge) can be beneficial, but can come with its own risks.
Retreat time is fairly large, so try to use as many weapons from a jetpack as possible to get the most out of your retreat. Remember, girders can be used from a jetpack too!
After 10 turns everybody gets an earthquake. You should prepare for this in advance by moving all of your worms away from dangerous areas. Also pay extra attention if someone uses one, as it will reveal the location of every worm on the map! (Worms kick up dust when they slide, which can be seen by everyone even when the worm is invisible).
There are no health crate drops, so you can't remove poison. This makes the skunk a formidable weapon.
Before Sudden Death triggers you have the ability to select your worm, so move away ones that are in a dangerous position. The round time is short to try and make it so everybody can do this in their first turn (unfortunately there is no way to guarantee this), this is why it is advised increase the round time for 5 or 6 players.
This scheme is still up for having a few balance tweaks so feel free to suggest any.
Stealth Bombers is a unique and unorthodox scheme themed around invisibility, jetpacks, rising water and girders. The idea originally came from a random scheme generated by SchemeEddy that was more fun than anyone could have expected. Since then, the scheme has been recreated and altered to produce a more balanced experience.
The scheme is best played with 3 or more players and a total number of worms of 20 or more. Somewhat complex island maps are best. When playing with 5 or 6 players it is advised to change the round time to two minutes.
Every player has an infinite number of jetpacks and invisibility utilities. Sudden Death triggers in one minute, after which the water begins to rise very slowly. Gameplay largely centres around deciding whether to attack and reveal the locations of your entire team, or remain hidden, moving your worm to a safe location with your jetpacks. Girders will let you stay invisible and will allow you to try and block in opponent worms or protect your own.
Utility crates drop frequently and weapon crates less so. Double damage and powerful weapons in crates encourage players to attack and reveal themselves.
There are no special rules.
Strategy
Try to remain invisible as much as possible to give as little information to your whereabouts as you can.
Using a prod does not make you visible. Do not leave worms in a position where they can be killed with a prod, as this will allow your opponents to kill your worm while remaining hidden.
Scout out opposing worms by sliding your worm along the ground with a jetpack.
Being blocked in by girders is risky. While it might be safer, the rising water will eventually force you to move and it leaves you unable to collect crates. Also using a digging tool makes your team visible so take care when trying to escape. Players blocked in to a small space are at risk to flamethrowers (found in crates), that can deal high damage in such a scenario without leaving a hole big enough to escape through. Consider using a teleport to escape and remain invisible, but use them wisely as they are limited.
Napalm strikes (found in crates) can deal damage to a wide area. Drop the flames on an open area and you might get a lot of collateral damage on enemies you didn't even know were there!
Old Women are the most frequent weapon crate drop and every team starts with one, so hiding in areas where they can't be used effectively (i.e. a small ledge) can be beneficial, but can come with its own risks.
Retreat time is fairly large, so try to use as many weapons from a jetpack as possible to get the most out of your retreat. Remember, girders can be used from a jetpack too!
After 10 turns everybody gets an earthquake. You should prepare for this in advance by moving all of your worms away from dangerous areas. Also pay extra attention if someone uses one, as it will reveal the location of every worm on the map! (Worms kick up dust when they slide, which can be seen by everyone even when the worm is invisible).
There are no health crate drops, so you can't remove poison. This makes the skunk a formidable weapon.
Before Sudden Death triggers you have the ability to select your worm, so move away ones that are in a dangerous position. The round time is short to try and make it so everybody can do this in their first turn (unfortunately there is no way to guarantee this), this is why it is advised increase the round time for 5 or 6 players.
This scheme is still up for having a few balance tweaks so feel free to suggest any.