Worms: Evolved - Game 1 - robowurmz vs Plasma


Turn 1 - robowurmz

THE WEAPONS:

Plasma (Yellow)     robowurmz (Blue)
Handgun x Inf
Prod x Inf

Bazooka x5
Grenade x9
Shotgun x2
Fire Punch x3

Mine x2
Dynamite x2
Air Strike x3
Homing missile x7

Holy Hand Grenade x1

Ninja Rope x3
Fast Walk x1
Bubble Trouble x2
Teleport x2
     Handgun x Inf
Prod x Inf

Bazooka x 5
Grenade x 5
Dynamite x 2

Holy Hand Grenade x1

Ninja Rope x 3
Teleport x 1

robowurmz turn 1

DETAILS:
The utility crate at H14 is Ninja Rope x1

THE SUGGESTED TURN:
Anyhow, what I'd do now in robowurmz's position is lob my HHG onto Plasma's group of 3 worms clustered together in the centre for serious damage, and maybe even dynamite the worm below them first in the hope it ends up flying upwards next to the barrel, but we'll see what he does.

OTHER START OF GAME INFO:
Sudden Death will occur in 10 "rounds", but seeing as there'll always be only 2 people playing; it might be easier to think of it starting on turn 21.

THE TURN:
And so, in what was perhaps THE most un-eventful turn I could have imagined robowurmz could have done, the baseball cap worm on square L07 fires a handgun at the baseball cap worm on square H07 reducing his health to 130, then moves to square K05.

And that's it.

-----------------------------------------------------------------

Turn 2 - Plasma

THE WEAPONS:

Plasma (Yellow)     robowurmz (Blue)
Handgun x Inf
Prod x Inf

Bazooka x5
Grenade x9
Shotgun x2
Fire Punch x3

Mine x2
Dynamite x2
Air Strike x3
Homing missile x7

Holy Hand Grenade x1

Ninja Rope x3
Fast Walk x1
Bubble Trouble x2
Teleport x2
     Handgun x Inf
Prod x Inf

Bazooka x 5
Grenade x 5
Dynamite x 2

Holy Hand Grenade x1

Ninja Rope x 3
Teleport x 1

Plasma turn 2

DETAILS:
The utility crate at H14 is Ninja Rope x1

THE SUGGESTED TURN:
Well, robowurmz turn was very uneventful. Never mind, onto Plasma's.

My first go would involve separating all those worms clustered in the centre. They're in a bad position, especially being surrounded by mines, barrels and a cliff. Plasma's crown worm at the bottom centre (H11) is in a good position and a longbow on the two worms, collecting the utility crate and knocking the other onto the mine would have been great, but he hasn't got one.

Other than that, well, anything goes really.

Here's hoping his turn is more interesting than robowurmz's.

THE TURN:
The yellow Viking worm moves to G05 and shoots the blue baseball cap worm, who receives 50 damage, lowering his health to 100.

The yellow baseball cap worm moves to I07 and throws a HHG onto the blue baseball cap worm.
HALLELUJAH! KABLOOIE!!!!
The blue baseball cap worm is sent flying to M04, taking off 95 points of damage with fall damage, lowering his health to 5.
The blue bandana worm is sent flying to M03 and suffers 55 points of damage with fall damage, lowering his health to 95.
The yellow baseball cap worm is sent flying to H07 and receives 20 points of damage, lowering his health to 110.
A mine is moved to K08.

The yellow crown worm moves to H14 and collects the utility crate. He then fires a homing missile at the blue baseball cap worm. He goes flying to the right but hits the cliff face and lands back in the hole, and suffers 46 points of damage.

The blue baseball cap worm is dead!

He explodes, dropping a donor card. The blue bandana worm is too high up to be caught in the blast however.

-----------------------------------------------------------------

Turn 3 - robowurmz

THE WEAPONS:

Plasma (Yellow)     robowurmz (Blue)
Handgun x Inf
Prod x Inf

Bazooka x5
Grenade x9
Shotgun x1
Fire Punch x3

Mine x2
Dynamite x2
Air Strike x3
Homing missile x6

Ninja Rope x4
Fast Walk x1
Bubble Trouble x2
Teleport x2
     Handgun x Inf
Prod x Inf

Bazooka x 5
Grenade x 5

Holy Hand Grenade x1

Ninja Rope x 3
Teleport x 1

robowurmz turn 3

DETAILS:
The donor card at M04 contains Dynamite x2

THE SUGGESTED TURN:
Robowurmz needs those dynamites back, as they are quite powerful and a large part of his rather meagre inventory. He'll have to use a ninja rope to get them though.

The three yellow worms in the centre aren't clustered as well as they used to be, but they're still ripe for an HHG thrown by the archer hat worm.

Finally, he may wish to collect the heath crate with his crown worm and attack Plasma's crown worm, but knowing robowurmz he'll do something totally unexpected an anti-climatic.

THE TURN:
OK. It's been over 48 hours, and robowurmz is too busy to submit a turn due to exams apparently. So.... IT'S RANDOM TIME!!!!

We won't just let him skip a go, oh no! We're going to randomly choose worms and weapons. Let's see what I can make of it then.

So first up is the blue bandana worm. He uses a ninja rope and moves south to M06, picking up his team-mates donor card while he's at it.

Next up is the blue crown worm. He moves 2 squares south to J15 and collects the health crate, raising his health points to 180.

Then, the blue Viking worm moves to H12.

Back to the blue crown worm, who shoots the yellow crown worm with a bazooka. He flies left, but hits a cliff face and lands back in his original square and receives 48 points of damage, lowering his health to 102. Then the blue Viking worm lobs a grenade at the yellow crown worm, knocking him to H15 and dealing 44 points of damage, so reducing his health to 58.

-----------------------------------------------------------------

Turn 4 - Plasma

THE WEAPONS:

Plasma (Yellow)     robowurmz (Blue)
Handgun x Inf
Prod x Inf

Bazooka x5
Grenade x9
Shotgun x1
Fire Punch x3

Mine x2
Dynamite x2
Air Strike x3
Homing missile x6

Ninja Rope x4
Fast Walk x1
Bubble Trouble x2
Teleport x2
     Handgun x Inf
Prod x Inf

Bazooka x 4
Grenade x 4
Dynamite x 2

Holy Hand Grenade x1

Ninja Rope x 2
Teleport x 1

Plasma turn 4

DETAILS:
None required.

THE SUGGESTED TURN:
OK, the first thing I'd do here is try and split up all of those worms in the centre. As you can see, the Viking worm is in the worst position of all of them seeing as he's on a cliff edge. I'd give him a fast walk and move him to 09I. It's just out of the way of the barrel, and I'd hope that robowurmz doesn't have a longbow (he doesn't, but I wouldn't know that) that he could use to longbow the mine to my right into me. He could then homing missile someone, as Plasma has plenty to spare.

I might then move the yellow bandana worm to E07, drop a dynamite on the blue archer hat worm, then escape to D09 with the remaining 3 movement turns (gaining 2 from using the dynamite).

Finally, well, it probably doesn't matter, but perhaps either get the yellow archer hat worm to shotgun the dynamited blue archer hat worm, or get the yellow crown worm out of danger by teleporting over to the big dark brown empty area to the right of the map.

THE TURN:
First up is the yellow archer worm, which moves to C05 and fires a bazooka at the blue archer worm. He suffers 47 points of damage, lowering his health to 103 and lands on the square D08. Then the archer worm moves to C06.

Next is the yellow baseball cap worm, which moves to G08 and also fires a bazooka at the blue archer worm. He suffers 46 points of damage, lowering his heath to 57 and flies to the left, but hits a wall and lands back on D08. Then the baseball cap worm moves to G07.

Finally, the bandana worm moves to E08 and drops a dynamite on the blue archer worm, and then retreats to E10. The archer worm is thrown south onto D10 and suffers 61 points of damage.

The blue archer worm is dead!

He explodes, dropping a donor card. The yellow bandana worm suffers 35 points of damage in the blast, lowering his health to 115.

-----------------------------------------------------------------

Turn 5 - robowurmz

THE WEAPONS:

Plasma (Yellow)     robowurmz (Blue)
Handgun x Inf
Prod x Inf

Bazooka x3
Grenade x9
Shotgun x1
Fire Punch x3

Mine x2
Dynamite x1
Air Strike x3
Homing missile x6

Ninja Rope x4
Fast Walk x1
Bubble Trouble x2
Teleport x2
     Handgun x Inf
Prod x Inf

Bazooka x 4
Grenade x 4
Dynamite x 2

Ninja Rope x1
Teleport x 1

robowurmz turn 5

DETAILS:
The donor card at D10 is a Holy Hand Grenade and a Ninja Rope.

THE SUGGESTED TURN:
Plasma's killed another worm, so poor old robowurmz dropped another donor card. It just so happens to contain his Holy Hand Grenade and a ninja rope. If Plasma gets hold of that, robowurmz is going to lose harder than he will already. So he'd better pick it up. He should get the beanie worm to pick it up, then bazooka the bandana worm.

Then he should get his Viking worm to dynamite the bandana worm. That should kill him hopefully.

Finally, he should get his crown worm to dynamite Plasma's crown worm. That'll give him possibly 2 kills, and leave him next to 2 of Plasma's donor cards, so he could be in for some nice stuff next turn. Holding onto his HHG will be hard though, seeing as Plasma will probably kill him again. It'd be good if he could use it but t would be wasted this turn.

THE TURN:
The blue beanie worm moves to D10 and picks up the donor card of his ex-comrade. He then throws a Holy Hand Grenade onto the yellow bandana worm.
HALLELUJAH!!! KABOOM!!!
The barrel at G9 explodes, but doesn't damage anybody.
The yellow bandana worm high up into the air and lands onto H10, suffering 110 points of damage, bringing his total to just 5.
The blue beanie worm that threw the HHG also gets caught in the blast. He is thrown onto B10 and suffers 41 points of damage, bringing his health to 109.

The blue Viking worm throws a grenade at the injured yellow bandana worm. He is thrown back onto 9H and suffers 49 points of damage.

The yellow bandana worm is dead!

He explodes, and as a kind parting gesture, he leaves two of his team's weapons in a donor card where he died. The bast.

Robowurmz decides that he's caused enough destruction for one day, and ends his turn there.

-----------------------------------------------------------------

Turn 6 - Plasma

THE WEAPONS:

Plasma (Yellow)     robowurmz (Blue)
Handgun x Inf
Prod x Inf

Bazooka x3
Grenade x9
Shotgun x1
Fire Punch x2

Mine x2
Air Strike x3
Homing missile x6

Ninja Rope x4
Fast Walk x1
Bubble Trouble x2
Teleport x2
     Handgun x Inf
Prod x Inf

Bazooka x 4
Grenade x 3
Dynamite x 2

Holy Hand Grenade x1

Ninja Rope x 2
Teleport x 1

Plasma turn 6

DETAILS:
The donor card at H09 contains a Dynamite and a Fire Punch.

THE SUGGESTED TURN:
Without any weapon crates dropping, the good weapons are slowly diminishing. If Plasma gets his donor card back with the baseball worm, he could grenade the Viking worm. Then he could use a ninja rope and get his crown worm to dynamite the Viking worm. Maybe he'd prefer to use a fast walk instead and make an escape while he's at it. Finally he could homing missile the Viking worm with another one of his worms and so score another kill.
The dynamite + 2 standard weapon combo is good at taking down a worm each turn. Of course it'll be Plasma's last dynamite, so I think he should do it while he still has the chance. Of course, it's up to him....

THE TURN:
The yellow archer worm moves to B7 and lobs a grenade at the blue beanie worm. He is sent flying onto B11 and suffers 42 points of damage, brining his health to 67.

The baseball cap worm moves to H9 to pick up the fallen donor card. He then launches an air strike onto squares B9 - B13. The blue beanie worm goes flying back onto B10 and suffers 30 points of damage, decreasing his total health to 37.

The yellow Viking worm uses a fast walk and ninja rope to manoeuvre around the cliff face. He performs a couple of mexis, but as this is top down nobody can tell. Serves him right for showing off. Whilst doing this he collects the two health crates, bringing his health to 210. He settles down onto G3 and fires a homing missile at the blue beanie worm. He goes flying to the left but hits a wall and lands back where he started. He also suffers 46 points of damage.

The blue beanie worm is dead!

He explodes and drops a donor card. It now lies at the bottom of a deep pit.

-----------------------------------------------------------------

Turn 7 - robowurmz

THE WEAPONS:

Plasma (Yellow)     robowurmz (Blue)
Handgun x Inf
Prod x Inf

Bazooka x3
Grenade x8
Shotgun x1
Fire Punch x3

Mine x2
Dynamite x1
Air Strike x2
Homing missile x5

Ninja Rope x3
Bubble Trouble x2
Teleport x2
     Handgun x Inf
Prod x Inf

Bazooka x 3
Grenade x 3
Dynamite x 2

Ninja Rope x2

robowurmz turn 7

DETAILS:
The Donor Card at B10 contains a teleport and a bazooka.

THE SUGGESTED TURN:Plasma continues to kill one of robowurmz's worms each turn. It wouldn't be so bad if he had more weapons, but he's losing such a large proportion of his inventory each turn. We've known since the beginning that he was screwed, but now he's more screwed. He really has no excuses for using all of his worms each turn.

There isn't anything he can really do now, barring an Armageddon in a crate. But he can still dynamite Plasma's crown worm with his crown worm and kill him. After that he could move his Viking worm to G10 and grenade the baseball cap worm, and then move his bandana worm to K6 and handgun the baseball cap worm. If he moves to J6 he can't get back up without using a ninja rope, so I advise he doesn't do that. If he holds on to his ninja ropes, then he has more chance of keeping his weapons as they're less likely to end up in a donor card.

Ultimately, whatever he does is futile, as he can't hide from Plasma due to his large collection of homing missiles and air strikes. It's officially over for him.

THE TURN:
Well, after attempting to submit a turn and failing, robowurmz decides to leave the fate of his team into the hands of the random function of my calculator for his turn. Will it do him good?

Unlikely.

The blue Viking worm moves to G12 and fires a bazooka at the yellow baseball cap worm. He flies onto G6 and suffers 46 points of damage, so reducing his health to 64.

The blue crown worm moves to J14 and lobs a grenade at the yellow crown worm. He flies onto square G15 and suffers 46 points of damage, reducing his health to 12.

The blue bandana worm moves to L6, and fires a handgun at the yellow baseball cap worm, dealing 20 points of damage, so reducing his health to 44.

-----------------------------------------------------------------

Turn 8 - Plasma

THE WEAPONS:

Plasma (Yellow)     robowurmz (Blue)
Handgun x Inf
Prod x Inf

Bazooka x3
Grenade x8
Shotgun x1
Fire Punch x2

Mine x2
Dynamite x 1
Air Strike x2
Homing missile x5

Ninja Rope x3
Bubble Trouble x2
Teleport x2
     Handgun x Inf
Prod x Inf

Bazooka x 2
Grenade x 2
Dynamite x 2

Ninja Rope x 2

Plasma turn 8

DETAILS:
The Donor Card at B10 contains a teleport and a bazooka.
The Weapon Crate at D04 contains an Old Woman.

THE SUGGESTED TURN:
The crate that dropped contains an old woman, which can steal 3 weapons in this game and pass it to the user. That means if Plasma gets it and uses it, robowurmz will most likely have almost NO weapons left, which will be quite funny I suppose....

My guess is that Plasma will head for both the donor card and weapon crate, and use homing missiles/air strikes on the blue bandana worm to kill him. He might as well. He doesn't know that robowurmz can't really hurt him anymore but even so, I'd still just keep a distance and attack with the homing/strike weapons until I ran out.

Not much else to say about this turn really.... It's a bit too one sided now and won't get very interesting. Maybe I should ask robowurmz if he wishes to surrender....

THE TURN:
The yellow crown worm moves to H14 and fires a homing missile at the blue bandana worm. He flies onto M6 and suffers 47 points of damage, lowering his health to 48.

The yellow viking worm moves to J3 and picks up yet another health crate. He's a right beefcake now! He also fires a homing missile at the blue bandana worm, which knocks him back onto L6 and he suffers 49 points of damage.

The blue bandana worm is dead!

He explodes and drops a donor card.

Finally, the yellow baseball cap worm fires a homing missile at the blue viking worm. He is knocked South but hits the cliff face and lands back in the same square. He suffers 40 points of damage, lowering his health to 110.

-----------------------------------------------------------------

Turn 9 - robowurmz

THE WEAPONS:

Plasma (Yellow)     robowurmz (Blue)
Handgun x Inf
Prod x Inf

Bazooka x3
Grenade x8
Shotgun x1
Fire Punch x3

Mine x2
Dynamite x1
Air Strike x2
Homing missile x2

Ninja Rope x3
Bubble Trouble x2
Teleport x2
     Handgun x Inf
Prod x Inf

Bazooka x 2
Grenade x 2

Ninja Rope x2

robowurmz turn 9

DETAILS:
The Donor Card at B10 contains a teleport and a bazooka.
The Weapon Crate at D04 contains an Old Woman.
The Donor Card at L06 contains two Dynamites

THE SUGGESTED TURN:
robowurmz losing both dynamites isn't so bad actually, seeing as he's not going to get into range for close combat again this game. His biggest problem is that he now only has 2 worms. This means he can only take 2 shots this turn. As you can see, in this game, kills are better than just health damage.

Anyway, it's possible for robowurmz to get 2 kills again this turn. First thing I would do is use his crown worm and handgun the yellow crown worm, then pick up the donor card dropped, using a rope if necessary (it'll drop into a hole as the worm will only move off of the square he's on if he is knocked South, so getting out with his remaining movement 'turn' would be necessary). If Plasma moved his crown worm into a hole because he knew he'd die, and the donor card will end up in a pit that can't be climbed out of, then he's exceptionally good at this game. Quite a genius tactic on his part if that's the case.

Next, I'd move his viking worm North 2 squares and bazooka the yellow baseball cap worm. It MAY get him a kill, which would then lose Plasma 4 weapons that turn. The best drops for robowurmz would be both homing missiles and bubble troubles, but it's very unlikely.

No matter what though, robowurmz can't hide without bubble troubles or invisibilities, and so is screwed unless he gets a superweapon. Relying upon superweapons is never a good tactic.

THE TURN:
Death was staring robowurmz in the face. He surveyed the battlefield and could see only the slow approaching of the enemy soldiers. Missiles were heading towards his remaining soldiers with utmost accuracy and speed. The situation appeared hopeless...

However, robowurmz had but one final tactic remaining. One tactic that was sure to rob Plasma of the simple victory that he was about to acheive from annihalation of robowurmz's team. The situation was still hopeless for robowurmz, but at least it would not cost him his life. However, it would still cost him one thing that was vitally important, but the sacrifice had to be made.

It would instead cost him his dignity.

robowurmz surrenders!

Surrender

Plasma wins!!!


To be totally fair to him, robowurmz was completely screwed and could not win barring a miracle. Even a superweapon may have not been able to save him. But then again, that's what happens when you submit a weapons list worth only 58 points, despite being told 3 times that the limit was 240.

-----------------------------------------------------------------

POST-MATCH AWARDS:

Best turn: Plasma's opening turn, for getting a kill straight away that I wasn't expecting.

Worst turn: robowurmz for his rather laughable first turn, where despite all the potential for destruction and an early lead, handguns somebody and leaves it at that.

Most useful worm: The yellow baseball cap worm.

Couch potato award: Plasma sigworm, who did nothing the entire match.

Most kills: The yellow viking worm with 2 kills.

Greedy worm: The yellow viking worm for his love of health crates.

The trippenz award for utter rubbishness: The blue baseball cap worm for his opening handgun shot. His death didn't come soon enough.

The Charlie Dimmock landscaping award: The yellow basball cap worm for destroying some land every turn, as well as making a lot of mess with the Holy Hand Grenade.

Coco the clown memorial multi-coloured wig: The yellow viking worm for his hardcore ninja rope and fast walk skills.

The Agent Luke award for being an easy target: The yellow crown worm, who remained next to 2 of robowurmz's worms throughout the entire match. How he didn't get killed early on is beyond me.


Back