Worms: Armageddon
Tactics


There are many tactics to be a succesful W:A player, most of them should be covered here on this page.

General Tactics
A few tips when playing Worms: Armageddon games, especially WormNET ranked games.
Disclaimer: These tactics aren't totally fool-proof. I don't take responsibility for any losses you might encounter when using them... ;o)

The beginning of the turn
  • Look for opponents placed at bad positions. For example: worms standing close to water, worms standing close to the edge of the screen, worms close to mines/oil drums, and worms grouped together. Go for those worms.
  • Get your own worms from bad positions. If you have any select worm, and if any of your worms are placed at very bad places, use select worm to move these worms. But don't use all your select worm for this, save atleast one for later in the game.
  • Figure out what to do fast, and make sure it'll work. Also make sure you have a safe place to retreat your worm to after you're done with your turn. Try not to use too many ropes, save atleast one for sudden death/late in the round.

    Performing your turn
  • Try not to make mistakes. They'll make your opponent have the upper hand. Be calm, and don't waste your time.
  • Don't be too greedy. Crates both carry bad things and good things. Wasting a rope just to get a crate is not good.
  • Save your power weapons like your special weapon for later in the round. You probably need them better then, and they might have bigger impact on the outcome of the game.
  • Use as few "move-tools" like ninja ropes, parachutes, and jetpacks as possible. As said many times before, you might need them better later.

    The retreat
  • Getting yourself to a sheltered and encaved spot is best. Positioning your worms close to enemies might be good in some cases. But oftenly it's better to move as far away from enemies as you can.
  • Alternative: Go Suiciding. The blast from a dying worms' TNT box does an additional 25 points of damage max. Keep this in mind, and you might be able to kill enemy worms that seem healthy enough.


    Choosing the right Special Weapon
    As you may be familiar with, there are a few special weapons available to choose from. I've got some info on the weapons here, and also a few tips on which you should pick as yours, and why. Note: Max damage is for each weapon used, not all of them as you get more than one of some.

    Weapon Picture Stock Delay Max Damage
    Holy Handgrenade 1 4 100
    Mad Cow 2 1 75
    Super Sheep 1 7 75
    Old Woman 1 1 75
    Homing Pigeon 2 2 75
    Mole Bomb 3 0 25
    Sheep Launcher 1 1 75
    Flame Thrower 1 1 approx 130

    Holy Handgrenade
    The max damage is the better part of this weapon, though the delay is second longest. And it's also hard to get away from the blast if you're putting it on a worm's head directly, cause the retreat time in that case is only 3 secs. But, you can always thow it from a safe place.

    Mad Cows
    Quite uncontrollable, but as you get two, this along with the pigeon is on 1st place of max damage (75+75=150). Delay time is good too, only 1 turn.

    Super Sheep
    Super Sheep is good for open terrain games, where being able to hit something from far away can be crucial. The added ability of being able to collect remote crates isn't bad either. The turn delay is worse though... And if you're playing in a cave level, this weapon will be as good as a 7 turn delayed ordinary sheep. That is, CRAP.

    Old Woman
    I bet you ask yourself why they put this weapon as a special weapon to choose from. I'm afraid I can't give you any good answer to that... maybe so a real boaster player can have it as his team weapon and still win. You know, release it so it walks to the enemy and does exactly 75 points of damage. Or something.

    Homing Pigeon
    This weapon looks very good on the paper. I mean you get two of them, they're homing, and the delay is short. Now the bad part is that they're quite untrusty. Releasing them from far away is not recommended as they almost never hit their target.

    Mole Bomb
    This weapon has very strong sides, like the number you get, and the the delay. Both are on top. Unfortunately it's not such a useful or powerful weapon. But if you're specializing in anti-darkside tactics and don't need any powerful special weap, then this might be a good choice.

    Sheeplauncher
    I don't like sheeps personally, but this one has an added function that might be good, and also the delay is not too long. If you're an sheep expert this one might sort you good.

    Flamethrower
    This weapon is actually very interesting, as not many use it. As you can see the damage is very high (my record 135 pts), but it's quite hard to get that amount, most likely it does about 50-70. The short delay is a plus too.

    And now I suppose you want to know which I use? Ok, I'll tell you it's... nah, find me on WormNet, play me and you'll find out ;) .