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[ goodies | tips | Captain Spadge's Battle Tactics ]

 
Many a young recruit has come up to me over the years asking for advice on how I've survived umpteen battles and I've always answered them with a good hearty breakfast, a focused battle plan and above all a wriggle of steel.
 
With Worms 2 however, I've decided that some serious pre-battle training would be needed if you whipper-snappers could survive more than the first Cluster Bomb. So to give you all the chance your Grandad Worms never had in the battle of Wormsong I welcome you to Captain Spadges Cadet Commando Training Camp.
 

 
Battle Recognisance
The key to winning any battle is to ensure that you and your team are fully briefed before you're dropped off on to that unknown landscape. Your platoon will have to work together as a solid unit and you're going to have to know how each of the weapons work in different locations. Once you're ready to take on a platoon who don't just wear frilly pink knickers its important to know what options and weapon sets will be used in the coming battle. Without knowing this, your opponent commander(s) will be at a strategic advantage. It's vital that you understand the battle options at hand.
 
Number of Worms
 
The number of Worms in your platoon and their starting energy values will effect how cautious you are with particular weapons. If you are in a six player game with one Worm each on 400 units you might decide to call an all out Air Strike and take out as many enemy Worms as possible from the start. Or if you are in a three player game with teams of four Worms each on 100 units you may be more careful when initially picking of your enemies making sure that your platoon don't suffer under friendly fire.
 
Rounds to win
 
Make sure you know what sort of battle you are going into, is it a 2 round skirmish or a 9 round campaign? If you are entering into a 2 round skirmish you really don't have time to mess about with risky manoeuvres, just take out the opposition the best way you know how. In a 9 round full-blown campaign you could try some really risky manoeuvres such as unleashing a Holy Hand Grenade in a densely populated cavern.
 
Round Time
 
Remember before battle commences whether a round time has been set. Whilst you may not know exactly when Sudden Death will commence if you have a rough idea it should help you make any evasive moves before you end up being a sitting duck on one energy point.
 
Turn Time
 
The time you have to plan out each move will vary between battles. Knowing how long you have for each turn will indicate whether you can adopt a relaxed strategy and spend time contemplating over each turn or whether your going to have to be quick off the draw and think well ahead of your current turn.
 
Land Mines
 
The number of mines will vary per battle. The chosen number of mines will give you an idea of how cautious you need to be. Inadvertently setting off mines whilst using a weapon can drastically increase the resultant damage and could take your Worm out with the enemy. The time delay on mines also varies and can add further chaos if you're not careful!
 
Friction Level
 
Altering the friction level affects weapons that move along the battle surface before detonation. If friction is set too high they won't travel as far, whilst if friction is low their range will increase. Practice with a variety of friction levels on different weapons, this will allow you to judge their range far more accurately.
 
Gravity Setting
 
Changing the gravity setting affects the amount of bounce a weapon has and the higher or lower its resultant explosions. With gravity set to low a weapon such as a Grenade will bounce high and its resultant explosion will cover a far greater area. As with friction it's important to practice using weapons under different gravity settings, it could make all the difference to taking out the enemy rather than your own troops.
 
Wind Setting
 
As with gravity and friction changing the strength of the wind can have a dramatic affect on some weapons. It's important to get to know which weapons are affected by wind. If it's blowing a gale it makes sense not to choose a weapon which you're going to have no control over and will probably land on one of your own troops. For the real sharp shooters out there it's seriously impressive to show your skills in the wind with a Bazooka.
 
Sudden Death Mode
 
Sudden Death has taken many an ill-prepared platoon on the hop. An intricate part of battle recognisance is to fully understand what has been agreed between you and your enemy teams' leader(s). If you've not set the game up so that the leading team wins or it's a draw at the end of the round you'll have to start thinking quick. Whether all surviving Worms are reduced to one energy point; the water table starts to rise or the dastardly tactic of combining them both your tactics will have to change to going for lightning fast kills. Act fast, look after those troops who could drown first, and take out the enemy with some careful sharp shooting.
 
Retreat
 
Whilst I have always stood by the principle of facing my enemy head on, it does make sense to move out of the way after a troop has planted some Dynamite. My foolhardiness as a youngster did result in me losing the end of my tail, and I still get laughed at to this day. The longer you have to retreat after using a weapon the greater the chance you have of getting out of the way of the explosion. Don't be fool hardy, wriggle away and save that tail, Mrs Spadge never forgave me. Using the rope retreat is the same principle, just make sure you have time to get out of the way before whatever mayhem you've chosen is set off.
 
Fall Damage
 
Don't go diving off cliffs to get close enough to sniff your enemy's yellow fear if your troop is going to sustain damage as a result. If fall damage is set to on play it safe and Parachute or Bungee to jeer at the enemy at close quarters.
 

 
Battle Tactics
Once you've fully briefed your team of intrepid Worms as to what they could expect going into battle, the only way you can ensure their safe return is to have a clear battle strategy. Tactics is the name of the game, and you should have a few clever manoeuvres tucked into your khakis. Make sure you have considered the following when deciding on your battle plan.
 
Final Battle Preparations
 
Just before you march into battle it's always worth checking just what weaponry your troops will be packing. The artillery you have at the ready will make a big difference to your battle strategy and influence considerably whether you are the victor or the victim. So, make sure you have fully memorised the weapons set-up, stockpiling and reinforcement crate options. If stockpiling is set to 'on' you and your troops have to face a nine round campaign you should really consider saving some of your favourite weapons for later battles to take out your enemy in style and seriously demoralise them. It's also worthwhile knowing how frequent weapon drops will occur, the strength of first aid crates and whether dud crates will be deployed as emergency tactics if your team is running low on ammunition or points. But beware the booby-trapped crates; being too greedy can backfire on your troops - greed kills.
 
Make sure you give your team a decent send off as they march into battle. If they're not up to scratch they probably won't be coming home, apart from in a Worm bag. I hate having to send out 'missing in action' letters so they had better be commandos and not green around the ring rookies.
 
Survey New Landscapes
 
Every time your troops march into battle the landscape will be different and your platoon will be randomly placed. It's important that you quickly survey the battleground and start work on your tactics. When you survey the landscape you should at least identify which of your troops are vulnerable to attack and consider whether they should be moved into attacking positions as well as identifying which enemy troops are poorly positioned and can be easily taken out. Quickly decide what strategy is called for and get attacking those enemy troops. Numerous enemy commanders find it difficult to recover from a surprise accurate attack at the start. Show them who is in command and lead from the start.
 
Turns tactics
 
The whole of Worms battle strategy is based around turns. Some of the best platoon commanders that I have had the pleasure to train plan at least two or three turns ahead. It's important that you use each turn wisely ensuring that your troops are not left on open ground and vulnerable to your enemy Commanders next turn. Decide at each turn what is most important to do and act quickly.
 
As the battle develops, your enemy commanders strategies should start to unfold and you'll have to instruct your team to take counter measures to combat against them. If you face a particular commander who has weakened and fallen to the dark side, there is only one answer, TOTAL ANHILILATION OF THEIR WORMING SPECIES. Such breeds of Worm have failed the teachings of Captain Spadge and Commander Davidson and should be disposed of forthwith.
 
The clock's ticking, use it wisely
 
Your troops have a set time to make their move and an overall set time to conclude the battle before Sudden Death commences. It's important that you as their 'commander in chief' use their time wisely. If you have 60 seconds in a round for each move you have plenty of time to think about different strategies and your plan of attack, use the time and don't just rush in with your gut reaction to take out the first enemy Worm you set eyes on. If however you're faced with a 15-second turn battle you'll have to think much quicker and rely on your Worming instincts. The most powerful commanders spend years learning to use the force and act swiftly in battle with skill and finesse.
 
Dependent on which Sudden Death mode is operative in the field you may decide to rush the time taken between turns to try and avoid a shoot out which may fall to your disadvantage. Your strategies may need to change as the battle develops and it's important that you use the remaining time available to your advantage.
 
Carefully select your weapon
 
In my early battles platoons had little more than a shotgun, a few grenades some dynamite and a couple of ninja moves picked up in battle in the far east. Today, troops have a huge arsenal of weapons at their disposal. Whilst this means that you can pick a weapon for just about every event, it does mean it takes longer to master them all. If you are eager to enter battle and smell the sweet aroma of enemy Worm gloop, it's wise to select a range of key weapons to master.
 
At a minimum I recommend that you master the use of Uzis', Grenades, Ninja Rope, Bazookas, Dynamite and Dragon Balls. These weapons cover the basic different styles used and once you have these under your belt you'll be able to master weapons that use a similar technique far quicker. You should also remember that weapons vary in the degree of mayhem that they cause. It's important that you become fully familiar with the strengths of each weapon to decide when it is best used in a battle and under what circumstances. You may decide that you should call an Air Strike to deplete as many enemy Worms energy levels as possible and then pick off the remaining Worms with a Shot Gun if you have a Worm on a cliff.
 
Developing different strategies
 
Each Worms commander opts for different strategies to take into battle. These can only be experienced to their full within the field. I strongly recommend that as a commander you will mature more quickly and learn to adapt to different strategies with the more commanders you play against. One of the best ways to encounter these is through Internet battles, which herald a new era in Worms warfare. Let the force flow through you and adapt to the landscape you are battling on, the weapons at your disposal and above all the enemy commander you are playing against. The very best commanders select an overall strategy that should be implemented for the landscape and have sufficient counter measures up their sleeve to combat a variety of enemy Worm advancements.
 
Keep track of your troops
 
As a crack platoon commander you will rely heavily upon the battle intelligence that you have to hand. The battle commentary will highlight which Worms pose the greatest threat and these should be dealt with as soon as possible. Keep an eye on the turn time, as there's nothing more embarrassing then running out of time whilst you're planning your next move. The wind strength bar must always be considered if you select a weapon affected by it. Not keeping track of the wind can result in disastrous results and many a rookie platoon has died under wrongly directed friendly fire. Above all however, as an astute commander you should keep a close eye on your overall teams status and each Worms energy level. These will dictate what strategies can be used throughout the battle and whether you need to be cautious in your attack or can afford to unleash Total Wormage on the battleground with little thought of the consequences.
 

 
[ goodies | tips ]
Here it is, direct from Team17 World HQ - the Worms tips you've all been waiting for! We've got a varied selection of tips to offer too!
 
Browse through an in-depth comparison between the Dark and Light Side's of the Force - two styles of play widely recognised throughout the Worming World. Check out Andy Davidson's Alternative Theories - play Worms in ways you'd never thought possible. Or you could always go back to the old ways of the Worm as Captain Spadge explains how the War of the Worms was won.
 

 
[ goodies | tips | our tips ]

 
The definitive collection of tips from Team17's own Worms2 guru's.
 
[ Our tips ]
 

 
[ goodies | tips | your tips ]

 
A collection of some of the finest tips available, and what's more, they were all contributed by die hard worms fanatcis like yourself, three big cheers, YIPEEE!
 
[ Your tips ]
 

 
[ goodies | tips | Darkside vs Lightside ]

 
A comparison of two distinct styles of play widely recognised throughout the World Wide Worm. May the force be with you!
 
[ Darkside vs Lightside ]
 

 
[ goodies | tips | Commander Davidson's Alternative Theories ]

 
Wise words of wisdom from the man to blame for all this confusion, Andy Davidson - creator of the Worms universe. We're not worthy!
 
[ Davidson's Alternative Theories ]
 

 
[ goodies | tips | Captain Spadge's Battle Tactics ]

 
Stand to attention as Captain Spadge teaches one and all with his tactics from the old-skool. Don't forget to polish those boots though! Onward, march!
 
[ Spadge's Battle Tactics ]
 

 
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