suited for intermediate players,
i posted this one on CL2k, it's everything you need to know to be an expert in the game... have fun reading.
Settings are Team17league scheme on a double cave map, the default set up that is...
1.
At the start, have a look at the map. Divide the map into zones (spaces closed off by terrain or impossible jumps). Determine which zones may be valuable, where crates may fall. On the first turn, look for easy kills (worms you can punch on mines and drown, etc.). Keep your eye on the map throughout the game, determine where the crates are falling and which parts are a 'must'-have.
2.
Force the luck. Make it impossible for your enemy to pick crates without a teleport, while allowing yourself to pick as many crates as possible without losing your turn. You are way better off when you can collect a crate AND attack in the same turn.
3.
Fear the unlimited girders. Block enemy worms, bother him as much as you can and at the same time help your own effort by blocking the access to your rich crate-gathering zones.
4.
You can come a long way with bungees and para's, but bad wind may mess up your plans terribly.
5.
You can para and bungee (tricky) down the sides of the map. So beware when you're hiding on the bottom sides of the map.
6.
Try to find out which weapons the opponent has. Usually they will show a few while using the parachute.
7.
Powerful weapons: Skunk (deadly, no cure possible), Freeze (freeze when sd sets in), Shotgun allows for two shots (one through a girder, the other one to kill a worm), Girder pack (block whoever you can), Scales (get the crates, no worry about HP's for a few turns), Rope (Just 1 mighty rope, use it wisely to change the balance in your favour).
8.
ALL! SD weapons MUST be saved for SD. It's almost impossible to finish a game within the regular time, so it's the SD weapons that decide the game in 95% of pro t17 games. SD weaps are: homing missile, pidgeon, super sheep, patsy's magic bullet, earthquake and nuclear test.
9.
Before SD, move your worms gradually to the top, keep your eye on the timer and try to get the best corner from where to launch your flying sheep and pidgies (some corners have just a tiny layer of land below the roof, they are almost useless).
10.
In SD, try to avoid putting yourself in danger for the opponent's SD weapons: stay away from the top and bottom to be save for the homing weapons and nuclear bomb and preferable make a hide with a \/-shape, so quackes won't knock you down. Place a girder (|-wise) against the side, so that sheeps cannot fly through, but make sure there is still some tiny space left to launch your own sheep from. Try not to give away too many clues about the SD weapons you have.
11.
Never ever give up. With unlimited girders you can keep the enemy away from you for an almost neverending ammount of time, chances will be somewhat equal again in SD.
12.
Piling is of no use because you can switch worms. Switching however is limited in team games, so when you are 1vs2 you can profit from this. Also in SD the switches don't work anymore, so that's when you need all of your worms to be in the same zone, that is within shooting distance from eachother.
13.
Animals can walk through tiny holes (like the tiny gaps between girders and land).
For the old guide go here:
http://www.angelfire.com/nd2/worms/team17tut.htm
More extensive and discussed in easy small staps...Might be usefull if you want more info about 'zones', 'girderblocks', using parachutes and all that kind of rubbish
Your Comments: