Weapons Guide: Part Two
Finding the range on the Fire Punch is very important. It can be used to knock worms into the water and off high edges.
Have you also tried hitting the worm onto a mine? Another great idea is to knock mines over to your enemy, doing this can be risky and its better if you know the mines have a bigger fuse time.
The Prod may not seem useful if you've also got a Fire Punch and a Baseball Bat in your arsenal. However if an enemy worm is situated next to a pool of water with land on the other side, using the Fire Punch or the Baseball Bat may knock the 'baddie' over the pool and onto dry land.
The Prod however will only move the worm slightly, perfect if the enemy is very close to the waters edge.
The beauty of the Baseball Bat is you can accurately aim where you want to hit your enemy worm to. With the Prod or Fire Punch, you can never be sure where your enemy will go, the Baseball Bat will offer more accuracy for this.
Also you can more accurately hit mines towards your enemies; again there is an element of danger as to what the fuse time might be.
The strategists delight! This is the ultimate weapon for the people who want to have a cold, calculated game. These nasty little blighters can be placed anywhere on the landscape and will stay there until a worm treads that little bit too close.
A good tactic is to mine teleport pads. These won't activate the teleportation but will sit there until a worm teleports on top of it (the random nature of the devices means that there is a chance the worm will land on the mined pad). Of course, you could always mine all the teleport pads, as the ultimate act of spite, so no-one can use them!
Another good thing with Mines is that they can be dropped into small indentations in the landscape; this means it will be harder for enemy players to spot them, and they might "accidentally" get hurt when one is set off.
This is one of the "essential" weapons in the game. These little sticks cause a lot of damage on their own, but used in combination with other things they can become that little bit more deadly. This only has a 5 second timer, so before dropping it, make sure you have an escape route, you don't want to get caught up in the explosion.
A new trick to try out would be, if an enemy worm is stood near a teleport pad, drop the dynamite and then make a run for the pad. While you are transporting away to safety, the enemy will be being blown up by the Dynamite, and the subsequent explosion from the teleport pad. For max explosion fun, try saving the Dynamite for worms that are situated near objects (mine factories, barrels etc).
This weapon can also be dropped from a Parachute, so as you are sailing through the skies, try to judge the drop and you can land some Dynamite right in the enemy's lap.
The most accurate way to see where your Air Strike will explode is to try and use a straight down vertical angle when going into the overhead view. The Air Strike also has a handy zoom feature, to make aiming that bit easier, this helps if some of your worms are close to your intended target.
Assuming there is a solid piece of land between you and your enemy, this is a good long range weapon. Make sure the direction is set and then launch this fluffy device of destruction.
Be careful with the manual detonation though, as the Sheep will try to jump over the enemy (he just wants to keep on running!), so trying to pre-empt the jump before the worm is essential, if you can drag it out to the last possible moment, maximum damage will be achieved.
This old dear is good for getting those "hard-to-reach" foes. Her ability to cunningly navigate (albeit very slowly) around parts of the landscape, with your aid should cause more chaos than pension collection day!
Since there is the ability to manually navigate it is always better to try and get your explosion to occur on the side which is facing away from a high ledge or watery front, this way when she pops her clogs the enemy should be propelled to certain doom (be it off a cliff face or into the water, dependant on the enemy locale).
A bit of a weird one the this, to use the Inflatable Scouser; you'll need some help from the elements. The Scouser is dependent on the wind speed, let him lose and he'll pick up an enemy worm and float upwards with him. Used on a worm near the water, with the wind blowing towards the water, your Scouser will fly up and drop the worm to his doom.
Skilled players can even use the Scouser to move their own worms around the landscape, but be careful of the drop.