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Strategy · Two teams of three with individual health

Worm Warfare

Command three worms against an AI team, aim wind-driven shells, blast craters into the hills, and use a grappling rope to reposition between turns.

The game's own interface may still be in English.

Overview

Worm Warfare is a small turn-based artillery battle between a blue player team and an orange computer team. Each side begins with three worms, and each worm has its own health. One active fighter can reposition, choose an angle and power, then fire a shell. Gravity bends the shot downward and wind pushes it sideways throughout flight. A shell explodes where it meets the current terrain. The blast damages nearby worms and excavates a crater, so the same firing settings need not work after the ground changes. Eliminate every orange worm to win. Losing all three blue worms ends the battle and requires a new match.

How to Play

Left and Right move the active worm within a sixty-pixel walking allowance. Up and Down adjust angle, plus and minus change power, and Space fires. The range sliders provide precise aiming on mouse and touch screens. A small cross shows the predicted terrain impact for the current settings; check its position after wind changes. E attaches a default reachable rope anchor or releases an existing rope. Clicking above the terrain chooses an anchor directly if it is close enough. Steer while attached to swing, use W and S to reel, and press J to jump or release. Touch buttons expose the same actions. P pauses and R starts a fresh match.

Tips & Strategy

Aim at the ground beside an opponent instead of assuming a direct body hit is necessary. Blast damage depends on distance, and a nearby impact can both injure the target and lower its supporting terrain. The wind value changes each turn, so adjust rather than memorising one angle. High arcs stay airborne longer and receive more wind drift; lower arcs may hit a nearby ridge before reaching the target. Inspect the impact cross and the hills together before firing. Walking can make a blocked shot possible, but spending the entire allowance does not guarantee a useful position. The rope offers another way to cross a crater, although releasing with sideways momentum can leave you somewhere unexpected. Avoid firing close to your own team, since explosions do not distinguish allies from enemies. After a shot, watch the crater and the surviving health bars before planning the next fighter’s turn.

Controls

Keyboard
Left/Right - move; Up/Down - aim; +/- - powerSpace - fire; E - rope/release; J - jump; W/S - reelClick sky - reachable rope anchor; P - pause; R - restart
Mouse
Use the labelled controls below the field and follow the in-game instructions.
Touch
Tap the labelled action buttons; hold movement or reel buttons where indicated.

Features

  • Two teams of three with individual health
  • Alternating player and AI artillery turns
  • Wind-affected parabolic projectiles
  • Explosions damage worms and deform terrain
  • Limited walking distance per turn
  • Grappling rope with swing, reel and release

Frequently asked questions

Why does the same shot land somewhere different?

Wind changes between turns and explosions deform the ground. Both affect the next shell, so recheck the predicted impact before firing again.

Can my shell hurt blue worms?

Yes. Blast damage applies to every living worm within its radius, including the firing team, so a close impact can injure allies or the active worm.