Understanding the order of play in Worms W.M.D.

Many players of Worms W.M.D. are content to attack the worms that are immediately in front of them or the easiest to reach. This is often a strategic mistake! Choosing the right target is essential, and this involves understanding the order of play.

In what order are the verses played?

In Worms, although the placement of the worms and the order of play of the players is decided randomly, the order of play of the worms is always the same.

You will always play your worms in the order you created them. If, when creating your team, you named your verses Peter, Paul, James and Maurice, then Peter will always play before Paul, who will always play before James, who will always play before Maurice, then it will be Peter's turn again. Knowing this, it is essential that you remember your order of play before each game.

But in order to gain an additional strategic advantage, it is imperative to take notes in the early rounds of the game to remember the order in which the teams play, and the order of the verses in each team. (You can even try to find a logic in the names of the opposing team to guess this order).

By knowing the order of play, you can better choose your targets and prioritise lists. More often than not, it is better to leave an opponent alive, as we will see next.

Some examples:

For the following examples, we assume that the red team has verses named worm 1, worm 2, worm 3 and worm 4. The green team has worms named worm A, worm B, worm C and worm D. They play in these orders.

Example 1:

Understanding the order of play in Worms W.M.D. - mandatory worms wmd order 02 1 -

In the above situation, let's say it's the very first round of the game and you are in control of the red team's worm 1. Worms 2 and 3 seem to be in a very bad position, making Worm D a potential priority. This means that Worms 2 and 3 will play before Worm D and can either move away or deal with this threat themselves.

Still in this configuration where you control worm 1, your worms 2 and 3 are vulnerable. The threat is not the opposing D-worm, but the A-worm. If you do nothing to protect your allies, it is possible that worm A will try to take advantage of the situation. It then becomes your priority target and you must eliminate it or at least prevent it from approaching your allies, even if it means sacrificing your worm 1. The goal is to buy time until your worms 2 and 3 can get out of this impasse.

Example 2:

Understanding the order of play in Worms W.M.D. - mandatory worms wmd order 01 1 -

In the above situation, it is very tempting to immediately kill worm A by throwing it into the water. However, if you do this, the hand will pass to the opponent who will no longer be able to play worm A and will therefore be in control of worm B. Now, the B worm can very easily kill two of your allies. This is why it is better to leave worm A alone and find another plan of action for this turn.