The ninja rope (a worms best friend)
Attach your ninjarope the a place opposit of you primary target, and then start swinging. you will have a long, slow motion on your rope. Then when you have the right rhythem going reel in on the downswing and out on the upswing. This will make you worm go higher that the point where it's attached to and from their you just hit the place you wanted and let go.
P.S. this technique takes time, and you need to practice a lot to make it work.
Girders
These metal bridge-like-things can be used to do anything. You can stop your enemies, make a place to attach your ninja rope, build your own little bunker, or make some protection from incoming nasties. You can also use them to go over large holes in the ground, so they're here and they are ready to be used.
The Blow torch
The blow torch is mainly used for diging through the ground. Block of the entrances and nobody can hurt you for a long time. This tactic is good if you need a place to hide, or if you’re worried about being air striked. You can also block your entrances with mines, but they can be sent back to you so beware. Also, if your enemy is near, and badly hurt you can use this as a weapon.
Mines, mines, mines...some are good, some are bad
Mines, aren’t they just sooooo annoying! Well use this "anoyingness" to your advantage! Simply attach
your rope a place high, then press F5, then press enter over the other worms head. Wait there a couple seconds untill the mine starts ticking. Then up you go on your ninja rope and BOOM the mine explodes over their rows. Also, if there’s one of those annoying mines lying around (the ones that the comp. puts down) all you have to do is attach your ninja rope to some place, go closer to the mine, then pull away then go back when the mine is gone. P.S. In the option mode you can set your mines, and some sets the mine so that they explode on impact. If you just can’t master this tactic, then cheat.
Are you a very defencive wormer? If so something you could keep in mind is:
1. Dig a hole
2. Build a girder at the end of the tunnel
3. AIR STRIKE TIME