Worms Forts: Under Siege looks familiar if you know Worms, but it asks you to think like a builder as much as a shooter. You still take timed turns, move worms, grab crates, and fire ridiculous weapons, yet the match often turns on fort placement. A careless tower can expose your whole chain. A protected Victory Location can unlock better buildings. A damaged Stronghold can end the battle even if several worms are still alive.
Use this as a first-pass playbook for campaign missions, skirmishes, hotseat games, and LAN matches. The goal is simple: keep your own fort network connected, force the opponent to defend too many points, and choose weapons based on whether you are trying to remove worms, break buildings, or finish a Stronghold.
Essential Tips
1. Protect the Stronghold Before Anything Else
Your Stronghold is the center of the match. If it goes down, your team is finished, and every building linked to it stops mattering. Do not treat it as decoration while you chase a flashy shot across the map.
In the opening turns, look at the routes from your Stronghold to nearby build points. Favor placements that extend your options without creating a thin, easy-to-cut line. If the enemy can knock down one exposed middle building and drop everything beyond it, that expansion is weaker than it looks.
2. Build Chains With Redundancy in Mind
Every new structure should answer two questions: what does it unlock, and how painful would it be to lose? A Tower that reaches a star may be worth the risk, but a random sideways Tower that only gives the opponent a target is not.
When possible, advance in a way that lets later turns reinforce the route. Place cover, use terrain, and avoid leaving your best firing point hanging at the end of a fragile bridge of buildings. The strongest fort is not always the tallest one; it is the one that keeps functioning after the enemy’s first answer.
3. Rush Useful Victory Locations, Not Every Star
Victory Locations are the engine behind better buildings. Taking them can unlock stronger structures and eventually the Wonder threat, but overextending for a distant star can cost more than it earns.
Pick the nearest useful locations first. If one star gives you a firing angle, crate access, or a safer route toward the enemy Stronghold, prioritize it. If another star forces a long exposed chain with no immediate payoff, leave it until you can defend the approach.
4. Use Towers, Keeps, Castles, and Citadels as Firing Platforms
Basic handheld weapons are convenient, but the fort system exists because the big siege tools matter. Get worms onto the right structures before trying to tear down enemy buildings.
Think of each firing building as a weapons ladder. Towers start the climb, while stronger structures open stronger attacks. If your shots are bouncing off buildings with little effect, the answer is often not more Bazooka fire. The answer is a better platform, a better angle, or a weapon meant for structures.
5. Separate Worm Damage From Building Damage
The Bazooka and Grenade are useful when a worm is exposed, near water, or standing where a blast can throw it into danger. They are not your best plan for grinding through a fort.
For buildings, aim for weapons that hit harder or damage clusters. Mortars reward careful arcs and base hits. Cluster and fridge-style attacks can punish packed structures. Heavy siege attacks are the tools that make Stronghold pressure real. Before firing, decide what you are actually trying to remove.
6. Aim at Links and Bases, Not Just Center Mass
Breaking a fort chain can be better than damaging the biggest visible target. If one building connects several later structures back to the Stronghold, it may be the true weak point.
Look for supports, narrow chains, and structures holding access to a Victory Location. A well-placed shot at a base can remove the building and everything that depends on it. This is especially important when the opponent has expanded quickly and left the middle of the chain exposed.
7. Treat Crates as Turn Investments
Crates can swing a mission, but chasing every box wastes turns and leaves worms stranded. Go for crates when the route is short, when a jet pack or parachute makes the trip safe, or when the reward sits near a build point you already want.
Health, utility, weapon, and repair options all have different timing. A repair is more valuable before a critical link collapses. A jet pack is strongest when it reaches a crate and still leaves a useful action. A weapon crate is worth more if a worm can fire from a good platform soon after collecting it.
8. Use Hospitals, Science Labs, and Weapon Factories With a Plan
Support buildings are powerful because they change the flow of several turns, not because they look impressive. A Hospital helps when you expect a long fight and can defend it. A Science Lab matters when your team is already landing hits. A Weapon Factory pays off when nearby worms can safely collect and use the extra gear.
Do not drop support buildings where they become easy prizes for the opponent. Put them where your chain can protect them, and make sure they help the current mission instead of delaying the attack you actually need.
9. Know When to Pressure Worms and When to Pressure the Stronghold
The two win routes pull in different directions. Killing worms reduces enemy turns and makes the map safer. Attacking the Stronghold can end the battle quickly if the opponent has left it open.
Switch based on the board. If enemy worms are exposed on towers, remove them before they fire again. If the enemy has invested in a long chain and left the Stronghold vulnerable, force the finish. In campaign missions, this choice often matters more than collecting every crate or building every available structure.
10. Respect the Wonder Timer
A Wonder is not just another building. Once it is active, the match becomes urgent. If you build one, defend it and prevent easy counterfire. If the opponent builds one, stop whatever slow plan you were following and destroy it before the countdown decides the match.
The Wonder is strongest when you already control enough build space to protect it. Building one while your chain is fragile can turn your own win attempt into a giant target.
Opening Priorities
| Situation | First Move | Why It Helps |
|---|---|---|
| New match begins | Study Stronghold links and nearby stars | Prevents early overextension |
| Enemy worm is exposed | Use simple worm-focused weapons | Removes turns from the enemy team |
| Enemy chain has one weak link | Attack the connector or base | Can collapse several buildings at once |
| A safe crate is nearby | Collect it with a worm that can still help | Turns supplies into immediate pressure |
| A distant star is open | Delay until you can defend the route | Avoids losing a long fragile chain |
| Your key building is damaged | Repair, reinforce, or change the attack plan | Keeps your fort network alive |
Building and Weapon Choices
| Need | Better Choice | Avoid |
|---|---|---|
| Early firing platform | Tower near a useful route | Isolated tower with no follow-up |
| Stronger siege access | Keep, Castle, or Citadel on defended links | Handheld shots into thick buildings |
| Team recovery | Hospital behind protected links | Hospital at the front of the chain |
| More attack options | Weapon Factory near active worms | Crates no one can safely reach |
| Higher damage plan | Science Lab plus reliable firing angles | Damage boosts before you can hit |
| Fast finish | Stronghold pressure or Wonder defense | Scattered shots with no win route |
Common Mistakes to Avoid
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Do not ignore the Stronghold - A few living worms will not save a team whose core building is destroyed.
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Do not build a long chain just because spaces are open - Every extra link is another place the enemy can cut your fort apart.
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Do not use Bazooka and Grenade shots as your main building plan - They are better for exposed worms than for serious structure damage.
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Do not chase every crate on the map - A crate that costs several turns and strands a worm can be worse than no crate at all.
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Do not leave firing worms on exposed platforms without a follow-up - A good shot is not worth losing the only worm using your best tower.
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Do not build support structures where the enemy already has clean angles - Hospitals, labs, and factories need protection to pay off.
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Do not forget that links matter more than raw building count - One broken connector can erase a larger investment.
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Do not let an enemy Wonder sit while you continue normal play - The timer changes the match and demands an immediate answer.
Summary
| Category | Top Tip |
|---|---|
| Stronghold | Keep your core protected and connected |
| Expansion | Build toward useful Victory Locations, not every open point |
| Platforms | Use better structures to unlock better siege attacks |
| Targeting | Hit links, bases, exposed worms, or the Stronghold based on the board |
| Crates | Collect supplies only when the turn cost makes sense |
| Support | Place Hospitals, Science Labs, and Weapon Factories where they can survive |
| Wonder | Defend your own timer threat and answer the enemy’s immediately |
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6 checked for this guideEvery factual claim in this guide was checked against at least two independent sources before publication. These are the references used for Worms Forts: Under Siege.
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