Worm island obliterated me again... :'(
If you refer to the worm nesting area where new worms pop up in their craters.. you don't go there until you are shielded, and preferably with 3 displacers. It doesn't progress the game in any case. It usually takes about 30 turns of running around to get all the spawning craters eliminated. By which time your agents are likely getting stunned and may already start to die from overstunning. So it would be preferable to try to use the displacers for the most part and move the agents inside when their stun is getting too high. But as said, I think you can safely just skip this missions if you don't want to bother.
If you refer to a regular worms attack holiday resort mission (with all the civilians), you'll need to know how to approach it. When this first comes you likely won't have gauss drones yet. The key thing here is deploy the maximum number of scout drones and a few aquanauts. The aquanauts have a couple of preprimed stun or regular grenades which they throw out immediately at nearby enemies. The aquanauts stay in the sub and go unconcious there. Then the scout drones go collect the stunned or killed trophies. It is also possible for the scout drones to prime stun grenades, drop them on worms or locusts, and then pick them up. You'll need to be careful, because scout drones are easily killed. So keep flying and avoid the flying locusts. For the first time or two, that's likely all that you can do with this mission.
Looks like this mod is too much for me... :'( Hunter UFOs are nightmarish. They can be everywhere and often they are. How many crafts one supposed to loose to them?
They are indeed painful. In my SH IM campaigns, I always accompany a transport with two barracudas or morays equipped with squall missiles (the only ones with sufficient range and speed to kill HKs fast enough). The pilot should always have good firing accuracy and bravery. You should also install the targeting improvement to ensure that most missiles hit the HKs. With this way, a normal HK can often kill one of the barracudas/morays, but not both (or at least not the transport).
Later in the game HKs with shields start to appear, and at a certain point, for example bases spawn exclusively shielded HKs. Squall missiles are inadequate against them. You'll really need the "fusion bomb" to deal with those. So you'll need to hope you get the right techs to progress the research fast enough (and not get too unlucky with shielded HKs before then).
The mod certainly requires an entirely different approach to protecting transports and dealing with HKs than any other mod I've played (not that many to be fair). I found it refreshing and compelling, once I learned a reasonably safe way to deal with them even with ironman.
I heard rumors about next improved version of this mod. May be I will be more lucky when it will come out.
Nord has been putting a lot more time on X-Chronicles lately. This mod has been in low maintenance mode for a while. So I wouldn't be holding my breath for significant updates to this mod (unless someone creates a fork).