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eric
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Interesting Race Banners/Special Power combos Thu, 12 March 2009 22:16
This thread is reserved solely for posting the most interesting, fun and/or twisted Race banner/ Special power combos you stumbled upon or discovered while playing Small World.

So post away and enjoy!
      
SuperSize
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Re:Interesting Race Banners/Special Power combos Mon, 30 March 2009 12:30
Flying Dwarves... sounds ridiculous doesn't it?

But it's pretty strong you can fly to every mine region on the map (usually they're spread widely) and soon you will be reaping big victory point pay cheques.

Dragon Master Halflings... imagine that?!?!

You're laughing away as you're easily fending of an attack by a bunch of kneecap biting hobbits and then you realise one of them is leading in a Dragon from the back of the ranks - oh dear.

[Updated on: Mon, 30 March 2009 21:54]

      
tech7
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Re:Interesting Race Banners/Special Power combos Mon, 30 March 2009 18:25
Yesterday we had an interessting game, someone got alchemist skeletons as his first race. And didn't change it the whole game AND won Shocked. The thing was, in the first turns he always removed all his skeletons to enter the board from a new site, so he got a lot of new skeletons and made our races weaker. However, because of that, he got not much points in the first turns and we didn't considerd him an enemy through the whole game, but in the last turns he scored a lot of points. This will defintely not happen a sceond time, but stil Shocked
      
cr697
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Re:Interesting Race Banners/Special Power combos Sun, 19 April 2009 17:15

Nice combination is Trolls + Scout. Have this as your first race, and you'll see them stick there for quite some time. while they are active, they are hard to kill as you have a the special +1 from Trolls, and you add +1 for every camp you add.

Make sure to conquer montains, and when you go into decline, despite loosing the camps, they are really hard to kill.
      
j-sun
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Re:Interesting Race Banners/Special Power combos Wed, 29 April 2009 21:42
Seafaring Elves did me a world of good. Okay, so the whole time I was thinking of Cirdan the Shipwright from LotR, but they really did me very well.

Mounted Amazons was the one that brought snickers from all the high school kids playing. Figures. We will probably get a similar response from Commando Amazons if and when they appear.

I would think that Heroic Halflings would be incredibly powerful, with 2 heroes and 2 hobbit-holes. That is a lot of territory you cannot get to.

I would also think that Stout Ghouls would be fantastic on the opening turn if they came up.

Flying Trolls kicked my tail the other day. Sad



      
CrimsonAvenger
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Re:Interesting Race Banners/Special Power combos Wed, 29 April 2009 23:00
cr697 wrote on Sun, 19 April 2009 11:15


Nice combination is Trolls + Scout. Have this as your first race, and you'll see them stick there for quite some time. while they are active, they are hard to kill as you have a the special +1 from Trolls, and you add +1 for every camp you add.

Make sure to conquer montains, and when you go into decline, despite loosing the camps, they are really hard to kill.


I would say that the Fortified Trolls are even better, because unlike encampments, forts stay when in decline. Sooo...Fortified trolls in decline on a mountain still have defense of 4 (1 unit, 1 mountain, 1 troll layer, 1 fort) so opponent needs 6 units to conquer your declined race. pretty sweet!
      
bwcMD
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Re:Interesting Race Banners/Special Power combos Thu, 30 April 2009 06:42
I did ok on the 5-player map with Underground Humans--only because it seemed like there were a lot of fields with mines in them, meaning I could pop up in a number of places across the board quickly and snatch a number of areas. But then, hard to hold territory when you're that spread out (of course, I was also trapped between the two leaders, one of whom had fortified most of his border with me with halfling homes).
      
Belisarius
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Re:Interesting Race Banners/Special Power combos Fri, 01 May 2009 14:40
My son took Stout Ghouls and had a lot of fun playing two races at once.

And yes, Fortified Trolls are really tough to root out.
      
j-sun
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Re:Interesting Race Banners/Special Power combos Mon, 04 May 2009 03:32
Fortified trolls? Yeah, that does sound rough. I would think fortified or bivouacking would be a powerful combo for the trolls. That`s a lot of defensive bonus.

Rampaging Orcs is the other one I would love to try. You`s get a lot of bang for your buck in conquests.
      
BamH1
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Re:Interesting Race Banners/Special Power combos Mon, 11 May 2009 06:50
Spirit trolls or commando trolls are very good.

Spirit trolls in particular is best i think since you never lose them from going in decline, the OTHER in decline race goes instead. Just head for the mountain regions and carve out a chunk of the board to yourself and you are set for some big points later.

Commando trolls are pretty good because you get a lot more value out of your tokens and can really carve out a chunk of the board to yourself (including some mountain ranges) that ppl would rather just avoid.
Make sure your next race lasts a LONG time so that you can get max benefit from them before you have to re-decline and lose them.
      
BamH1
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Re:Interesting Race Banners/Special Power combos Tue, 12 May 2009 01:00
Pillaging Orcs are fun. Every enemy region you capture is worth 3 pts on the turn you take it.

Actually, pillaging anything is pretty good. Getting double points on tiles you take is great and if combined with a race that gets points in its own right, then they can combine for a pretty handy points boost, especially in your last turn.
      
Xknight2099
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Re:Interesting Race Banners/Special Power combos Sat, 16 May 2009 22:05
Spirit Ghouls should be nasty, you always have a second race to attack with.
      
barker_rs
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Re:Interesting Race Banners/Special Power combos Sun, 17 May 2009 21:42
eric wrote on Thu, 12 March 2009 17:16

This thread is reserved solely for posting the most interesting, fun and/or twisted Race banner/ Special power combos you stumbled upon or discovered while playing Small World.

So post away and enjoy!



Holy cow, we were playing a 5 player the other day and my wife pulled Sorcerers and Underworld. Needless to say with a 5 player, Sorcerers ability and every underworld Region considered adjacent. It was very easy for her to find all opponents with one token on the board. What really stunk this up is when we went after her it just gave her more to pull from the storage tray. Shocked Ouch.... Oh yes, she racked up the points and sent us boys crying back to are mommies. I must say it was the most impressive Small World beating I have gotten so far. Very Happy lol
      
BamH1
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Re:Interesting Race Banners/Special Power combos Mon, 18 May 2009 03:26
player307444 wrote on Mon, 18 May 2009 05:42


Holy cow, we were playing a 5 player the other day and my wife pulled Sorcerers and Underworld. Needless to say with a 5 player, Sorcerers ability and every underworld Region considered adjacent. It was very easy for her to find all opponents with one token on the board. What really stunk this up is when we went after her it just gave her more to pull from the storage tray. Shocked Ouch.... Oh yes, she racked up the points and sent us boys crying back to are mommies. I must say it was the most impressive Small World beating I have gotten so far. Very Happy lol

Yes the -1 probably makes it worse than flying sorcerers. Except that at least you have some premonition about where they will strike to stack your tokens. We find that in our games as soon as someone takes sorcerers, everyone declines to deny them.
      
medeapoison
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Re:Interesting Race Banners/Special Power combos Mon, 01 June 2009 03:24
Xknight2099 wrote on Sat, 16 May 2009 16:05

Spirit Ghouls should be nasty, you always have a second race to attack with.


The first game my boyfriend and I played together after it was bought, and this was my first choice.

I doubled his score, in the end.
      
KarmanMonkey
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Re:Interesting Race Banners/Special Power combos Tue, 02 June 2009 20:50
There were two combos we were discussing after our game on Saturday:

Merchant Elves, and
Dragon Lord Elves.

Both would be an eternal threat on the board, since there's no way (except the sorcerer) to get rid of the Elf tokens... You'd either be dealing with widespread double-income nastiness or elves that can dump on any one territory with zero effort each turn.

We had Seafaring Sorcerers on Saturday, and they were unbelievably nasty, since he quickly dashed across the board and occupied every water space, and from then on, practically the whole world was his oyster!
      
BamH1
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Re:Interesting Race Banners/Special Power combos Wed, 03 June 2009 02:04
KarmanMonkey wrote on Wed, 03 June 2009 04:50

There were two combos we were discussing after our game on Saturday:

Merchant Elves, and
Dragon Lord Elves.

Yes! Powerful combos. Although the merchant power doesn't give you many troops, so you'd be limited in area you could take. I like how their immortal nature would really help to counteract the limited troops though. If you already had another race in decline earning points though, you'd really be reaping heaps of points.
      
KarmanMonkey
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Re:Interesting Race Banners/Special Power combos Wed, 03 June 2009 04:09
Okay, then, have the Merchant elves as your followup to stout ratmen Wink
      
sujozsi
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Re:Interesting Race Banners/Special Power combos Sun, 07 June 2009 00:05
I don't know where to ask my question. So I did it here.

Why dwarfes that so weak? The power they have (+1 vp for mines, also in decline) not so bad, but because of there "low" number (3)there is only a little chance to get any worth of it. The mines are also far away of each other, and hardly reachable, because of the mountains etc.

What do you think about it?

Rolling Eyes
      
KarmanMonkey
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Re:Interesting Race Banners/Special Power combos Sun, 07 June 2009 19:28
sujozsi wrote on Sat, 06 June 2009 18:05

I don't know where to ask my question. So I did it here.

Why dwarfes that so weak? The power they have (+1 vp for mines, also in decline) not so bad, but because of there "low" number (3)there is only a little chance to get any worth of it. The mines are also far away of each other, and hardly reachable, because of the mountains etc.

What do you think about it?

Rolling Eyes


You could've created a new thread for it, but I digress. To answer your question, the reason for the low numbers (in my opinion) is because their racial power (namely the double-value mines) stays with them while they're in decline. Couple that with the fact that many of the mines are in mountains where the dwarves would be well-defended, and you've got a serious money-maker! All you need is Dwarves with forts and you're set for life! Wink
      
Wildfire2099
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Re:Interesting Race Banners/Special Power combos Tue, 23 June 2009 14:23
My favorite combo so far has been fortified Halflings...I used the hobbit holes to make a nice barrier, then added the forts to them, for automatic bonus points... held them for 6 turns, and won easily Smile
      
Shadow4ce
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Re:Interesting Race Banners/Special Power combos Sat, 08 August 2009 11:10
Well, upon my first playing of this wonderful new game, I saw 3 impressive combinations...

First my wife started with Mounted Tritons, making half the board easier to conquer.

My oldest daughter pulled out the Merchant Elves to start, and it wasn't until about turn 5 when we realized just how powerful that combo was, as we kinda ignored her until it dawned on us she was getting 14 coins every turn.

However, my youngest's second race propelled her to the the win...

Pillaging Amazons. She had a race in decline near those completely spread out elves, with nothing else threatening them, and started raking in 16-18 coins a turn by unleashing the Amazon Dogs of War to Pillage the rest of the map!

The Merchant Elves would have still pulled it off, had I not whittled them down the last 3 turns with Sorcs.

Not sure what a good score is, but my youngest and her Amazons ended up with 92 at the end.

(Might have been more, because at one point she was restacking her coins and knocked some of them into the draw pile, and she did not want to take any of them out of it and be accused of cheating. I saw at least one 5 go in there, and our friend who was playing with us saw a 1 for sure. My oldest thought she saw 1-2 10s go in it, but my youngest still won without any of them). Shocked
      
Zasdert Ultun
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Re:Interesting Race Banners/Special Power combos Tue, 11 August 2009 17:03
Merchant Elves.

I was playing with a friend of mine and she got Merchant Elves the first turn and stuck with them the whole game, beating both me and the 3rd player by at least 20 coins. Because the elves never lose pieces from battle, no matter what we did to take over her territories, she was always able to take them back at full force, despite only having 8 elves. Normally that wouldn't be bad, but because she didn't have to worry about losing race tokens, she just took over as much as she could, got double the coins, and waited until the next turn to do it again!
      
Lord_Nibbler
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Re:Interesting Race Banners/Special Power combos Fri, 11 September 2009 00:24
underworld ratmen

Their sheer number of them and been able to almost pop out of any where makes them dagerous. However after conquering most of the board I was wiped out by all the other players for been overambicious.

Yet to try flying ratmen...
      
Erathia
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Re:Interesting Race Banners/Special Power combos Sun, 22 November 2009 07:36
Swamp Wizards.

I was playing with my girlfriend on the two-player map, and she conquered the top region of the map, including an area that had a swamp AND a magic source. She was collecting a ridiculous amount of victory coins from them.

Merchant Skeletons

Another game, similar to tech's Alchemist Skeletons, but at the end of the game she had conquered 10 regions with her Skeletons, netting 20 points per turn. Ridiculous.
      
FlippyMCXLI
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Re:Interesting Race Banners/Special Power combos Sat, 28 November 2009 01:09
Commando Amazons/Ratmen are vile just for the fact that they get a ridiculous number of tokens, and can spread out rapidly and score you those points.
      
ArchAnemone
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Re:Interesting Race Banners/Special Power combos Mon, 30 November 2009 19:55
I only just played SmallWorld for the first time yesterday, and don't have the Grand Dames yet (will probably order it within the next few days), but I imagine Seafaring Priestesses would be pretty sweet, especially if you could get them as your first race. Enter the board on an ocean and in a couple of turns go into decline with an aquatic ivory tower no one can breach!

Edit: just lost to my wife's Marauding Ratmen, followed by Berzerk Skeletons which went into decline on turn 9 (2 player game) to allow Flying Amazons to clean up on turn 10. Crazy! : )

[Updated on: Tue, 01 December 2009 07:39]

      
CptParatosAlSim
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Re:Interesting Race Banners/Special Power combos Sun, 27 December 2009 03:13
I have found the most impressive combination I've seen so far is Heroic Halflings. Little buggers made my poor Forest Skeletion's cry. Crying or Very Sad

[Updated on: Sun, 27 December 2009 03:14]

      
xbeaker
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Re:Interesting Race Banners/Special Power combos Sun, 27 December 2009 06:20
Stout Ghouls.. if you get them early, you can deploy them and then send them to decline immediately, pulling another race right away.

Berzerking Amazons / Ratmen. had both of these in seperate games tonight. the ones who got them ultimately won the respective games due to how quickly you can cover the board.

And in my strongest win of the night.. Spirit skeletons to start, used them for 2 rounds conquoring the east coast, sent to decline only to get commando ratmen and conquored the west coast in 2 rounds. Sent them in to decline and got diplomatic sorcerers which I used to effectively freaze the board for the remainder of the game through fear of one of the players expanding and giving me access to stealing his units, and declaireing diplomacy on the other.
      
darthnerd
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Re:Interesting Race Banners/Special Power combos Wed, 20 January 2010 22:31
I like the White Ladies as a first race:

Marauding White Ladies: The marauding power allows you to perform the conquer routine twice. So with your total of 7 race tokens, you would be able to initially conquer 3 regions, and then regroup with 4 race tokens and conquer 1 or 2 more regions. If you then immediately go into decline in round 2, you'd have 4 or 5 additional VPs each subsequent turn. Additionally, if you position these 4 or 5 territories correctly, you should have an impenetrable wall to protect the rear of your next active race.

Hordes of White Ladies: The same thing as above can be achieved with the 9 race tokens from this combination.

For Hordes of White Ladies and Marauding White Ladies, I think it would work best if your next active race is strong enough to last until the end of the game. Ideally, this would be a race with primarily Active benefits, such as the Elves or the Amazons.

Spirit White Ladies: Initially, the 7 race tokens would only be able to conquer 3 territories. But this would work very well if the player was able to follow up with a race having primarily In-Decline benefits, such as Ghouls or Priestesses.

Spirit White Ladies followed by Stout Ghouls would be devastating for your friends: use the In-Decline White Ladies as a defensive rear wall, and then march the In-Decline Ghouls and your Active race out from that wall in parallel.

Spirit White Ladies followed by Seafaring Priestesses would also rack-up the points. Rounds 1 and 2 would bring the player 3 points each, but Rounds 3 onward could add 4 (or 5, if the player keeps the Seafaring Princesses an extra round) more VPs (by placing the Ivory Tower in a sea or lake) for a total of 7 (or eight) extra VPs per turn.


Some awesome second race combinations:

Marauding Elves: You have 11 race tokens, which through the special and racial power can guarantee the player 7 or 8 regions per turn for the remainder of the game. If combined with a strong In-Decline race, the two forces could bring the player 12 or 13 points per round.

Marauding Gypsies: Like the Elves, you have 11 race tokens. The downside is that the Gypsies, unlike the Elves, are vulnerable. But the upside is that they effectively receive 2 VP chips per turn after their initial entry.

The player begins each turn by withdrawing all the gypsies and then reentering the map where there is a concentration of lightly defended regions. With the 11 race tokens and the marauding power, the player can conquer between 5 and 8 regions per turn, meaning that the VP total at the end of the turn will be 10 to 16 from just the gypsies alone!

      
Lithanial
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Re:Interesting Race Banners/Special Power combos Wed, 27 January 2010 04:09
I have been playing alot lately and "Were-Elves" made everyone's night. Once the Were-Elves were on the board, the game strategy completely changed based on the full-moon. Usually the "Were-" power race gets ganged up on, but this couldn't happen in the case of the Elves.
      
dagwopod
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Re:Interesting Race Banners/Special Power combos Sat, 13 February 2010 17:47
Merchant Ratmen. Still have plenty of guys, and each region is worth an extra point. awesome
      
Lord_Nibbler
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Re:Interesting Race Banners/Special Power combos Fri, 09 April 2010 17:44
Marauding AmazonsThis happened in our last game and it was just insane how many points the player scored.

Does anyone else think Marauding is overpowerful compared to other habilities?
      
Amaterasu
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Re:Interesting Race Banners/Special Power combos Thu, 06 May 2010 22:01
Were-Orcs, I got 18 points by killing 9 declines at teh right time, giving me 20 poimts for that turn (with 2 other declined tokens), and the victory of that game.
      
Drunken Dwarf 12
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Re:Interesting Race Banners/Special Power combos Sun, 09 May 2010 21:11
Alchemist dwarfs is great!
      
Drunken Dwarf 12
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Re:Interesting Race Banners/Special Power combos Sun, 09 May 2010 21:35
Tritons with any combo our amazing!
      
Drunken Dwarf 12
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Re:Interesting Race Banners/Special Power combos Sun, 09 May 2010 21:36
One last thing I have won every game I've played!
      
DJC123
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Re:Interesting Race Banners/Special Power combos Sat, 21 August 2010 01:53
Spirit Ghouls are definitely the Best combo out there. You get to have a second active race the whole game especially if you get Trolls as your second race in decline because they are so great at defense. then grab some amazons or ratmen or another good attacking combo and clean house
      
Conundrum Crow
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Re:Interesting Race Banners/Special Power combos Sun, 29 August 2010 15:40
One of my friends had great success with berserk gypsies. They come out of nowhere, hack you to pieces, and get to keep points for their abandoned territories.

EDIT: was also witness to the power of Dragon Master Sorcerers yesterday. I entered the board with underworld amazons and took half of them, but every turn he used the dragon in conjunction with his remaining forces and substitution to bolster his own forces and wreak havoc on mine. If I placed too many the dragon would take them; too few and he would substitute. A good mix and he would take them through ordinary conquest and then use the dragon and substitute to the take the undefended rearguard...

[Updated on: Tue, 31 August 2010 20:43]

      
Conundrum Crow
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Re:Interesting Race Banners/Special Power combos Sun, 26 September 2010 20:31
What is the counter to Pillaging Orcs? Is there anything that keeps them from just abandoning territory and attacking you with all of their force every turn? Seems like it would be difficult to protect yourself against them?
      
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