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== Combinations of Doom == For any experienced player of Small World, there's a few notorious combinations that everybody will be scrambling to get first as they appear. *'''[[Khorne Berzerkers|Berzerk Amazons:]]''' The legend. The combo players will whisper with trembling voices, who heralds the destruction of worlds and bloody genocide. "Bezerk" lets you roll the Reinforcement Die for every single Conquest, which often make you able to take any Region with one or two tiles. So that's good. Amazons? [[Rape|They get 4 extra tiles when on a Conquest]]. Nothing, I repeat, ''nothing'' can stop this freight train of doom. If this combo has any weakness, it's that it'll easily wipe out a huge swathe of land in one or two rounds, but after that, there's not a lot to do. The combo cannot make large territories either, since they only have 10 tiles on the defence. *'''[[Necrons|Stout Ghouls:]]''' The most hardass combo in the game. Ghouls allow you to keep playing as normal when Declining, alongside your new Race. Stout lets you Decline the Race and KEEP playing instead of waiting for your next turn. It essentially allows you to play and play until if you feel like having a buddy race to roam with, at which point you'll get just that. *'''Flying Sorcerers:''' Quite a gimmicky combo, Sorcerers has the ability to make a region held by ''one'' enemy tile transform into a Region under your control, with one Sorcerer Tile. Sorcerers alone tend to be weak because of it, since everybody and their grandmother won't give you that Region to transform... [[Troll|But what can they do, when you can attack any goddamn Region in the game]]? It's not effective per say, but it's funny and trollworthy as fuck. *'''Fortress Trolls:''' Want to never be attacked again? Want to be totally unassailable? Fortress Trolls' your Race. The Trolls allows you to place five Den Tiles in the first five Regions you occupy, which increases the strength of each Region by one... And what does Fortress do? The same exact thing. Those five regions aren't gonna be taken anytime soon. Bonus point for taking Mountains for a native 3+ difficulty. *'''[[Lord of the Rings|Heroic Haflings:]]''' Fittingly, HHs are a pretty difficult opponent to fight. The two first Regions the Haflings occupy gets the Hole Tiles, which makes them ''impossible to Conquer''. Heroic does the same thing, only that you can move around the Hero Tiles to any Region you already occupy. Four Regions that cannot be taken no matter what anyone do? So that's why wizards like to use Haflings as their agents. *'''Pillaging Skeletons:''' This is possibly the only race you can spend the entire game with and still win, essentially how it works is this: for every two non-empty regions you conquer (enemies, free peoples) you get a new skeleton and pillaging means you get an extra gold for every non-empty region you conquered this turn so what you do is pick up ALL your pieces, don't bother holding territory and multiply your skeletons till you get all twenty and that is when you bother making money, bonus points for having ghouls go behind you get all the territory you empty. *'''Merchant Elves:''' Another one-race-wonder combo that provides an almost unstoppably consistent income regardless of what happens in the game, although getting them after declining your first race is delicious. Merchants gain extra money but give you less tiles to work with, but you'll never have less tiles than what you started with due to elves never being removed from play after another race turfs them out of their territory. Even if you get utterly annihilated you're still banking a disproportionately moderate income when you reenter the board as strong as ever next turn. Other players won't have a chance to develop themselves as refusing to deal with your scumfuck elf doucebags will soon have you spreading out and receiving up to 16 coins per turn before any declined races are involved.
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