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Subject: All Possible Combos (and all there is to them) rss

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Jasper Birch
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Yes, I am aware that I am not THE expert on Smash Up, but after playing a few dozen games with my friends I started to wonder about all possible combinations in the game there are and how exactly all those combinations could work well together and which combinations suck and which are winners.

But first I will give you my short opinion on all fractions:
-Aliens: Fun stuff! Can be really annoying and with Terraforming they have one of the best cards in the game if you ask me. The Invader is really good in certain combos as well.
-Dinosaurs: Very strong beasts, but with my friends no one still has ever won with them, so they are definitely not on my favorite list. Actions never seem to work well and get targeted before weaker minions from others.
-Magicians: They are pretty awesome on their own. Fill up your hand quite easily with cards and always give you plenty of actions. Minions are bit weaker, but for that you just need a good combo.
-Ninjas: A friend of mine says they are by far the best. I don't necessarily agree on that statement, but they are definitely strong with their late entrance to the stage.
-Pirates: I love pirates, even though I don't think they are the best fraction. But destroying others and moving yourself around bases can be quite the fun thing to do. Being not the best fraction they depend a bit more on the combo you are playing.
-Robots: Robots are a pain in the ass...always. I'd say one of the strongest fractions with their swarming. They hardly have any actions, but they don't need them, they have the actions built in their minions already.
-Tricksters: More of a fun fraction. They can be a lot of fun to play with and a lot of pain to play against. Their ongoing base cards can really limit your options as opponent and give Tricksters a big advantage in winning some locations.
-Zombies: I think I would call this the strongest fraction on the game. No matter what combo you use with Zombies, they are strong enough themselves to always make you a tough opponent. They always come back, whether you like it or not.

These 8 fractions make 28 different combinations and here is what I think of all of them.

Aliens-Dinosaurs
Strength: Poor
Strategy: Since Dinosaurs are just strong and Aliens only do annoying things to others, I hardly see any combos between the 2 that will make this one rock. Only fun thing that could work is build up some Dinos on a random location and swap the site with Terraforming.

Aliens-Magicians
Strength: Okay
Strategy: Aliens and Magicians don't really have cards that work really great together. Yes, you might be able to return some Magicians to your hand and draw some more cards, but with Magicians you are already pretty sure that you will draw a lot of cards. It could be fun to play some extra actions and fill up another player's hand. But nothing amazing here.

Aliens-Ninjas
Strength: Great
Strategy: With the Ninja Acolyte and the Invader you can have plenty of fun, returning it to your hand and playing it as extra minion over and over and scoring VP quite easily without destroying bases. On top of that with Terraforming and Shinobis could give you some additional fun.

Aliens-Pirates
Strength: Okay
Strategy: Pirates have the ability of moving themselves around the board and destroying minions while Aliens return minions to its owners hand. Sure you could be annoying to other players, but it is not the most effective combination in my opinion.

Aliens-Robots
Strength: Good
Strategy: The Robot swarming combined with the Aliens ability to return minions to your hand could work pretty well, adding more and more robots each time. And with Terraforming you could build up a Robot swarm on one location and change that location to Rhodes Plaza Mall and have fun.

Aliens-Tricksters
Strength: Winner
Strategy: Enshrouding Mist combined with Invader...not good! Just keep returning your Invader to your hand and play him as extra minion and the VP keep coming and coming. On top of that both fractions like to screw with locations, so you can really take some location with great ease (or screw another player who is about to make a big score).

Aliens-Zombies
Strength: Winner
Strategy: Zombie Invader! Do I need to say more...

Dinosaurs-Magicians
Strength: Great
Strategy: The extra actions that Magicians will give you can make the Dino Action cards a lot more useful. Now the Upgrades and power bonuses actually have a way bigger impact in suddenly breaking a base when no one expects it yet. And Sacrificing King Rex to draw 7 cards is just fun! (and yes, not the smart thing to do)

Dinosaurs-Ninjas
Strength: Great
Strategy: A Dinosaur in Disguise is pretty fun to play. The Ninja Acolyte gives you the great ability to play 2 Dinos at once which is a big, big advantage for those brutal monsters. And if you put some Shinobi's on top of that, you have a great combo.

Dinosaurs-Pirates
Strength: Okay
Strategy: It can be nice to use your Pirate actions to move your Dinosaurs from base to base, but usually your Dinosaurs are either destroyed by then or the base they are on is scored already. Using Powderkeg on a strong Dinosaur to get rid of a lot of minions can be pretty useful.

Dinosaurs-Robots
Strength: Good
Strategy: This combo is mostly good, because Robots are so good themselves and with the nice little addition of the War Raptor for the Zapbot, it could improve things a bit.

Dinosaurs-Tricksters
Strength: Good
Strategy: If you have the Enshrouding Mist, you can rock on with your strong Dinosaurs, but you quite dependent on that card. But keeping other players off certain bases can help your Dinosaurs some too.

Dinosaurs-Zombies
Strength: Good
Strategy: Having your King Rex come back from the dead over and over will not make you the most liked person on the table, but you depend a lot on getting the right cards out for that.

Magicians-Ninjas
Strength: Okay
Strategy: Since most of your Ninja cards are used after a base scores (so outside your turn), your extra actions that Magicians give you do not work the best with Ninjas.

Magicians-Pirates
Strength: Great
Strategy: I only saw this after the last time I played these 2 together, but Sacrificing a Buccaneer who doesn't die is way fun! On top of that you have multi destruction going on with your extra actions and you have at least a lot of fun if you don't win.

Magicians-Robots
Strength: Poor
Strategy: If 2 fraction do not like to be played with each other, it is probably these 2. The extra actions from your Magicians do not help your Robots at all who hardly have any action card. This doesn't mean you can't win still, because Robots rock for themselves and you can draw a bunch of cards, but half your Magician cards are useless.

Magicians-Tricksters
Strength: Winner
Strategy: This combo is really strong. A lot of annoyal with your Tricksters combined with great cycling through your deck, sacrificing Gremlins and just being very annoying and limit your opponent's abilities on bases.

Magicians-Zombies
Strength: Winner
Strategy: The extra actions that Magicians give only make your Zombies work better and better. And the weak Magician minions actually work alright with Zombie Lord. And you can sacrifice your Zombie (that will come back anyways) to fill up your hand.

Ninjas-Pirates
Strength: Great
Strategy: Your Pirates hop from base to base and your Shinobis hop in when needed, this can be a tough cookie to beat. And both fractions like destroying other minions, so you can annoy your opponents with that a lot as well.

Ninjas-Robots
Strength: Great
Strategy: Your Robot swarm can be improved with some Shinobis joining in, and the Ninja Acolyte can even add to the Robot swarm you are creating.

Ninjas-Tricksters
Strength: Good
Strategy: You can block some bases with your Tricksters and then focus on the other bases with your Shinobis and win them.

Ninjas-Zombies
Strength: Winner
Strategy: Shinobis coming back from the dead, Ninja Acolyte that makes it able to play even more Zombies and a Zombie Lord that gets those Ninjas back into play. Yes, this combo is amazing.

Pirates-Robots
Strength: Winner
Strategy: Adding your First Mate to your Robot swarm, then move them after a base breaks and make your Robots Swashbuckling on top of that! And you can even move your Robots from one base to another if something ever happens. Don't ever let Pirates make Robots!

Pirates-Tricksters
Strength: Okay
Strategy: These 2 fractions do not really have cards that particularly work well together, but they are still 2 pretty strong fractions on their own and when you block a base for others, you can move your Pirates to whatever location you do want to focus on.

Pirates-Zombies
Strength: Winner
Strategy: Even though in Pirates of the Caribbean 4 Zombie Pirates weren't that cool or impressive, here they rock. Return minions from the dead and move them around the table, swashbuckling Zombies and Self Destruction Zombies, there are plenty of options with these 2 fractions.

Robots-Tricksters
Strength: Winner
Strategy: The Gnome is awesome combined with Robots and with Enshrouding Mist you have Robots, more Robots and then extra Robots!

Robots-Zombies
Strength: Winner
Strategy: I would almost say the best combo in the game. Robot swarm, Zombie swarm, and when they die or destroy a base, they all come back from the dead. Especially returning Microbots are not fun!

Tricksters-Zombies
Strength: Great
Strategy: Being annoying with your tricksters and being annoying with Zombies constantly coming back, playing even more of them when you have Enshrouding Mist on the table, this one is a lot of fun (when you are not playing against it that is).

Feel free to give suggestions and additions to all that I am missing or haven't found out myself about any combination there is and who knows I will change a combo from Poor to Winner!
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David Gregg
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Based on your ratings, the factions have the following overall scores:

[1,2,4,2,3,5,5]=22 Aliens
[1,4,4,2,3,3,3]=20 Dinosaurs
[4,4,2,4,4,3,5]=26 Ninja
[2,2,4,4,5,2,5]=24 Pirates
[3,3,1,4,5,5,5]=26 Robots
[5,3,5,3,2,5,4]=27 Tricksters
[2,4,2,4,1,5,5]=23 Wizards
[5,3,5,5,5,5,4]=32 Zombies

So zombies have the highest general combo potential with Tricksters as a distant second.

Dinosaurs have the lowest general potential with Aliens not fairing much better.
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Christian K
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Robot Zombies and wizard zombies are my two favorite. Both are ibcredibly strong
 
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Jasper Birch
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s3rvant wrote:
Based on your ratings, the factions have the following overall scores:

[1,2,4,2,3,5,5]=22 Aliens
[1,4,4,2,3,3,3]=20 Dinosaurs
[4,4,2,4,4,3,5]=26 Ninja
[2,2,4,4,5,2,5]=24 Pirates
[3,3,1,4,5,5,5]=26 Robots
[5,3,5,3,2,5,4]=27 Tricksters
[2,4,2,4,1,5,5]=23 Wizards
[5,3,5,5,5,5,4]=32 Zombies

So zombies have the highest general combo potential with Tricksters as a distant second.

Dinosaurs have the lowest general potential with Aliens not fairing much better.


Oh, thanks for doing that for me! Hadn't thought about that myself. Yea, I guess Zombies have the best combo potential in my opinion, but then again, I think they are probably one of the strongest by themselves. I see Pirates score somewhere in the middle, but still are amongst my favorites. Btw, interesting thing to know is that I personally wuck with Zombies. Never seem to get the needed cards out in time or get as many minions out as when my friends are using them.
 
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Nice write up! Some of your interpretations don't seem to match up with my experiences, which is interesting, but there are some cool ideas in here. These are some of my experiences so far.

Magician-Robots certainly seem like they wouldn't get along very well, but while you can't do much with the extra actions, the actions that you CAN use are extremely effective. Portal, for example, is amazing when you reveal hoverbots and stack the top of your deck with minions, and even when you don't find that, you can easily fill your hand with the robot faction's 18 minion cards. Drawing cards and playing extra summons can make robot chains even more ridiculous. Magicians also play nice with zapbots because they have an abundance of 2 power minions (both enchantresses and neophytes) to cheat into play. There's also the always fun combo of playing sacrifice on a warbot and getting free cards without losing a thing. Magicians are great at keeping the robot chains coming, something that robot decks can sometimes struggle with ("running out of gas"). I have had huge success with this combo having only played it three times so far.

On the other side, I found Alien-Tricksters is be quite lacking. Invader combo aside (if you can get that going, I agree, you're in a great position!)... this combo seemed to not do a whole lot other than be a minor annoyance to everyone else at the table. The minion presence felt lacking and I could never seem to build up a substantial force to really accomplish much over the course of the game.

I found similar issues with Ninja-Tricksters. Too tricky for their own good, although it could be I was unlucky with my action heavy draws. I really hate the overlap of disenchant and Infiltrate as well, since they fill a similar but narrow role (Infiltrate is best used against a Trickster deck, not with one!). One thing I do like about this one is the ability to eliminate your own gremlins if you desire, but even then you're having to use a great card to do so.

I've found Zombie-Robots to be just as bonkers as you say! Even a new player to the game in one of our matches immediately saw the ridiculousness of these two together (his deck, naturally). After seeing this combo in action a few times now, I'm inclined to try and never let these two factions near each other while drafting. Zombie recursion along with frequent "extra minions" from robots pushes this combination into "crazy" territory very easily.
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Jasper Birch
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Smash Up » Forums » General
Re: All Possible Combos (and all there is to them)
I actually agree with some of your statements after some more playing. A friend of mine did the Magician-Robot combo and indeed the extra actions don't really help, but other than that it really is a good combo.

Aliens-Tricksters I have found a bit less impressive as when I posted this too.

I am actually working on a totally new post with more statistics on factions and combos and all that, but might take a while to finish it up.
 
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JohnnyC Waytobe
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Dreavus wrote:


Magician-Robots certainly seem like they wouldn't get along very well, but while you can't do much with the extra actions, the actions that you CAN use are extremely effective. Portal, for example, is amazing when you reveal hoverbots and stack the top of your deck with minions, and even when you don't find that, you can easily fill your hand with the robot faction's 18 minion cards. Drawing cards and playing extra summons can make robot chains even more ridiculous. Magicians also play nice with zapbots because they have an abundance of 2 power minions (both enchantresses and neophytes) to cheat into play. There's also the always fun combo of playing sacrifice on a warbot and getting free cards without losing a thing. Magicians are great at keeping the robot chains coming, something that robot decks can sometimes struggle with ("running out of gas"). I have had huge success with this combo having only played it three times so far.


I couldn't agree with you more here - I think Magician-Robots is THE strongest combo in the game.
 
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Chris Smith
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I find Steampunk Wizards a far more amusing use of the deck burning action spam, so strong =D
 
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Hans Otto
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thanks man! please update it for the expansion cards!
 
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Marek Čtrnáct
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So, let's see... right now, there is 29 playable factions (8 original + 5 4-faction expansions + Geeks), making 406 combinations. This will grow to 666 with 8 Munchkin factions and to 820 when It's Your Fault comes out (triangular numbers grow fast).

One thing we can look at is the minion power and cards that care about it.

Killer Plants have Venus Man Trap that can play extra minions with power 2 or less (a faction normally has 4) and Sprouts that can exchange themselves for minions with power 3 or less (a faction normally has 7). This makes Killer Plants a better combo with factions that have more weak minions (Aliens, Ghosts, Giant Ants, Innsmouth, Robots, Shapeshifters, Wizards, Zombies) and worse combo with factions that have less weak minions (Bear Cavalry, Princesses). Giant Ants are specially notable here as you can exchange a Sprout for a Drone which has printed power 3 but it increases to 5 as soon as it comes into play. And Killer Plants/Shapeshifters can use Sprout or Venus Man Trap to get a 0-power Mimic; if you play it through Venus Man Trap, it is guaranteed to have at least 5 power.

Zombies also benefit from factions with higher-than-average number of minions with power 2 or less (thanks to Zombie Master), which are Giant Ants, Robots and Shapeshifters, while Bear Cavalry and Princesses include no such minions at all.

Shapeshifters have the Mimic whose power equals to the highest printed power among all minions. This means that they are better with factions that contain lots of high-powered minions or minions with power greater than 5 (Bear Cavalry, Dinosaurs, Princesses, and especially Elder Things!) and worse with factions that don't have anything with power 5 (Geeks, Giant Ants, Wizards and especially Innsmouth!). They also improve if anyone ELSE is playing those high-power factions.

Werewolves have two copies of Frenzy which benefits minions with power 4 or more (normally 3 per faction). Better-than-average factions for Frenzy are Princesses and Shapeshifters (plus factions that easily increase their power like Vampires), while Aliens, Geeks, Ghosts, Innsmouth, Minions of Cthulhu and Wizards are worse.
 
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Marek14 wrote:
This will grow to 666 with 8 Munchkin factions
Oh dear! Clearly, there are some diabolists at work here...
 
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