Arcane Wonders Forum

Mage Wars => Strategy and Tactics => Topic started by: Reddicediaries on February 02, 2017, 09:27:37 AM

Title: Animal Kinship
Post by: Reddicediaries on February 02, 2017, 09:27:37 AM
How good are animal kinship SBM's? I have seen a variety of builds. but just how good are they?
Title: Re: Animal Kinship
Post by: iNano78 on February 02, 2017, 09:37:55 AM
How good are animal kinship SBM's? I have seen a variety of builds. but just how good are they?

I don't think they're particularly "good" (e.g. I don't think I'd bring one to a tournament), but they're fun to play and can surprise the opponent because they're so different. e.g. Your opponent can't remove a Kinship Beastmaster's Armor and other buffs using Dissolve/Dispel, as with most melee Mages. Instead, he has to throw Unavoidable attacks at Darkfenne Asps or level 1 canines (or go after the conjurations themselves). And if you get Corroded, you let your Asp die and (quick)summon a new one. Oh, and don't underestimate the power of a Kinship bear cub. Getting tough -4 or -6 can make a mage nearly immune to d12 rolls.
Title: Re: Animal Kinship
Post by: Reddicediaries on February 02, 2017, 09:41:58 AM
How good are animal kinship SBM's? I have seen a variety of builds. but just how good are they?

I don't think they're particularly "good" (e.g. I don't think I'd bring one to a tournament), but they're fun to play and can surprise the opponent because they're so different. e.g. Your opponent can't remove a Kinship Beastmaster's Armor and other buffs using Dissolve/Dispel, as with most melee Mages. Instead, he has to throw Unavoidable attacks at Darkfenne Asps or level 1 canines (or go after the conjurations themselves). And if you get Corroded, you let your Asp die and (quick)summon a new one. Oh, and don't underestimate the power of a Kinship bear cub. Getting tough -4 or -6 can make a mage nearly immune to d12 rolls.
What makes them not that "good"?
Title: Re: Animal Kinship
Post by: silverclawgrizzly on February 02, 2017, 09:43:26 AM
They're pretty legit. I've seen them win tournaments and do a lot of cool stuff.
Title: Re: Animal Kinship
Post by: Reddicediaries on February 02, 2017, 09:44:28 AM
They're pretty legit. I've seen them win tournaments and do a lot of cool stuff.
Would you say they are "better" than your typical book? (do you run asps in your streywood) Also, how have updated your book with pvs and LG cards?
Title: Re: Animal Kinship
Post by: Puddnhead on February 02, 2017, 09:53:51 AM
The reason people are wary about it is because each Kinship costs 8 mana which is a hefty investment and you really want 3 (or 4) of them to get the best benefit since if you're only going to play 2 kinships you might as well just run Rhino Hide and Bear Strength.

On top of that 24+ mana for the kinships you still have to get the creatures out there. For a significantly smaller amount of mana and fewer of your own actions you could have Felella cast Rhino Hide and Bear Strength on you.

The main reason to do kinships is to be immune to dispel and dissolve.  I found when I tested this out that you also want to have some equipment and some enchantments to round out your usefulness as a combatant and then you're back to the same old problem of having the stuff you really need be hit with dissolve and dispel.

While it's certainly a fun experience and can hit really hard once your setup is done I think the main issue the archetype has is the huge setup cost in both mana and actions.  If you can overcome that hurdle efficiently it could be a really powerful book.
Title: Re: Animal Kinship
Post by: Reddicediaries on February 02, 2017, 09:57:22 AM
The reason people are wary about it is because each Kinship costs 8 mana which is a hefty investment and you really want 3 (or 4) of them to get the best benefit since if you're only going to play 2 kinships you might as well just run Rhino Hide and Bear Strength.

On top of that 24+ mana for the kinships you still have to get the creatures out there. For a significantly smaller amount of mana and fewer of your own actions you could have Felella cast Rhino Hide and Bear Strength on you.

The main reason to do kinships is to be immune to dispel and dissolve.  I found when I tested this out that you also want to have some equipment and some enchantments to round out your usefulness as a combatant and then you're back to the same old problem of having the stuff you really need be hit with dissolve and dispel.

While it's certainly a fun experience and can hit really hard once your setup is done I think the main issue the archetype has is the huge setup cost in both mana and actions.  If you can overcome that hurdle efficiently it could be a really powerful book.
Well one thing i notice is if you want the lair or not. If you have one, it will be late game.
Title: Re: Animal Kinship
Post by: iNano78 on February 02, 2017, 10:35:20 AM
The reason people are wary about it is because each Kinship costs 8 mana which is a hefty investment and you really want 3 (or 4) of them to get the best benefit since if you're only going to play 2 kinships you might as well just run Rhino Hide and Bear Strength.

On top of that 24+ mana for the kinships you still have to get the creatures out there. For a significantly smaller amount of mana and fewer of your own actions you could have Felella cast Rhino Hide and Bear Strength on you.

The main reason to do kinships is to be immune to dispel and dissolve.  I found when I tested this out that you also want to have some equipment and some enchantments to round out your usefulness as a combatant and then you're back to the same old problem of having the stuff you really need be hit with dissolve and dispel.

While it's certainly a fun experience and can hit really hard once your setup is done I think the main issue the archetype has is the huge setup cost in both mana and actions.  If you can overcome that hurdle efficiently it could be a really powerful book.

^^ this.

To summarize, 2-4x Kinships is a very slow, mana-intensive start for a melee beatdown strategy. And that's before you even summon the creatures needed to activate the Kinship abilities. You generally can't afford the mana to do a Lair and Kinships, but at least Straywood can quickcast the creatures. Oh, and it didn't really work before Asps because there was no level 1 Reptile before Academy; the bear cubs are nice to have, too.

Anyway, yeah, you're committing a lot of mana and actions to setting it up, and meanwhile your opponent is also gearing up or bringing out big threats of their own, so... it's a neat thing to try, and it can win, and it's different (and some opponents might not be able to deal with it efficiently), but I don't think it's a top-tier strategy.

Regarding additional buffs, because you'll use the Kinships for your primary buffs, you can specialize in just enchantments OR equipment, rather than both. I'd recommend enchantments because Nature. This at least makes all your opponent's Dissolves/Disarms/Explodes useless. But you could go the other way and pack a couple decent melee weapons, Chitin Armor, Packleader's Cowl, Regrowth Belt, etc and make all your opponent's Dispels, etc, useless.

All that said, I don't know much about the current meta, and if there's a lot of conjuration hate out there, or if you run into Altar of Infernia or Idol of Pestilence, then you're going to be in for a tough time.
Title: Re: Animal Kinship
Post by: iNano78 on February 02, 2017, 11:00:50 AM
Code: [Select]
Animal Kinship         | Traditional Spells (mana in parentheses)
-----------------------------------------------------------------
2x Animal Kinship (16) | 1x Enchanter's Ring (2)
1x Darkfenne Asp (4)   | 1x Rhino Hide (4)
1x Bitterwood Fox (5)  | 1x Bear Strength (4)
1x Pellian Lynx (4)    | 1x Mongoose Agility (4)
1x Steelclaw Cub (4)   | 1x Colossus Belt (5)*

* Actually, Colossus Belt is equivalent when you have only 1x Animal Kinship out, so that's not a fair comparison. A second Kinship + a bear is actually much better than a Colossus Belt. But you get the idea.

Anyway, you can see that if you get out 2x Animal Kinships, you're way behind in mana (and 1 action) compared to playing "traditional spells" that would do the same thing. You really need that 3rd-4th Kinship to come out ahead. Oh, and they're Zone Exclusive, so even placing them can become an issue (in rare cases). But hey, if you know your opponents rely heavily on counterspells and are guaranteed to be running 4x Dispel and 4x Dissolve in all their books and you want to teach them a lesson... then this might make them scratch their heads.  :)
Title: Re: Animal Kinship
Post by: Puddnhead on February 02, 2017, 11:08:50 AM

Regarding additional buffs, because you'll use the Kinships for your primary buffs, you can specialize in just enchantments OR equipment, rather than both. I'd recommend enchantments because Nature. This at least makes all your opponent's Dissolves/Disarms/Explodes useless. But you could go the other way and pack a couple decent melee weapons, Chitin Armor, Packleader's Cowl, Regrowth Belt, etc and make all your opponent's Dispels, etc, useless.


This is an interesting choice to make and I do agree it should be considered.  The enchantments are tempting because you can get them in your book for cheap.  However, my opinion is that equipment is going to fill more "holes" in your loadout so that you can deal better with different situations.  For instance a humble [mwcard=MW1Q18]Mage Staff[/mwcard] gives you Ethereal AND Reach which allows your buffed up Beastmaster (9 dice melee) hit something Incorporeal AND/OR flying with the buffs you've already generated for just 5 mana. Packleader's Cowl will allow your mid-tier animals (wolf/tegu) to guard you while also getting to do their damage.

Anyway, lots of things to consider.  Also, I'm of the opinion that you need a Lair to pull it off and that's even more expensive.
Title: Re: Animal Kinship
Post by: iNano78 on February 02, 2017, 11:30:26 AM
Regarding additional buffs, because you'll use the Kinships for your primary buffs, you can specialize in just enchantments OR equipment, rather than both. I'd recommend enchantments because Nature. This at least makes all your opponent's Dissolves/Disarms/Explodes useless. But you could go the other way and pack a couple decent melee weapons, Chitin Armor, Packleader's Cowl, Regrowth Belt, etc and make all your opponent's Dispels, etc, useless.

This is an interesting choice to make and I do agree it should be considered.  The enchantments are tempting because you can get them in your book for cheap.  However, my opinion is that equipment is going to fill more "holes" in your loadout so that you can deal better with different situations.  For instance a humble [mwcard=MW1Q18]Mage Staff[/mwcard] gives you Ethereal AND Reach which allows your buffed up Beastmaster (9 dice melee) hit something Incorporeal AND/OR flying with the buffs you've already generated for just 5 mana. Packleader's Cowl will allow your mid-tier animals (wolf/tegu) to guard you while also getting to do their damage.

Aside from the sbp cost, another big plus for Enchantments is that you don't need to pay for them till you need to use them. Another is that you can always bluff a Nullify or Block or whatever (or have them for real). And Ethereal isn't too hard ([mwcard=MWSTX1CKE02]Divine Might[/mwcard]), but Reach isn't going to work with Enchantments alone. You'll want another plan for dealing with Flyers (e.g. Tarok or attack spells or Maimed Wings or  Knockdown + Tanglevine or whatever).

Sticking with the theme of doing things in a non-conventional way, I tend to ignore the opponent's armor and would be more likely to run Critical Strike than Vorpal Blade; it can even stack with Wolf Fury and Lion Savagery for excessive amounts of Piercing. Bring a Spitting Raptor to the battle as a back-up plan.

Anyway, lots of things to consider.  Also, I'm of the opinion that you need a Lair to pull it off and that's even more expensive.

I've tried Kinship Johktari Beastmaster with Lair, but haven't won with it.  It's just too slow. Your first 4 rounds are basically:
1. Lair + FD enchant
2. Kinship + FD enchant
3. (Spawn an Asp) Kinship + FD enchant
4. (Spawn a Fox) Kinship + melee attack (assuming you've caught up to your opponent)
5. ... Realize you've already lost the match.
Title: Re: Animal Kinship
Post by: silverclawgrizzly on February 02, 2017, 11:53:15 AM
They're pretty legit. I've seen them win tournaments and do a lot of cool stuff.
Would you say they are "better" than your typical book? (do you run asps in your streywood) Also, how have updated your book with pvs and LG cards?

I have one asp in my Straywood book but I'm not currently running Kinship though I have in the past with this book.

I wouldn't say it's better but it's effective, depending on what I'm fighting then it is better. Against heavy damage types it can help a lot.

Yes I've added Chitin Armor, Hunting Spear, and the Rhino to my spellbook. I'm thinking I'll take the spear out for my favorite Mage Staff son but the armor and rhino are there to stay.
Title: Re: Animal Kinship
Post by: Puddnhead on February 02, 2017, 12:23:54 PM
I wouldn't cast lair first turn.  I'd focus on getting into the thick while dropping the cheap creatures and a kinship every turn.  After you've got your buffs in place you can replace your little animals with larger ones after dropping a lair in the final quick cast on say, turn 6.  It's not there to save you mana it's there to allow you to hit things with your 9 dice attack.
Title: Re: Animal Kinship
Post by: Reddicediaries on February 02, 2017, 12:30:28 PM
They're pretty legit. I've seen them win tournaments and do a lot of cool stuff.
Would you say they are "better" than your typical book? (do you run asps in your streywood) Also, how have updated your book with pvs and LG cards?

I have one asp in my Straywood book but I'm not currently running Kinship though I have in the past with this book.

I wouldn't say it's better but it's effective, depending on what I'm fighting then it is better. Against heavy damage types it can help a lot.

Yes I've added Chitin Armor, Hunting Spear, and the Rhino to my spellbook. I'm thinking I'll take the spear out for my favorite Mage Staff son but the armor and rhino are there to stay.
I need to add the rhino to my beastmaster book! Not sure what to remove.
Do you find yourself usually casting fellela griz? She seems more "if i need it" in your book (from hoshi con that is)
I also assume you still have purge magic and/ or remove curse now.
Title: Re: Animal Kinship
Post by: farkas1 on February 02, 2017, 02:35:45 PM
I have gotten my straywood to use kinships.  I usually drop kinships mid to late game as my massive swarm is trying to punch mage, knocking down walls, or getting rid of the creatures I need to deal with.  Kinships don't usually come out right away.  I start popping them out when I am either wanting to engage or if the opponent is trying to engage my beastmaster.  I really have alot of fun and have won with it on a consistent basis.

My book does not have a whole lot of enchantments just a few defensive or small enchantments for my minor lvl creatures.  Equipment I carry only a few things like the wychwood ironvine, pants, BM discount ring, eagle claw boots, and a weapon. 

I feel my book is really versatile I will try and make room for a mage staff bc that would make me more effective against the force master and incorporeal things. 
Title: Re: Animal Kinship
Post by: Beldin on February 04, 2017, 02:08:24 PM
I've tried Kinship Johktari Beastmaster with Lair, but haven't won with it.  It's just too slow. Your first 4 rounds are basically:
1. Lair + FD enchant
2. Kinship + FD enchant
3. (Spawn an Asp) Kinship + FD enchant
4. (Spawn a Fox) Kinship + melee attack (assuming you've caught up to your opponent)
5. ... Realize you've already lost the match.

Actually I think you think you have lost the match because you play it for just it's offensive abilities. The straywood is the better Beastmaster for this kind of book and it should not be played offensively, well not initially. The key to winning is the blunting of your opponents attack and then having a strategy to win. I know control Beastmaster is not the normal paradigm for this mage, however I do believe it to be strong and entirely viable.
Title: Re: Animal Kinship
Post by: Reddicediaries on February 04, 2017, 02:11:23 PM
I've tried Kinship Johktari Beastmaster with Lair, but haven't won with it.  It's just too slow. Your first 4 rounds are basically:
1. Lair + FD enchant
2. Kinship + FD enchant
3. (Spawn an Asp) Kinship + FD enchant
4. (Spawn a Fox) Kinship + melee attack (assuming you've caught up to your opponent)
5. ... Realize you've already lost the match.

Actually I think you think you have lost the match because you play it for just it's offensive abilities. The straywood is the better Beastmaster for this kind of book and it should not be played offensively, well not initially. The key to winning is the blunting of your opponents attack and then having a strategy to win. I know control Beastmaster is not the normal paradigm for this mage, however I do believe it to be strong and entirely viable.
What is your kinship opening/plan?
Title: Re: Animal Kinship
Post by: Beldin on February 04, 2017, 02:31:55 PM
I havent worked out an exact mana curve but it would be a turtle mage that uses Level 1 Creatures to dial in the subtypes (academy is good for these), animal kinship, Elephant Grass, Guard Dog to protect the Second Kinship. Then flow into Chitin Armor, Elemental Cloak, Raindcloud. Maybe chuck Fellella into the mix for defensive buffs like Fortified Position/Brace Yourself.

Versus swarm Kalathor as he can munch Birds really easily
Versus Big Buddy SteelClaw Grizzly and Eagle Wings
Versus Attack Rush Tangle vine and DOTs. or even Force wall to deny LOS.

You are looking at -8 Flame : -9 Acid : -6 Lightning/Frost : -4 to Other effect dice.

Title: Re: Animal Kinship
Post by: Reddicediaries on February 04, 2017, 02:37:46 PM
I havent worked out an exact mana curve but it would be a turtle mage that uses Level 1 Creatures to dial in the subtypes (academy is good for these), animal kinship, Elephant Grass, Guard Dog to protect the Second Kinship. Then flow into Chitin Armor, Elemental Cloak, Raindcloud. Maybe chuck Fellella into the mix for defensive buffs like Fortified Position/Brace Yourself.

Versus swarm Kalathor as he can munch Birds really easily
Versus Big Buddy SteelClaw Grizzly and Eagle Wings
Versus Attack Rush Tangle vine and DOTs. or even Force wall to deny LOS.

You are looking at -8 Flame : -9 Acid : -6 Lightning/Frost : -4 to Other effect dice.
Would you cast lair or what? What are your ideal first 3 rounds?
Title: Re: Animal Kinship
Post by: Beldin on February 04, 2017, 02:50:12 PM
No lair. The animals would be hard Cast at Quick cast speed, which is why I choose Straywood and Level 1 creatures. I do not have an ideal first 3 turns yet, I stated this when I said I do not have a mana curve worked out for this. I imagine it would follow my normal template of thought which is 2 turns of early game mana efficiency (Mana Flowers, etc) and laying the foundations of the machine, while reacting to the things my opponent is doing. Once this is up then I would "switch it on" by casting low mana L1 creatures. I haven't pondered on it, but there could even be a turn where QC: Darkfenne Asp (Reptile), FC: Steelclaw Cub (Bear).
Title: Re: Animal Kinship
Post by: Reddicediaries on February 04, 2017, 03:01:55 PM
Something like this?
[spellbook]
[spellbookheader]
[spellbookname]Kinship![/spellbookname]
[mage]A Beastmaster Spellbook[/mage]
[mage]built by the OCTGN SBB[/mage]
[/spellbookheader]
[spells]
[spellclass]Attack[/spellclass]
[mwcard=FWA02]1 x Force Hammer[/mwcard]
[mwcard=DNA01]2 x Acid Ball[/mwcard]
[mwcard=MWSTX1CKA01]2 x Surging Wave[/mwcard]
[spellclass]Conjuration[/spellclass]
[mwcard=MW1J02]4 x Animal Kinship[/mwcard]
[mwcard=MW1J13]2 x Mana Flower[/mwcard]
[mwcard=MW1J22]4 x Tanglevine[/mwcard]
[mwcard=PSJ04]1 x Elephant Grass[/mwcard]
[mwcard=MWBG1J04]1 x Raincloud[/mwcard]
[spellclass]Creature[/spellclass]
[mwcard=MWA01C17]3 x Steelclaw Cub[/mwcard]
[mwcard=MWA01C04]3 x Darkfenne Asp[/mwcard]
[mwcard=MWBG1C01]1 x Guard Dog[/mwcard]
[mwcard=MW1C04]3 x Bitterwood Fox[/mwcard]
[mwcard=MW1C34]1 x Steelclaw Grizzly[/mwcard]
[mwcard=DNC06]1 x Kralathor, The Devourer[/mwcard]
[spellclass]Enchantment[/spellclass]
[mwcard=MW1E36]2 x Rhino Hide[/mwcard]
[mwcard=MW1E01]2 x Bear Strength[/mwcard]
[mwcard=FWE03]1 x Falcon Precision[/mwcard]
[mwcard=MW1E32]2 x Regrowth[/mwcard]
[mwcard=MWSTX2FFE07]1 x Rust[/mwcard]
[mwcard=MWSTX2FFE06]1 x Lion Savagery[/mwcard]
[mwcard=MW1E05]1 x Cheetah Speed[/mwcard]
[mwcard=MW1E28]1 x Mongoose Agility[/mwcard]
[mwcard=MW1E13]1 x Eagle Wings[/mwcard]
[spellclass]Equipment[/spellclass]
[mwcard=MW1Q07]2 x Elemental Cloak[/mwcard]
[mwcard=LG01Q01]3 x Chitin Armor[/mwcard]
[mwcard=MW1Q19]1 x Mage Wand[/mwcard]
[mwcard=MW1Q08]1 x Elemental Wand[/mwcard]
[mwcard=MWA01Q04]1 x Leather Chausses[/mwcard]
[mwcard=MW1Q15]1 x Leather Boots[/mwcard]
[mwcard=DNQ09]1 x Wand of Healing[/mwcard]
[mwcard=DNQ07]2 x Veteran's Belt[/mwcard]
[spellclass]Incantation[/spellclass]
[mwcard=MWAPRI05]1 x Remove Curse[/mwcard]
[mwcard=FWI13]2 x Seeking Dispel[/mwcard]
[mwcard=PSI02]3 x Dispel[/mwcard]
[mwcard=PSI01]3 x Dissolve[/mwcard]
[mwcard=MW1I28]1 x Teleport[/mwcard]
[mwcard=FWI12]2 x Minor Heal[/mwcard]
[mwcard=MW1I20]1 x Purify[/mwcard]
[mwcard=MW1I23]2 x Rouse the Beast[/mwcard]
[/spells]
[cost]Total cost: 120 pts[/cost]
[/spellbook]
Title: Re: Animal Kinship
Post by: Beldin on February 04, 2017, 03:29:45 PM
Yes, something like this.
Title: Re: Animal Kinship
Post by: drmambo23 on February 05, 2017, 08:28:20 PM
What made you choose the dog over wolves?
And a tegu or raptor would be good to upgrade your reptile after the asps

Also i think you could get away with no bear strength, rhino hide, and possibly mongoose agil. (If you add some cats). That frees up points for a lair and/or more creatures to sustain your buffs.

You could also swap the regrowths to belts and make it harder for them to choose which equipment to get rid of. They only have so many dissolves. If you spread it out between enchants and equipment they can get rid of more buffs.

Also the hunting knife would be pretty awesome in here!

Food for thought
Title: Re: Animal Kinship
Post by: Reddicediaries on February 05, 2017, 08:29:36 PM
What made you choose the dog over wolves?
And a tegu or raptor would be good to upgrade your reptile after the asps

Also i think you could get away with no bear strength, rhino hide, and possibly mongoose agil. (If you add some cats). That frees up points for a lair and/or more creatures to sustain your buffs.

You could also swap the regrowths to belts and make it harder for them to choose which equipment to get rid of. They only have so many dissolves. If you spread it out between enchants and equipment they can get rid of more buffs.

Also the hunting knife would be pretty awesome in here!

Food for thought
I kind of built the book in 5 minutes and didn't give it much thought.
Title: Re: Animal Kinship
Post by: littlenog on February 13, 2017, 06:19:36 AM
So the real questions is what are you trying to get out of the Animal Kinship.

Melee +1, Armor +1, Tough -2, Elusive, and Climbing.

We can assume Climbing is not of major importance since most walls will have pass through attack.

Elusive I would give high marks and needs only 1 Cat in play an the only way to remove it from you is kill the Cat or one of the Kinship.

Armor +1 is interesting because of how it has to be removed no dissolves or disenchants.
Corrode or Kill one of the two sources.

Melee +1
If this is your thing here is where I think you can make pay dirt.
Straywood already swings for 4 dices, 5 with his staff, 6 with staff + kinship, 8 with bear strength. (See where this is going)  Now that critical strike is a thing you can have pierce +3 for 2 spb.
Put that with a Pet Timber Wolf or Dire Wolf and there is a pain train coming.

For the cost Timber Wolves are just solid creatures.  Pet them for some extra HP and 2 more dice when with you.

The way I see it working out is saving mana every odd round by enchanting and a melee attack.
Then on even rounds summon a worth while creature Or drop a kinship.

I would also try to be disruptive with the Kinships put them in your opponents area and block their zones up with your zone exclusives.

Lets get away from the variety of spells and just see what we can do with your core stuff.  What if you wanted 6 Bear Strengths and 4 Rhino Hides.  For your in between Mana conservation rounds.  An remember you might just run your opponent out of dispels.  I might even pack a corrosive orchid or two just to remove the dispel wands that might hide behind a nullify.

I'll work on a book later to give you an idea of what I picture this as.




Title: Re: Animal Kinship
Post by: iNano78 on February 13, 2017, 08:31:48 AM
So the real questions is what are you trying to get out of the Animal Kinship.

Melee +1, Armor +1, Tough -2, Elusive, and Climbing.

We can assume Climbing is not of major importance since most walls will have pass through attack.

Elusive I would give high marks and needs only 1 Cat in play an the only way to remove it from you is kill the Cat or one of the Kinship.

Armor +1 is interesting because of how it has to be removed no dissolves or disenchants.
Corrode or Kill one of the two sources.

Melee +1
If this is your thing here is where I think you can make pay dirt.
Straywood already swings for 4 dices, 5 with his staff, 6 with staff + kinship, 8 with bear strength. (See where this is going)  Now that critical strike is a thing you can have pierce +3 for 2 spb.
Put that with a Pet Timber Wolf or Dire Wolf and there is a pain train coming.

For the cost Timber Wolves are just solid creatures.  Pet them for some extra HP and 2 more dice when with you.

The way I see it working out is saving mana every odd round by enchanting and a melee attack.
Then on even rounds summon a worth while creature Or drop a kinship.

I would also try to be disruptive with the Kinships put them in your opponents area and block their zones up with your zone exclusives.

Lets get away from the variety of spells and just see what we can do with your core stuff.  What if you wanted 6 Bear Strengths and 4 Rhino Hides.  For your in between Mana conservation rounds.  An remember you might just run your opponent out of dispels.  I might even pack a corrosive orchid or two just to remove the dispel wands that might hide behind a nullify.

I'll work on a book later to give you an idea of what I picture this as.

From your post, I get the impression there might be some misunderstanding regarding how Kinship works.

If you have 1x Kinship and 4x Canines, you get Melee +1, not Melee +4.

If you have 4x Kinship and 1x Canine, you get Melee +4, Melee +1.

This means you never "need" more than 1 of each type of animal in play to get full benefits out of all your Kinships.
Title: Re: Animal Kinship
Post by: littlenog on February 13, 2017, 12:11:30 PM
So the real questions is what are you trying to get out of the Animal Kinship.

Melee +1, Armor +1, Tough -2, Elusive, and Climbing.

We can assume Climbing is not of major importance since most walls will have pass through attack.

Elusive I would give high marks and needs only 1 Cat in play an the only way to remove it from you is kill the Cat or one of the Kinship.

Armor +1 is interesting because of how it has to be removed no dissolves or disenchants.
Corrode or Kill one of the two sources.

Melee +1
If this is your thing here is where I think you can make pay dirt.
Straywood already swings for 4 dices, 5 with his staff, 6 with staff + kinship, 8 with bear strength. (See where this is going)  Now that critical strike is a thing you can have pierce +3 for 2 spb.
Put that with a Pet Timber Wolf or Dire Wolf and there is a pain train coming.

For the cost Timber Wolves are just solid creatures.  Pet them for some extra HP and 2 more dice when with you.

The way I see it working out is saving mana every odd round by enchanting and a melee attack.
Then on even rounds summon a worth while creature Or drop a kinship.

I would also try to be disruptive with the Kinships put them in your opponents area and block their zones up with your zone exclusives.

Lets get away from the variety of spells and just see what we can do with your core stuff.  What if you wanted 6 Bear Strengths and 4 Rhino Hides.  For your in between Mana conservation rounds.  An remember you might just run your opponent out of dispels.  I might even pack a corrosive orchid or two just to remove the dispel wands that might hide behind a nullify.

I'll work on a book later to give you an idea of what I picture this as.

From your post, I get the impression there might be some misunderstanding regarding how Kinship works.

If you have 1x Kinship and 4x Canines, you get Melee +1, not Melee +4.

If you have 4x Kinship and 1x Canine, you get Melee +4, Melee +1.

This means you never "need" more than 1 of each type of animal in play to get full benefits out of all your Kinships.

I would also try to be disruptive with the Kinships (Plural) put them in your opponents area and block their zones up with your zone exclusives.

The way I see it working out is saving mana every odd round by enchanting and a melee attack.  Then on even rounds summon a worth while creature Or drop a kinship.

Animals I would use
Cat = Cervere
- Not small, Expensive at 15 mana, Takes focus to kill.
- She makes you elusive

Cat = Bobcat
- Cheap and a quick cast for SBM.
- Early Turn Bobcat that hides just so you have Elusive
- I would rather get the Elusive later after I've stacked up a bit which is why I like Cervere.

Canine = Timber Wolf or Dire Wolf
- Timber wolf are an easy case every round if you want or ever other if you alternate.
- Dire wolves and Red Claw a good here too.

Bear = Good ole Grizzly
- Not much to say here

The issue with Kinship is zone exclusive cause I would like to have at least 2 mana flowers maybe 3 if no lair.
You want to keep your mana pool high so you can drop Cervere or a Bear when your ready.

I understand how Kinship works.




Title: Re: Animal Kinship
Post by: Gogolski on April 15, 2017, 05:00:54 PM
Goblin builder.

He needs a full action to cast a corporeal conjuration, his next action is a move action to position him for the next conjuration, while you are saving the mana for that conjuration (or for putting a bigger creature out).

He can take care of the actions needed to get the kinships in place while your straywood does other things.

Preferably non-mana-intensive things.

Go forward early so your builder can stay at the back and plant Mana Flowers, Kinships, an Enchanter's Wardstone, Meridia's Blessing while your Straywood hits stuff, enchants or heals now and then, quickcasts Lv1 animals and Fullcasts a bigger threat (which has enough life to guard) now and then. Put three Ring of Beasts in your book to bait dissolves/crumbles, they are so cheap you'll get your mana out of it.

The Goblin Builder is great and does not get enough love in my opinion. (He's good with a siren too => Shallow seas, coral walls, bed of urchins, mana flowers, the wreck,...)
Title: Re: Animal Kinship
Post by: Beldin on April 15, 2017, 07:13:27 PM
Can we ban red text on the forums lol. It nearly gave me a headache lol