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Star Belly Geek's Diskwars Pages
The Knights
Army Analysis
The Knights can be quite powerful if played well. Some Knight
strategies are suggested in the Command
and Control section.
Fixed flat Knights:
In the basic Knights of Falladir army set, you receive three
fixed flats with four Men at Arms, four Royal Bowmen, a Heavy Horse Cavalry
and a Pikemen. In the Moon Over Thelgrim Groman Guard expansion
set, you receive two fixed flats with a Groman Beastrider, a Warhorse,
three Swordmaidens and two Wardogs. The Legions set Massacre at Godstone
Keep gives you 2 Fenryn Guards, 2 Groman Juggernauts, 2 Knights of
Valor, 4 Men at Arms, 4 Royal Bowmen, a Royal Falconeer, a Royal Jester,
a Scout, 2 Sergeant at Arms and a Siege Catapult. In the Waiqar's Path
expansion The Broken Crown, you receive 2 Tamar Bowmasters, 4 Tamar
Legionnaires and 2 Tamar Sisters of the Sword.
Men at Arms are, frankly, overpriced, although they can become useful
with help from some Moon Over Thelgrim random disks (or fixed Legions
disks). Royal Bowmen are standard archers. Heavy Horse Cavalry are common
and very respectable fast, heavy-hitters. Pikemen are a little slow, but
are very painful to attack and reasonably priced. Groman Beastriders are
very fast, although their special ability isn't all that useful. Warhorses
are a great fast assault unit, although they do die easily if you aren't
careful. Wardogs can be good in numbers. Swordmaidens are all but useless.
Fenryn Guards are pricey, and against potential Fireballs hurt to put
in the front lines, but there aren't many disks that can attack them without
dying. Groman Juggernauts can survive a Fireball with a Standard Bearer's
bonus, and can, if used carefully, quickly earn their points without danger
to themselves - but if used unwisely they'll just be pinned and die. Knights
of Valor are a little slow, but useful against evil. The Royal Jester
is a potential game-breaker in close quarters - just keep him out of range
of Ambush and Fireballs.
Before Moon Over Thelgrim, the Knights routinely ranked last on most
people's lists of factions by power. The randomly available disks in that
expansion, however, really make the Knights a force to be reckoned with.
Random disks from all sets are quite useful to Knights.
Random flat Knights:
In the Basic set, Knight random disks hade some nice Uniques, but little
else. Alman Null, only available in Revised edition packs (check the front
of the box), is a rather expensive level 2 spellcaster, but his ability
to activate twice can be a game-breaker. Archmage Thowyll isn't very durable,
but sometimes you have a need for level 3 spells (or Elementals). King
Falladir is a definite winner; he's slow, but has good combat stats and
is hard to take out because of his attributes. Prince Llewellyn is faster
than most Knight unique disks, and very durable, although it's hard to
use his Swashbuckler ability without losing him. The Royal Falconeer is
almost useless outside of gimmicky tactics (like Teleporting him into
position, or using Invisibility to keep him safe). The Scout can make
it very painful to attack your front lines by allowing extra missiles,
but isn't very useful on offense. Sir Aragon the Brave is almost entirely
defensive, but is a well-priced disk for that purpose.
The Moon Over Thelgrim expansion turned the Knights into the army that
succeeds on its disk combinations. The Alchemist's Apprentice would be
incredibly useful if the Familiar didn't exist (or if you're using more
than one spellcaster). General Cordwain isn't really the bargain most
Champions are, but is a durable addition to an army, and can assist in
deployment of Men at Arms. Morgaine of Bellwayne is a reasonable level
2 spellcaster with a potentially useful special ability. Princess Gwynneth
can be quite useful, especially in defense or in combination with certain
spells (such as Reflect). Sergeants at Arms are really required to make
Men at Arms useful, and can be okay (if expensive) in their own right.
Siege Catapults are game-breakers in the right scenario, and once again
benefit from well-placed spells (Sure Aim!). Last, but certainly not least,
the Standard Bearer is critical for the Knights to be really powerful,
and must be carefully defended. A bonus for all Knight disks is extraordinarily
useful.
In the Wastelands, the Knights didn't get quite the boost that they got
from Moon Over Thelgrim, but they should still be happy. Alchemists change
the shape of the battlefield against many armies, and are a bargain for
their cost. The Bishop of Utaauo provided a much-needed level 1 spellcaster
for the Knights. Executioners are questionable for their cost, but with
the right backup (such as a Vigor spell) they can be effective. Knights
of the Black Widow sadly don't have a long enough range on their special
ability for it to be useful in most battles, but in some circumstances
they could work well. Knights of the Dragon are defensive units with a
special ability that will rarely see use, and as a result are rather overpriced.
Lucera the Pious has only one use. In the right circumstances, it could
be devastating, but if she goes unused she's a waste of points. Lucina's
Rogues are a decent, fast attack unit, once again helped considerably
by the Standard Bearer. The "Three Musketeers," Sirs Beowyn,
Corwyn and Danyr, are very useful if you can get all of them. The Squire
is amazingly useful in the Unique-rich Knight faction, and no self-respecting
Knight should be without a Squire.
Waiqar's Path introduced the dubious ability to play evil as Knights.
Most players only choose to do so out of masochism, but there are some
gems in this set. Agents of Gradir are just not worth the points unless
you see some definite ability to use their plague ability a couple of
times. Be careful it doesn't follow them back to your own disks! Baron
Vallyr of Tamar is borderline evil in the storyline, but he's a rocking
champion in play - really tough for a good price, and able to simulate
an improved Incite spell. Brothers of the Spirit Guard are definitely
not a bargain, but they could be very challenging to face in combat as
long as they Activate late in the Round. Magus Argo Thelnor is a weak
Berserking spellcaster. If there's something really useful you can do
with level 1 spells cast twice in a round, perhaps take him and use Baron
Vallyr to Berserk him, but otherwise he's no great incentive to play evil.
The Paladin of Utaavo will draw fire due to his ability to keep your tougher
disks going and going, but he's probably worth it all the same, possibly
as a front-line unit (with the Standard Bearer) but more likely as a rear-guard
defensive unit. Then we get to Baron Vallyr's friends from Tamar. Tamar
Bowmasters are a little pricey because of their Berserk ability, but it
could be worth it with the Baron and the Sisters. Tamar Flamedancers,
the other main evil unit, would be really great if it were actually easy
to use their special ability. As it is, they're quite expensive for a
wimpy fighter (and can't benefit from the Standard Bearer). Tamar Legionnaires
are reasonable berserkers, with a small set-back, but it's not hard to
have some Unique disks within range - combine them in the group alluded
to with Bowmasters, above. Tamar Mind-movers make me wonder what those
folks in Tamar are smoking. A purely defensive archer disk, the Mind-movers
are rather overpriced. The Tamar Reaper will rarely see play, which is
too bad - here's a disk that could actually make you want to play evil!
Tamar Sisters of the Sword are unremarkable until you start counting the
number of neutral disks around for the Knights these days. The ability
to pull those folks into the places they're needed most could be quite
useful, perhaps making Knights of the Black Widow and Executioners worthwhile.
Oh, and they're yet another berkserker unit. Tamar Thunder Guards are
just great. They're tough, with a good attack and two wounds. Immunity
to missiles is just gravy. I want as many of these in my army as I can
afford.
Two Promotional disks have been made for the Knights. The Alliance Guildmaster
potentially extends the range of arrow Archers by over twelve inches,
which could be really effective in the right circumstances, and would
be devastating if it applied to other missiles (such as Catapult boulders...).
Baron Gradir looks so-so at first glance. Turns out he's really effective,
especially with a boost from the Standard Bearer. A net Toughness of 11
makes him really hard to kill, and he can move pretty quickly as well
(good thing, since he's immune to Zip).
Winners for the Knights are King Falladir, Warhorses, Siege Catapults,
the Standard Bearer, Alchemists, Squires, Baron Vallyr of Tamar and Tamar
Thunder Guards. Losers are Swordmaidens for certain, Men at Arms without
their support units, and in many battles Knights of the Black Widow, Knights
of the Dragon and Executioners.
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