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Star Belly Geek's Diskwars Pages
The K'Ryth
Army Analysis
The K'Ryth are frightening to
face. You can feel your army's fear as you envision dozens of quivering
Spawn heading across the battlefield.. Some K'Ryth
strategies are suggested in the Command
and Control section.
Fixed flat K'Ryth:
There are no K'Ryth disks on
fixed flats at this time.
Random flat K'Ryth:
The K'Ryth were first introduced in the Wastelands expansion. The Cha'Taga
Mother is the fastest K'Ryth, but is kind of expensive for her combat
abilities. Against armies that are likely to take cheap grunts, she can
help increase the Activation advantage the K'Ryth already enjoy by using
her enslaving ability, but otherwise she's likely to be left in the box.
Char'gr Monkeys, in contrast, are a bargain. They initially look kind
of weak, but you get two Activations for 5 points, a unit that can jump
past defensive lines, and a pin that's hard to get rid of. The Doppleganger
lets you use any Special Ability repeatedly, an invaluable ability - it's
obvious to use the Dopplegange for the K'zayas Master's destruction ability,
or for Aggra the Hag's resurrect ability, but don't neglect things like
the Mouth of Yllan or Harbinger, or even the special abilities of Kortakayas,
Worm of the Wastes or Char'gr Monkeys. Note that Dopplegangers are now
banned from League play. Greater K'zayas Spawn are a decent grunt troop
for 3 points - weak but quick - and are very effective with the K'zayas
master around, but Lesser K'zayas Spawn are even better - faster and cheaper.
K'Toraz the Lesser/Greater can be dangerous, especially to good factions,
but must be used with care - plan to use Incite, for example, and use
the Lesser's movement to position the unit before bringing in the Greater.
K'zayas Carriers, especially with the Doppleganger, can let the K'Ryth
player bring in enormous numbers of units very quickly, and can shift
the army from one flank to the other - a must-take unit. The K'zayas Master
gives the K'Ryth much of their punch in battle - it's hard to do without
it, but take care that it doesn't get killed. Ka Taruul are average fireballer
units, which means that they aren't very useful except in defensive situations
- most K'Ryth armies can do without them. Kortakayas are the one of only
two K'Ryth champion units. Without them, the player has access to a huge
variety of units from other factions; with them, the player can rev up
the army with Zips, Incites and Reflects (for the Worm), but at the cost
of some of the army's Activation advantage. Most K'Ryth armies will do
without Kortakayas, at least until there's a more necessary champion to
take. Seekers could be great against a spellcaster-heavy army, since they
can take out most spellcasters in one attack, but are otherwise a slighly
expensive flying attack unit - wouldn't you rather have another five Lesser
Spawn? Uhk'set Wasps are the envy of evil armies everywhere - the evil
equivalent to Fairy Swarms, except that it doesn't die permanently. K'Ryth
armies will take as many Wasps as they can get. The Worm of the Wastes
is a big, tough burrower, but slow. Even its burrowing skill is short-range.
Its cost makes it hard to take without some plan to get it into range
to burrow and swashbuckle two or three opponents at a time. At least the
Zhoth Tangler is cheap. If you can get it into position, it can hold opponents
long enough for Spawn to finish them off. Just as the Worm does, the Tangler
needs a plan to make it useful.
In Waiqar's Path, the K'Ryth got some variety, and some scary disks,
but weren't boosted too much in terms of power. The Chak'al Star Beast
(aka Chuckles, the Pokemon having a bad hair day) is a little too slow
to see huge use, but with recent League play limits on numbers of Monkeys
and Wasps, the Star Beast could appear for its attack values. Char'gr
Venom Spitters are the roving equivalent of a Paralyze spell, and as such
are very dangerous. Combine them with a Vigor spell or two for even more
fun! Foul-skinned K'gorek could be very dangerous against opposing Swarm
armies, but are an expensive boondoggle against tough opponents. Gyll'k
the Primeval, the other K'Ryth champion, is a reasonably priced level
3 spellcaster, albeit slow and with poor combat numbers. It's tempting
as a K'Ryth player to take Necromancer Farrenghast instead if you need
high level spells or Elementals, or Tyrnask Rex for that added punch,
instead of Gyll'k, but he's not bad. K'taza Nightwings are combo units
- useless except in large numbers. That could be a problem, but an army
with a bunch of them would be fairly frightening, since they're fast and
fly. The Kardaki Beast is useful against tougher opponents, but carry
around a Heal or two, since it's not very durable. Kayazok Bone Shooters
are kind of gross if you think about them too carefully, but offer a good
archer potential for relatively little cost. Combined with Sure Aim, they
are deadly to most disks in the game. Noz Arack are close to being an
evil Fairy Swarm, with an added punch. People will use them frequently.
Uksoyal Manglers could be great against armies with lots of one-wound,
slow opponents, but that's not a majority by any stretch of the imagination
- and the picture on the disk is just nasty, to boot. The Wastelands Charger
could be extremely potent, and is the toughest K'Ryth disk around. The
cost is commensurate with the effect, so make a plan for the Charger,
don't just blow 18 points and hope there's an opportunity to recoup it.
Winners for the K'Ryth are Spawn (the soul of most K'Ryth armies), Wasps,
Monkeys, Carriers, Noz Arack, Venom Spitters and Bone Shooters, with honorable
mention for the Doppleganger (sadly but understandably banned from official
play). Losers are the Ka Taruul and Mangler. With relatively few faction
disks from which to choose, and only one champion, the K'Ryth are still
the Faction Most Likely to Borrow From Other Factions (Undead!).
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