Robbie's Site : Diskwars : The Armies : K'Ryth
The Armies
Command and Control
Places and Ideas
Tales from the Table
Great War Storyline
Diskwars Resources
Trading
Buying Diskwars
What's Snu?
 
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!).

This DiskWars web page is maintained by Robbie Westmoreland
[ Previous 5 | Skip Previous | Previous
Next | Skip Next | Next 5
Random Site | List Sites
K'Ryth Disks
Chak'al Star Beast
Char'gr Monkey
Char'gr Venom Spitter
Cha'Taga Mother
Cha'Taga Seeder
Doppleganger
Foul-skinned K'gorek
Greater K'zayas Spawn
Gyll'k the Primeval
Ka Taruul
Karaki Shrike
Kardaki Beast
Kayazok Bone Shooter
Kortakayas
K'taza Nightwings
K'Toraz the Great
K'Toraz the Small
K'zayas Carrier
K'zayas Master
K'zayas Overmind
K'zayas Spawn Hatchling
K'zayas Spawn Progenitor
Lesser K'zayas Spawn
Noz Arack
R'Karg
Seeker
Spawn Breeder
Uhk'set Wasp
Uksoyal Mangler
Wastelands Charger
Worm of the Wastes
Zhoth Tangler
Last Updated: