Welcome to Librarium Online!
Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!
Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!
Lore of fire
Lore of metal
Lore of life
Lore of heavens
Lore of shadows
Lore of beasts
Lore of death
Lore of light
I have recently bought Teclis and im not sure what lores to take against dwarves, goblins and chaos.
Can anyone help me out?
If by Chaos you mean Warriors of Chaos, then you'd love what Lore of Metal can do to big madmen clad in armor.
Chaos is actually warriors of chaos.
Teclis is a special character who knows all spells, does not have to roll for them. Now these are just my thoughts and my daughters playing style. Her army uses Teclis, a second level mage capable of choosing any lore and a dragon mage who only knows lore of fire. Generally Teclis chooses high elf lore. Just look at those spells especially with him not having to roll for them, just picking and choosing. 1. shield ward save +5, how can you turn that down. This gives your swordmaster a chance to reach combat. Sometimes casting it on a unit witll entire protect it for one turn. Your opponent will cast or shoot somewhere else. 2. curse of arrow arraction, re-roll failed to hits. As the HE can be made into a shooting army this is a must. 3. Courage, with a typical smaller HE army, unit wise than your enemy this is a huge advantage when entering close combat. 4 big fire ball, who can say no to this. It is fire therefore regen saves do not count. Throw this on an unit and then follow it up with the next one. 5 flames of the phoenix, a remain in place spell that grows stronger. Just remember that if that mage throws another spell during your magic phase the spell goes away. 6. Unmaking, just removing one magical item off of your enemy is worth the look on his face. Especially if your opponent has set up his army around a certain magical item. Example the ring of Hoeth that dark elves have. Doubles are treated as miscast if thrown within 12 inches of the wearer. Nearly makes his army magic proof remove it and his tactics are out the window. Zero spell drain magic. Add three to the min requirement of any magic cast until the start of your next phase. This affects you also so cast it last. Sometimes this will make the enemy save his dispell die allowing your other spells to get off.
Her second level mage normally selects a lore designed to be usefull against your enemy. Lore of metals against armour like dwarfts, warriors of chaos or Britonnias. Lore of light against the undead, wooden elves need another lore. Fire lore is useful against most armies and the burning head is my daughter's favorite. Her second lvl mage recieves a wand which gives her one more spell than normal. For 10 points it gives you another chance to get a usefull spell.
Jenee's dragon mage and dragon are her favorite. He gets the seerstaff of saphery which allows him to choose his spells from the fire lore vice rolling for them. Normal selection is 2. flaming sword giving the mage a weapon if he is forced into close combat. 3. Burning head and 18 inch rolling cannonball. Normal tactic with the dragon is to fly about two inches from an opponents unit flanking it. Hopefully where nothing else can charge the dragon during his phase. Cast burning head on that unit and hopefully it will hit another one. There is a special rule here, any unit taking an unsaved wound must take a panic test. This is during the magic phase which is followed up by what. The shooting phase, which is when the dragon breaths. Yes the sun dragon is very weak but it uses the flaming template which is 8 inches. You can cover a lot of models with it hince the two inches from the flank. Once again any unsaved wound requires that unit to take a panic test at the end of the shooting phase. A nice one two punch.
Now if your opponent is immuned to panic this does not apply but what the heck. Dragons cause terror also but once again against an opponent immune to terror it is not as usefull.
Every lore can be used against ever opponent just some are better against certain opponents than others. Please remember do not select a lore hoping to get a certain spell. The dice gods just don't care sometimes. Odds say that a 4th level archmage has a better chance getting a certain spell than a 2nd level mage but they can still fail. Choose a lore which as the most usefull spells against a certain opponent.
Now I shared one combination with the dragon mage and his mount but here is another one with the high elf lore. Cast drain magic then take a chance with the flames of the phoenix last. Teclis with his numerous die and doubles being irr force probably can pull this off.
Hope this helps and the best teacher is by playing and trying out different lores.
I am afraid you are incorrect, Spell 4 of the HE (Fury of Kaine) Does not state that they are flaming attacks it is "a brilliant, searing energy of pure white light" and thus does not disable regen saves of the enemy. HE magic is good however, I would like fire because of all the firepower you can get with Teclis, Conflaguration of Doom you can do anywhere on the table, and it may keep going? Excellent ^^
-1st Army-High Elves 81/11/9
-Second Army-Lizardmen 6/0/0
I have to say Lore of Life for playing against Dwarfs. Knowing all the spells, you'll be able to inflict damage to any troops close to a wood or a hill...from any range. That is powerful. Just think, from turn 1, you can start to chip away at his missle troops at the back of the battlefield who are perched on a hill. You'll also be able to use the rain spell to make Thunderers and Cannons MUCH less effective. Also, the Howler Wind can really save a units in the front line (any unit within 12", so several can be affected) from missile fire from Thunderers and Quarrelers. It offers you tons of ways to deal with the Dwarfs ability to mow you down from long range. Just for that I would take it. A nice bonus is the Gift of Life that lets you heal any model (including, say, a dragon) of any wounds. The model can be in combat and you don't even need line of sight, just 12" of proximity.
Against O&G, I would just take Fire and blast them. Teclis ought to be able to wipe out entire regiments of Night Goblins with their average Toughness.
Never played Chaos, sorry!
Last edited by Vase; February 8th, 2009 at 18:35.
High Elf WiP Tactica
I would personally not pick a lore until you know the terrain you are dealing with. Once you have seen the battlefield, then pick the lore. Here are my suggestions about which lores work best against which opponents when using Teclis:
Lore of Life: As Vase has said, against gunline, or even artillery capable, this lore is superb. With a good casting of the Howlers wind, your line is protected from missile fire, and then the rain lord, or master of stone comes in and deals with the cannons and organ guns.
Lore of Shadow: This is beautiful for 2 spells. Pit of shades, which can remove entire units of dwarves from the line, without their pesky armour saves and Unseen Lurker, which if you are running a dragon mage is a must have in my opinion. Imagine the look on your opponents face when his precious organ gun is charged by a Dragon turn 1!!!
Lore of Metal: Mainly for unmaking their runic weapons, and getting past that armour save.
Orcs and Goblins:
Lore of Fire: Again, as Vase has pointed out, mass fire spells ruin Orcs. Conflagation can take entire units down, and wall of fire can redirect their tide.
High Magic: Flames of the Phoenix to wipe out goblin units, Fury of Khaine for orcs, and curse of arrow attraction to make your shooting more effective. What more could you ask for.
Lore of Death: Make your normal Elves cause fear, (terror in goblins), and make Phoenix Guard cause terror!!! That combined with being able to drain life from every unit within 12" means that this lore does some horrendous damage.
Warriors of Chaos:
Lore of Metal: Chaos Knights are a breeze when they have no save. 2D6 worth of dead knights per turn is a bonus. That and the effect spells aren't bad either.
Lore of Light: Mainly for cleansing flare. Yes, it gets better against daemons, but D6 Str5 hits is not to be sniffed at, especially as your enemy gets close.
Lore of Heavens: Portent of Far, Second Sign and Uranon's Thunderbolt make this the Chaos destruction lore, making you hit harder, and their armour disappear. Just don't hit a Shaggoth!!
Those are my thoughts
New LOChat functions now avaliable.
Need a list designed for any Fantasy army: Click Here
Just don't forget "Vaul's Unmaking". Which can be good against any of these armies if your opponent likes to take a lot of magical stuff.
That spell owns, I also love Wall of Fire. I have a tip... Cast it on a low leadership enemy, then use a unit that causes fear, PG or something. Or vs goblins, they fear elves so you will easily kill about 15 as the cowards run, I have done this multiple times and guess what, then they get to low on numbers and then they can't rally, its brilliant ^^
-1st Army-High Elves 81/11/9
-Second Army-Lizardmen 6/0/0