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So I played my first game in 8th.
played my friends lizards are 2500 points.
The game was fun and really good except for 1 small part.
I initially took Teclis + death magic. Purple death cloud in his hands seems to be game breaking. Cast with 6 dice you are nearly guaranteed a IR cast, and that spell seems complete broken. I took out his slann, 10 temple guard, the EofG and 12 Sauri in the first turn.
He conceded at that point, I switched to fire, we reset the magic turn and continued.
How can any init 3 or lower army survive against him?
Last edited by Naeryondam; August 3rd, 2010 at 20:14.
W2, T2, no saves.
Not that Teclis isn't a ridiculous monster anyway. But I see him being a lot nastier with Life Magic than Death.
You may be right but I disagree, Death is by far the nastiest Lore in the Game.
Since you have all 6 spells, start with 4+ dice on supercharged Orb thing, this will give you back many of the dice you used to cast as it can destroy entire units in 1 cast and you get a third of the casualties back in dice. Basically if it hits a unit you can start to destroy characters with the remainder of his spells. As a bonus combine the -3 leadership spell with a unit that has to take panic tests at the end of the phase.
Feedback scroll is a risk but it only wounds on a 5+ without a strength value so he can potentially survive even using 6 dice, but I wouldn't want to bank on it. If you are worried about it then use a second mage with Shield of Saphery for the ward save, or a Lore of Life caster for healing/regen. Better yet use the base death spell on 2 or 3 dice, cast on the character you think has the scroll and kill him with Teclis Leadership 10 + D6, most enemy mages have 9 at best, or use strength or toughness tests to kill the mages again on a couple of dice.
The only thing that makes this remotely fair is that it is very difficult to get Teclis to a flank so you probably only hit one or two units at a time with that big template.
Teclis with Lore of Life is good but the range of the lore (and buff spells) mean that many of the spells can be ignored if the targetted unit can be avoided. Shadow is probably slightly better but relies more on the rest of your army succeeding in hitting etc so is less fool-proof.
He has his risks but anyone who doesn't think he is overpowered is kidding themselves, T2 is soft but not an insurmountable problem. You can mitigate your choice by picking a less than optimum lore (Death, Shadow then Life would be best 3 for him I think) but I would still keep Teclis on the bench except for ultra competitive games or you have a particular fluff reason for including him. As a plus it leaves you with the ultimate trump card sitting in your hand.
An interesting game would be Teclis rescuing Tyrion and the Everqueen from a dark elf army. I think it would almost be close, Teclis + Tyrion and Everqueen (doesn't attack but isn't allowed to die) vs 2000 pts of marauding DE. The twins get first turn and deploy all the terrain, I think you could work out quite a cool scenario (deployment; probably scattered and or random, victory conditions; any HE die or all get off spec board edge, special rules; need some form of hiding/stealth for the twins) around this without too much effort.
Lore of Life works really well because each time you cast a spell, you get a wound back making this 475 point character difficult to kill. It is also a great lore because HE are cushiony and die easily. With Lore of Life you can increase toughness and give regeneration to units. But Lore of Death is also awesome because you get dice back for killing stuff. Also, the spells are just powerful at close range. Lore of metal is also awesome but situational. If you fight WoC, TAKE IT! (gah, I hate it when elf players kill my knights and warriors with my own armour). If you fight dwarves, it could be useful. Any heavily armoured army.
Screw the spray gun. I paint my own models!