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!
Okay, so Teclis is more expensive out of the bag. In fact, you can almost take Alarielle + 10 maiden guard for the same points (I think less than 100pts more?) - and obviously this makes the everqueen and unit unbreakable, and gives her a squad of 10 very competent archers (she can boon them, they can use the horn to fight twice per turn etc.).
But is Teclis better? On a reading of Alarielle's rules (publically available for download), it states 'She follows all the rules for a level 4 mage, as well as knowing all the spells of the lore of light and lore of life' - does this mean that like any other level 4 mage, she gets to roll for spells in a third lore?
Alarielle gets to recast one of her spells as BL 5 each turn, too, can heal her own wounds and others' and has spiffy effects vs. undead - Teclis only seems to win out in terms of infinite range and remains in play spells - and the ability to do some serious harm in close combat if he ever needs to.
Well personally I would still take Teclis.
He generates more dice than the Everqueen, he has a scroll that can destroy spells, a sword that can eliminate champions like a hot knife through butter and a 2+ ward save on his last wound!! His spells have infinite range, meaning fury of Khaine and Flames of the Pheonix are even more deadly, and he can keep 2 or more remains in play spells going at once, and he can reroll the spells effects!!
In contrast the everqueen knows more spells, but can only have 2 lores. She gets a bound spell each turn, but that could be dispelled. She is really effective against daemons , but she can't wound anyone in combat!! Yes she can heal, which is a nice effect, but I can't see it being used that often. My characters usually die in challanges away from the general.
Hope this helps :ninja:
New LOChat functions now avaliable.
Need a list designed for any Fantasy army: Click Here
Is good - I've had the everqueen and maiden guard stand up to some seriously nasty charges before, and then sit there basically invincible (unbreakable, etc., even cooler if you cast walk between worlds on her from another mage). She may not be able to wound anyone, but with her initiative, boon of isha and her WS, she can reasonably stun the big nasty giant trying to stomp on her unit. Very amusing
She definately seems more defensive, whereas Teclis can sit on high ground with the RBTs and lay the smackdown all over the table (infinite range Vaul's unmaking is very tempting).
The prohibitive thing is the cost of the queen+guard. I guess Teclis is overall better due to more versatility.
He has the best lore around (IMO): High magic and knows all spells, reroll their efefcts and can cast them anywhere on the table. I mean how cool can you get?
Not to mention his potions witch combine with his sword means he can go head to head with most Heroes.
The queen is good as well certainly with her mais, but as Mage, you can't beat Taclis on casting.
Hope it helps
"Ask not the Eldar a question, for they will give you three answers; all of which are true and terrifying to know"
I much prefer teclis. The ability to reroll spell effects is really more powerful than most realize. I prefer taking the lore of shadow or fire.
Fire is crazy powerful in the hands of Teclis. Fiery blast will end up doing 8-9 hits with your reroll, and the rerolling wounds is awesome. Burning head now shoots across the entire battlefield, and you can try to hit multiple units. Hits by the conflagration can really add up when you reroll your dice. Wall of fire is great too on those long units of archers that you usually can't target with missiles on turn 1. His ability to keep wall of fire in play is also enjoyable.
Lore of Shadow offers lots of fun as well. Steed of Shadows and Unseen Lurker become amazingly powerful when Teclis can cast them on your own units which are far away. This can surprise most enemies. Creeping death can wreck knight units with all the rerolls. Shades of death is fun, once again with Teclis casting it on a friendly unit far away, and then keeping it in play. Finally, the ability to drop the pit of shades on that enemy war machine on turn 1 is soo much fun. Start sniping bone giants or dorfs/lizards or cannons right off the bat.
The Hierarchy Chaotica: Kinky Sex > Change > Disease > Blood
98% of the population actually believes these stupid statistics. If you're part of the 2% of humanity with a brain, put this in your profile.