I realise the question of which spells he should take is a difficult one and it depends on your army build.
So for a defensive army build with a balance of shooting and infantry blocks these are the spells I thought I might use.
Purple Sun 15+ 5 or 6 dice
Withering 13+ 4 or 5 dice
Comet 12+ for gunlines 3+ dice
Flesh to Stone 8+ 2 dice
Shem's 6+ 1 dice
Enchanted Blades 9+ 2 to 3 dice
Wyssans 10+ 3 dice
Flaming Sword 8+ 2 dice
I may take a supporting caster with a scroll unsure as yet.
Please feel free to criticize and/or post your experiences with Teclis.
Teclis which spells to take?
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- Eltherion2
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Teclis which spells to take?
Highest Australian Ranking 31
2015 Club Championship (Runner Up)
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2015 Club Championship (Runner Up)
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Re: Teclis which spells to take?
I may be inclined to take banishment over burning gaze purely because with banishment, successful ward saves must be re-rolled.
I also like pha's protection here (mentioned above)
I also like pha's protection here (mentioned above)
Regards,
Brad
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- Prince of Spires
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Re: Teclis which spells to take?
I think sandstorm's idea of 4 damage spells and 4 hexes/augments is a good one. It gives you the versatility you need, especially in a tournament setting. Of course, if you're tailoring vs a specific opponent or meta then your choices could be different.
Another thing I would consider with Teclis is ensuring that you have at least one or two "must stop" spells in there. Not that you have to cast them, but they will allow you to get other spells cast, simply by being in your spell list. Mindrazor and dwellers are clear examples. No-one will want to let you cast mindrazor on one of your units going into combat, so they will save their DD or scroll for it. Same with dwellers. Purple sun, comet and final transmutation can fit in this category as well, though they depend on your opponent a bit more. VS a highly mobile elf army I would consider risking comet and purple sun for instance (depending on other spells and situation of course). Final transmutation is not very good vs Ogres or characters.
Their purpose then is not to dweller your opponent off the table (though it can work of course), but to get everything else cast while your opponent is scared of dwellers. Just something to consider with the spell selection.
Rod
Another thing I would consider with Teclis is ensuring that you have at least one or two "must stop" spells in there. Not that you have to cast them, but they will allow you to get other spells cast, simply by being in your spell list. Mindrazor and dwellers are clear examples. No-one will want to let you cast mindrazor on one of your units going into combat, so they will save their DD or scroll for it. Same with dwellers. Purple sun, comet and final transmutation can fit in this category as well, though they depend on your opponent a bit more. VS a highly mobile elf army I would consider risking comet and purple sun for instance (depending on other spells and situation of course). Final transmutation is not very good vs Ogres or characters.
Their purpose then is not to dweller your opponent off the table (though it can work of course), but to get everything else cast while your opponent is scared of dwellers. Just something to consider with the spell selection.
Rod
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- Eltherion2
- Posts: 100
- Joined: Tue Apr 22, 2014 1:39 pm
Re: Teclis which spells to take?
Thanks for the responses guys.
The sort of list I was thinking of is
Updated Spell List
Purple Sun 15+ 5 or 6 dice
Withering 13+ 4 or 5 dice (to help shooters)
Comet 12+ for gunlines 3+ dice
Flesh to Stone 8+ 2 dice
Pha's protection (good vs, WE's, DE Witches, Lizzies skinks and Gutter runners Skaven)
Final transmutation (for long range vs. high initiative elves Skaven and WoC also Deathstars)
Wyssans 10+ 3 dice
Fireball 5+, 10+ or 18+
Teclis
Alith Anur
BSB Reaver Bow, POT
Eagle Noble
3 x 6 Silverhelms
2x 5 Reavers
15-30 Bows
24-30 WLs BoTWD
24 PG Razor Banner
12 Sisters
4x RBT
Eagle
The sort of list I was thinking of is
Updated Spell List
Purple Sun 15+ 5 or 6 dice
Withering 13+ 4 or 5 dice (to help shooters)
Comet 12+ for gunlines 3+ dice
Flesh to Stone 8+ 2 dice
Pha's protection (good vs, WE's, DE Witches, Lizzies skinks and Gutter runners Skaven)
Final transmutation (for long range vs. high initiative elves Skaven and WoC also Deathstars)
Wyssans 10+ 3 dice
Fireball 5+, 10+ or 18+
Teclis
Alith Anur
BSB Reaver Bow, POT
Eagle Noble
3 x 6 Silverhelms
2x 5 Reavers
15-30 Bows
24-30 WLs BoTWD
24 PG Razor Banner
12 Sisters
4x RBT
Eagle
Last edited by Eltherion2 on Sat Jun 14, 2014 5:50 am, edited 6 times in total.
Highest Australian Ranking 31
2015 Club Championship (Runner Up)
2014: 2nd Place Barglecon II, 2nd Place Conviction (High Elves)
2013 Barglecon I Best General (High Elves)
2011 M.O.A.B 10th Place (Dark Elves)
2010 Devilcon 4th Place, Blood on the Reich 2nd Place (Skaven)
2015 Club Championship (Runner Up)
2014: 2nd Place Barglecon II, 2nd Place Conviction (High Elves)
2013 Barglecon I Best General (High Elves)
2011 M.O.A.B 10th Place (Dark Elves)
2010 Devilcon 4th Place, Blood on the Reich 2nd Place (Skaven)
Re: Teclis which spells to take?
here is what i will take:
flaminig sword of rhuin - now we have fire and that is just good
wyssan´s wildform - greath in cc
searing doom - the only reasing too take metal
phe´s protection - best defence spell
flesh of stone or earth blood - teclis is a T2 lord with no saves
comet of casndora - a good spell and ppl need too move away from it
the withering - make wounding easy and it is a remains in play
doom and darkness - one of the best spells you can gett(not vc demons and undead) + it a remains in play
flaminig sword of rhuin - now we have fire and that is just good
wyssan´s wildform - greath in cc
searing doom - the only reasing too take metal
phe´s protection - best defence spell
flesh of stone or earth blood - teclis is a T2 lord with no saves
comet of casndora - a good spell and ppl need too move away from it
the withering - make wounding easy and it is a remains in play
doom and darkness - one of the best spells you can gett(not vc demons and undead) + it a remains in play
Re: Teclis which spells to take?
Just curious Sandstorm... do you have trouble keeping Teclis alive with that list? My gut feel with that list is that the enemy will just be converging on your lions and all they need to do to win is kill that unit.
Is your strategy to basically redirect them/play with them with your reavers/eagles until Teclis can finish them off?
Eltherion - I wouldn't advise a secondary caster with Teclis. I think you'll find 9/10 that Teclis sucks all the dice and the other caster doesn't get anything (this has been my experience, even when we used to have silly dice).
Is your strategy to basically redirect them/play with them with your reavers/eagles until Teclis can finish them off?
Eltherion - I wouldn't advise a secondary caster with Teclis. I think you'll find 9/10 that Teclis sucks all the dice and the other caster doesn't get anything (this has been my experience, even when we used to have silly dice).