|Topic Review (Newest First)|
|02-14-13 09:37 PM|
|seermaster||Could you tunnel in with skaven and the assasin guy tunnel into the unit so he can't ofencive spell you to death granted you'll have very low ws but with enough of them you can allow bigger stuff a chance to get to him|
|02-06-12 05:48 AM|
If you manage to ram a half decent combat unit into Teclis and have them either with ASF or tough enough to survive the HEs attacks then bit T should be dead... but getting there with something that strong is a little taxing.
I think the best way to take him out would be to charge with flankers and then cast Birona's Timewarp on them... but that means you have to slip the 1 spell Teclis doesn't want past his magical defenses. Tricky, but would be very satisfying.
|02-06-12 04:01 AM|
The only time I have ever beaten a Teclis list was using a unit of 20 Cold One Knights with the banner that gave them ASF and Malus Darkblade. I still lost most of the unit, but killed Teclis and his damned ASF sword-wielders (I forget what they're called).
Every other time I fight a Teclis list (granted the points are always smaller) I lose.
|02-02-12 05:24 PM|
|neilbatte||Probably a 1 off but I killed him with itchy nuisance/ skull wand of Kaloth combo on my lvl 4 nightgob shamen.|
|02-02-12 08:19 AM|
Originally Posted by Stephen_Newman View Post
|02-02-12 01:40 AM|
Some special rules, magic items etc. have an effect at the
beginning of the battle, or before the game starts. When should
these effects take place? (143)
A: After both armies are deployed and any Deployment special
rules have occurred but before the roll for first turn.
as per FAQ
I don't have my army book with me, but how does that line up with Teclis? If I remember right he should be picking lores about then.
|02-01-12 10:38 PM|
Originally Posted by Aramoro View Post
|02-01-12 09:05 AM|
Originally Posted by ExtraCrew View Post
|02-01-12 07:53 AM|
Actually, I would say a Teclis lore of metal is probably even nastier against night goblins: sure searing doom, plague of rust and golden hounds are crap... bu the rest is incredibly powerful.
Enchanted Blades- +1 to hit, always nice
Glittering robe- 3+ save on spearmen/special infantry... pretty immense
Transmutation of Lead- WS1 goblins mean your even hitting spearmen on 5s
Final Transmutation... OH MY GOD!! This is nasty against things like WoC because it kills 1/3 of the unit, its nasty against goblins because it kills 1/3 of the unit and then forces Ld6-7 stupidity tests on EVERY unit within 12". In a goblin army that'll be a lot of units, and a huge chunk of his army just bimbling forward D6" a turn
I took the wizard's hat on my WE highborn just for a giggle and rolled metal against an empire army that didn't have better then 6+ save anywhere... my opponent laughed. I then killed about 12 handgunners out of a big unit of 27 (yeah, I don't know why 27 either), killed his general and caused every unit in his army to take Ld7-8 stupidity tests next turn (12 or 13 units in all).
I was unlucky and only got the spell off once, and it still changed the game, and against NGs it'd be worse.
|02-01-12 12:57 AM|
Originally Posted by LordWaffles View Post
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