Have to agree with the above comments... For VC's the ghoul sling-shot + nightsroud'ed Wight King is ideal. (less pts that will go down the drain)
Only problem that assassin unit will run into is either an IF dwellers or net of amnytok. And wight kings butcher elves far more efficiently than thralls do.
Beastmen have it easiest- Stone of Spite, chuck 6 dice at it and watch as Teclis disappears under 3D6 S4 hits
25pts for an item that has claimed Teclis and 3 High Elf Archmages in this edition so far:music:
Both decent tactics for dealing with Teclis if he is on his own, but not very helpful if the enemy uses the build that my local players do:
Teclis
BSB- world dragon
Caradryan
50+ spearmen with full command and warbanner.
+6 static combat res, immunity to all magic (so Teclis is offensive, not buffing), a champion to negate lesser characters (eg a wight king charge- let him die from SCR) or Caradryan to kil/suicide on anything big. If you charge in with a big unit then you're going to get hit by a huge amount of attacks befreo your strike (and unless they've been forgetful the HE player has normally just let Teclis jump ship to another unit).
I've managed to smash armies with this unit in before with my WE (yay, elven pincushion) which are almost perfectly designed to take on HE but my ogres just see it and cry. I normally get magicked to pieces before I get close, and the 1 time I managed to destroy it Teclis had jumped out ran away from my charges for the rest of the game (stupid fleeing isn't dead rule) letting the HE win by about 120pts.
I think the answer is big units of cheap rubbish backed up by ranged magic/shooting. Send in a unit of skaven slaves, let them be ripped to pieces and hope you have 6 attacks left to allocate to Teclis (and pray you get lucky)... if he jumps out then just kill him with magic/shooting. Seems like a fair tactic... but not every army can do it.