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Thread: Flying Circus

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    Flying Circus

    Immortals,

    I have been reading through the forums and have run across the term 'flying circus' a few times. If you don't mind could you tell me what it is?

    Ravadge


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    Senior Member Ekalbs's Avatar
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    Basically you team a lord with veil of darkness up with a group of immortals. then deep strike to a point on the map, shoot your gauss, then deep strike to the next target or away from immediate danger. alzar may have a better definition.

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    Cthulhu's Lovechild CBrate's Avatar
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    The point of choosing Immortals over Warriors is they can fire their full range after the Deepstrike effect of the Veil of Darkness. The extra toughness also helps if they need to soak up a bit of fire.
    And over there we have the labyrinth guards.
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    My backpack has JETS! Ravendove's Avatar
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    Flying Circus:
    Necron Lord with Veil of Darkness and Resurrection Orb, joined with a unit of as many Immortals as you can muster. Each turn this unit can teleport (Deep Strike) to any point of the map in the movement phase and unleash a torrent of shooting to up to 24" in the shooting phase.

    Be careful though, as a dodgy scatter roll can send you flying in completely the wrong direction (or off the board/into terrain), which may make you cry. Also beware of where you land, as it could leave you open in the opponent's shooting phase when his whole army turns to face your squad.

    Generally you want to make sure of three things:
    1. I am teleporting for a specific reason, be it to wipe out an important squad or secure an objective. Not just 'because I can'.
    2. Even if I scatter badly or roll below average for my shooting, will I be able to achieve my objective?
    3. Once my objective is complete (landed safely or wiped out the squad), am I out of range or LOS from a counter-attack in the opponent's turn?
    If the answer to any of these questions is 'No', then you should think twice about teleporting.

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    LO's Resident Time Lord Canew's Avatar
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    One more thing: You should have a good-sized squad, say, seven immortals or more. Any fewer and they almost aren't worth taking, I think.

    Some have had limited success using a full (20-man) squad of warriors instead of immortals, but that just becomes so unwieldy it's not funny. Moving 8-11 models around without scattering into a rock or off the board is hard enough.
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    Immortals, you have my thanks! I have a game coming up in 2 or 3 days and I'll give it a try. I'll let you know how it goes.

    Ravadge

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