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====Changes from Big FAQ 3==== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Wraiths and units with Fly get a little back of what they lost in the previous FAQ, Invasion Beams turn 1, minor buffs. This FAQ does not change a lot for Necrons, but it does change the game overall a lot because of the changes to other armies.<div class="mw-collapsible-content"> *Wraiths and units with Fly and move over models except for BUILDINGS in the Charge phase. Being able to ignore a screen can be devastating, especially Nephrekh Scarabs and Wraiths which can zoom right up to the enemy screen and charge 2D6" over them, giving them a very nice chance of getting through to the juicy stuff. Note also that you still cannot move over a ruin, meaning Scarabs and Wraiths have to move around even the flimsiest ruin in the charge phase, while Triarch Praetorians can move right through them because they are INFANTRY. Wraiths and units with Fly also still cannot move through models in the Fight phase, so no Pile in moves through enemy models. *Monoliths and Night Scythes can use the Emergency Invasion Beams Stratagem even on the first turn, the Tomb World still seem to remains a powerless ability, but it will feel bad less often if you decide to bring them to your casual games. *The Quantum Deflection Stratagem works against D1 weapons ignoring the previous FAQ that said a dice roll cannot be modified below a 1. *Night Scythes, Doom Scythes and Night Shrouds have gained the AIRCRAFT keyword which means units can move through them as if they had FLY. This means you can no longer block units as well, but you can still throw a bit of a wrench in your opponent's paths if their Movement isn't good enough to move all the way through. *My Will Be Done and permanent effects such as the changes made by Illuminor Szeras stick around after you use the Veil of Darkness, the only thing that disappears is Aura abilities the unit is no longer in range of. *Slay the Warlord only applies if your Warlord is dead at the end of the game. Very good for the Necrons, but not really because of the buffs to themselves, but the slew of nerfs that hit Knights, Orks and Aeldari will probably help out a lot. Overall the changes to other factions just make triple DDA even more of a mainstay option, no more 3++ Knights means more damage against them, no more Loota mob-up mega-dakka means they stay alive longer in that match-up. No Asuryani Doom + Drukhari Ravagers to shut down a DDA in the Aeldari match-up. The Castellan nerf and the general nerf to Knights is especially huge for the Gauss Pylon and Seraptek Heavy Construct because they won't face a 3++ and because the Castellan usually smokes them pretty easily.</div></div>
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