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Made in us
[ADMIN]
Decrepit Dakkanaut






Los Angeles, CA

Happyjew wrote:Somehow, I am not seeing anything in the FAQ about Seeker Missiles Snap Firing at normal BS.


Its in the actual FAQ questions section.


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yakface's 40K rule #3: Codex does not ALWAYS trump the rulebook, so please don't say that!
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Powerful Phoenix Lord





Buffalo, NY

So let me get this straight. A vehicle reduced to BS 1 (for whatever reason) does not apply to a Seeker Missile. Therefore, the argument is that a Seeker Missile is ALWAYS BS 5 (even if making a Snap Shot).

I'm not sure I follow this logic.

Greebo had spent an irritating two minutes in that box. Technically, a cat locked in a box may be alive or it may be dead. You never know until you look. In fact, the mere act of opening the box will determine the state of the cat, although in this case there were three determinate states the cat could be in: these being Alive, Dead, and Bloody Furious.
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Shrieking Traitor Sentinel Pilot





Because codex rule (Seeker fires at BS5) trumps rule book rule (can only fire as BS1).
   
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[ADMIN]
Decrepit Dakkanaut






Los Angeles, CA

Happyjew wrote:So let me get this straight. A vehicle reduced to BS 1 (for whatever reason) does not apply to a Seeker Missile. Therefore, the argument is that a Seeker Missile is ALWAYS BS 5 (even if making a Snap Shot).

I'm not sure I follow this logic.


Well, the logic may not be clear, but the FAQ is. It specifically covers vehicles that are shaken or stunned (which therefore are only firing snap shots at BS1) and says that their seeker missiles fire at BS5. If you read the FAQ question carefully, the 'shaken' and 'stunned' examples are just examples, not even exhaustive, so the answer is quite clear: Seeker missiles are always resolved at BS5, which is fair because they already require a normal 'to hit' roll to be completed via a markerlight hit to utilize. So to hit a flyer with a seeker, you still have to roll a '6' to hit it with the markerlight, its just then the Seeker gets to use its BS5 rule. All of which sounds pretty darn fair IMHO.


I play (click on icons to see pics): DQ:70+S++G(FAQ)M++B-I++Pw40k92/f-D+++A+++/areWD104R+T(D)DM+++
yakface's 40K rule #1: Although the rules allow you to use modeling to your advantage, how badly do you need to win your toy soldier games?
yakface's 40K rule #2: Friends don't let friends start a MEQ army.
yakface's 40K rule #3: Codex does not ALWAYS trump the rulebook, so please don't say that!
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Assassin with Black Lotus Poison





Bristol

Happyjew wrote:So let me get this straight. A vehicle reduced to BS 1 (for whatever reason) does not apply to a Seeker Missile. Therefore, the argument is that a Seeker Missile is ALWAYS BS 5 (even if making a Snap Shot).

I'm not sure I follow this logic.


I look at it as the fact that the vehicle isn't actually firing the Seeker Missile, it just carries it around and the missile fires itself when it receives co-ordinates and a firing order from a markerlight. The fluff of the Seeker Missile entry in the armoury states that usually vehicles have no control of any Seeker Missiles they are carrying (with the exception being the Skyray as that comes with 2 networked Markerlights and so can fire its own missiles). This explains why the vehicles BS has no effect on the Seeker Missile, why a Seeker Missile can be fired from a vehicle at full BS no matter how far that vehicle has moved or whether it is shaken or stunned and why a Markerlight hit is required to fire it in the first place.

So when shooting at a flier you've made the snap shot with a markerlight to paint the target. Now all the missile has to do is follow the red dot on the bottom of that flier to hit its target. If you roll a one to hit with that Seeker Missile then we can assume that the markerlight firer lost the track on the target at a critical moment and the Seeker veered off, if you roll a 2+ then that marker kept that flier painted and the advanced guidance systems on the missile brought it in with the unerring accuracy only a computer is capable of.

To have a one-use S8 AP3 missile (and the only S8 AP3 missile available to the Tau) require 2 rolls of a 6 to even hit its target is a bit extreme, especially considering that the Skyrays fluff describes it as an excellent air defence system when combined with Pathfinder Markerlight support.

This message was edited 8 times. Last update was at 2012/07/17 00:45:45


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It isn't 2 rolls of 6. It could be zero rolls of 6. The marker light gets to hit on its own BS, and the seeker uses BS 5. This is two set modifiers are odds, and Seeker Missile wins.

"'players must agree how they are going to select their armies, and if any restrictions apply to the number and type of models they can use."

This is an actual rule in the actual rulebook. Quit whining about how you can imagine someone's army touching you in a bad place and play by the actual rules.


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Assassin with Black Lotus Poison





Bristol

DarknessEternal wrote:It isn't 2 rolls of 6. It could be zero rolls of 6. The marker light gets to hit on its own BS, and the seeker uses BS 5. This is two set modifiers are odds, and Seeker Missile wins.


The question I was replying to was about whether Seeker Missiles always hit on their BS5:
So let me get this straight. A vehicle reduced to BS 1 (for whatever reason) does not apply to a Seeker Missile. Therefore, the argument is that a Seeker Missile is ALWAYS BS 5 (even if making a Snap Shot).

I'm not sure I follow this logic.
or whether they just ignore any BS changes to the vehicle they are carried on.

My post was pointing out that the Seeker Missile is guided by another shot which has already had to hit, a unique rule in 40K as far as I'm aware. To not have it always use its BS5 would mean that it would have to snap fire at fliers which would lead to it only having a 1/36 chance of actually hitting that flier (1/6 chance of hitting with the markerlight then a 1/6 chance of the missile hitting), making what is described in fluff as a weapon which excels in anti-air roles the least accurate weapon in the game when it comes to hitting a zooming flier.

This message was edited 1 time. Last update was at 2012/07/17 01:11:31


The Laws of Thermodynamics:
1) You cannot win. 2) You cannot break even. 3) You cannot stop playing the game.

Colonel Flagg wrote:You think you're real smart. But you're not smart; you're dumb. Very dumb. But you've met your match in me.
 
   
Made in us
[ADMIN]
Decrepit Dakkanaut






Los Angeles, CA

DarknessEternal wrote:It isn't 2 rolls of 6. It could be zero rolls of 6. The marker light gets to hit on its own BS, and the seeker uses BS 5. This is two set modifiers are odds, and Seeker Missile wins.



Well, the markerlight fired at a zooming skimmer would be a snap shot and so would need a roll of '6' to hit. That's the 'first' roll of '6' needed. But yes, I agree the FAQ makes it perfectly clear that the actual seeker missile shot would be at BS5.




I play (click on icons to see pics): DQ:70+S++G(FAQ)M++B-I++Pw40k92/f-D+++A+++/areWD104R+T(D)DM+++
yakface's 40K rule #1: Although the rules allow you to use modeling to your advantage, how badly do you need to win your toy soldier games?
yakface's 40K rule #2: Friends don't let friends start a MEQ army.
yakface's 40K rule #3: Codex does not ALWAYS trump the rulebook, so please don't say that!
Waaagh Dakka: click the banner to learn more! 
   
Made in gb
Regular Dakkanaut




yakface wrote:
Happyjew wrote:So let me get this straight. A vehicle reduced to BS 1 (for whatever reason) does not apply to a Seeker Missile. Therefore, the argument is that a Seeker Missile is ALWAYS BS 5 (even if making a Snap Shot).

I'm not sure I follow this logic.

. So to hit a flyer with a seeker, you still have to roll a '6' to hit it with the markerlight, its just then the Seeker gets to use its BS5 rule. All of which sounds pretty darn fair IMHO.

Hardly fair as our so called exceptional anti air unit that users seekers to defend the Skys has the worst odds to hit an air unit out of anything I have seen in the game. Even a BS1 Ork can hit flyers more often than our anti air unit and anti-air weapon.

We effectively have to hit with 2 hit dice to hit flyers with Seeker missiles which makes no sense for what the codex describes as our main exceptional anti air weapon.
   
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Dakka Veteran





To be honest. Everything as an equal chance to hit but the more shots you have the better chance you have to hit.

Ork's need a 6.
Tau need a 6.
SM's need a 6.


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Hardened Veteran Guardsman




MJThurston wrote:To be honest. Everything as an equal chance to hit but the more shots you have the better chance you have to hit.

Ork's need a 6.
Tau need a 6.
SM's need a 6.



Yes, but the main qualm is that seeker missiles are essentially worse than others because you need a 6 to hit, and then you need another 2+ to make sure you hit (not even to mention the penetration die), so you have less of a chance of hitting than most other weapons.

Edit: also, they are one-shot weapons that cost nearly half a crisis suit (before weapons), so people don't like that it is such a low chance to hit with something that costs so much.

This message was edited 1 time. Last update was at 2012/07/17 16:22:47


 
   
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Dakka Veteran





So. Seeker Missiles have always worked this way. I don't see the issue.

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Hardened Veteran Guardsman




MJThurston wrote:So. Seeker Missiles have always worked this way. I don't see the issue.


The issue is that a seeker missile doesn't have the same chance to hit as everything else?
   
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The Hive Mind





SCvodimier wrote:
MJThurston wrote:So. Seeker Missiles have always worked this way. I don't see the issue.


The issue is that a seeker missile doesn't have the same chance to hit as everything else?

And that's a new thing? Oh wait, it's not.

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Hardened Veteran Guardsman




It was a simple response to his claim that everything had an equal chance to hit. Since we've now established that that is not the case, please continue.
   
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St. Louis, MO

In other words, they used to suck, nothing has changed and they still suck. Bring on the new Tau dex for great justice!!!...er, greater good!!

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