Stormsurge stabilizing anchors and destroyer missiles

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Temennigru
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Stormsurge stabilizing anchors and destroyer missiles

Post#1 » Jun 29 2017 12:24

The stabilizing anchors say that they "add 1 to hit rolls".
The destroyer missiles say "hits on a 6 regardless of BS or modifiers"

The anchors don't modify the BS of the model, so do they still add 1 to hit for the missiles?

knute
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Posts: 136

Re: Stormsurge stabilizing anchors and destroyer missiles

Post#2 » Jun 29 2017 12:26

I would have to say no, particularly since such modifiers don't work with overwatch, which is worded the same way as with our seeker missiles and the destroyer missiles.

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Panzer
Shas'La
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Re: Stormsurge stabilizing anchors and destroyer missiles

Post#3 » Jun 29 2017 12:45

Nothing modifies the BS. Everything modifies the rolls in 8th.
The rule also doesn't say "regardless of the modifiers to BS". It says "regardless to BS or modifier". Two things. BS doesn't matter and modifier don't matter.

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thesnailmaster
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Re: Stormsurge stabilizing anchors and destroyer missiles

Post#4 » Jun 29 2017 01:38

Panzer wrote:Nothing modifies the BS. Everything modifies the rolls in 8th.
The rule also doesn't say "regardless of the modifiers to BS". It says "regardless to BS or modifier". Two things. BS doesn't matter and modifier don't matter.



Thats not true, one of the Necron Special characters does increase the BS of units, so not everything is a modifier in the sense of what we normally see with +1 to hit.

But yeah in this case you are correct and the only way stabilising anchors will work is if you have 2 markerlights on what you are shooting at.

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Overheal
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Re: Stormsurge stabilizing anchors and destroyer missiles

Post#5 » Jun 29 2017 01:51

Pretty sure an FAQ discussed the difference between "Natural" dice results and "#+" modified results. I.e. models with a 7+ save only get a save when they have at least a +1 modifier available, and "on a roll of 1" means on a dice face value of 1, and weapons wouldn't "get hot" from a -1 to hit.

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Panzer
Shas'La
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Re: Stormsurge stabilizing anchors and destroyer missiles

Post#6 » Jun 29 2017 01:53

Overheal wrote:Pretty sure an FAQ discussed the difference between "Natural" dice results and "#+" modified results. I.e. models with a 7+ save only get a save when they have at least a +1 modifier available, and "on a roll of 1" means on a dice face value of 1, and weapons wouldn't "get hot" from a -1 to hit.

Except that they pretty much said the opposite in the FAQ and stated that with a -1 to-hit modifier weapons would get hot on a 1 and 2 because it's NOT on a natural one and that you can't modify a dice below 1. ;)

Temennigru
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Posts: 14

Re: Stormsurge stabilizing anchors and destroyer missiles

Post#7 » Jun 29 2017 01:57

Panzer wrote:
Overheal wrote:Pretty sure an FAQ discussed the difference between "Natural" dice results and "#+" modified results. I.e. models with a 7+ save only get a save when they have at least a +1 modifier available, and "on a roll of 1" means on a dice face value of 1, and weapons wouldn't "get hot" from a -1 to hit.

Except that they pretty much said the opposite in the FAQ and stated that with a -1 to-hit modifier weapons would get hot on a 1 and 2 because it's NOT on a natural one and that you can't modify a dice below 1. ;)

That makes no sense. Just because the enemy is hiding your weapon has a higher chance to overload?

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Panzer
Shas'La
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Posts: 2902

Re: Stormsurge stabilizing anchors and destroyer missiles

Post#8 » Jun 29 2017 02:16

Temennigru wrote:
Panzer wrote:
Overheal wrote:Pretty sure an FAQ discussed the difference between "Natural" dice results and "#+" modified results. I.e. models with a 7+ save only get a save when they have at least a +1 modifier available, and "on a roll of 1" means on a dice face value of 1, and weapons wouldn't "get hot" from a -1 to hit.

Except that they pretty much said the opposite in the FAQ and stated that with a -1 to-hit modifier weapons would get hot on a 1 and 2 because it's NOT on a natural one and that you can't modify a dice below 1. ;)

That makes no sense. Just because the enemy is hiding your weapon has a higher chance to overload?

It makes sense if try to think about it a bit more. There happens more on the battlefield than what we actually roll. A hiding enemy possibly means your guys shoot more often and thus raise the risk to overheat their weapons for example.

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StealthKnightSteg
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Re: Stormsurge stabilizing anchors and destroyer missiles

Post#9 » Jun 30 2017 06:57

get the Markerlights going to step 2 on your target and the anchors would work on your destroyer missiles

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azlanpower
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Re: Stormsurge stabilizing anchors and destroyer missiles

Post#10 » Jun 30 2017 08:42

Anchored SS adds +1 to hit rolls
Stacked 5 ML add +1 to hit rolls
thats BS 2+ to hit yo

Jburli
Shas'La
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Re: Stormsurge stabilizing anchors and destroyer missiles

Post#11 » Jul 04 2017 03:08

azlanpower wrote:Anchored SS adds +1 to hit rolls
Stacked 5 ML add +1 to hit rolls
thats BS 2+ to hit yo


That sounds fantastic, 4xD3 mortal wounds hitting at bs2+ (and rerolling 1s) is no joke, especially when you've got the rest of the stormsurge's weapons backing it up!
5 markerlights hits well spent :)

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Lechai Skull
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Posts: 365

Re: Stormsurge stabilizing anchors and destroyer missiles

Post#12 » Jul 04 2017 06:20

Jburli wrote:
azlanpower wrote:Anchored SS adds +1 to hit rolls
Stacked 5 ML add +1 to hit rolls
thats BS 2+ to hit yo


That sounds fantastic, 4xD3 mortal wounds hitting at bs2+ (and rerolling 1s) is no joke, especially when you've got the rest of the stormsurge's weapons backing it up!
5 markerlights hits well spent :)


Just remember that you activate the SS anchors at the end of your shooting phase.
So the best you can do on turn 1 is 3+ to hit with markerlights.
Timing is key

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Arka0415
Shas'Ui
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Posts: 1289

Re: Stormsurge stabilizing anchors and destroyer missiles

Post#13 » Jul 04 2017 07:34

Jburli wrote:Anchored SS adds +1 to hit rolls
Stacked 5 ML add +1 to hit rolls
thats BS 2+ to hit yo


I'd say that if you have a Stormsurge, then 5 Markerlights would be well-spent. Probably the only case where you'd want that many Markerlights.

gualtikhan
Shas
Posts: 20

Re: Stormsurge stabilizing anchors and destroyer missiles

Post#14 » Jul 05 2017 05:06

One intresting thing about those new D-missiles is that, while in the past edition they were used to shoot down big things such as landraiders or imperial knights, now they have the really different role that is to remove those units of heavy infantry with high inv. save such as termy with storm shield which are too difficult to deal with other wepons .

Wedrujacy
Shas'Saal
Posts: 37

Re: Stormsurge stabilizing anchors and destroyer missiles

Post#15 » Jul 06 2017 12:00

But is there any sense to fire those missles?
Yea common, statistically you need to fire 6 of them to get 1 wound O_o
Ridiculous

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Lechai Skull
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Posts: 365

Re: Stormsurge stabilizing anchors and destroyer missiles

Post#16 » Jul 06 2017 12:16

Wedrujacy wrote:But is there any sense to fire those missles?
Yea common, statistically you need to fire 6 of them to get 1 wound O_o
Ridiculous


If you fire at a unit which has two markerlights, you fire at your normal ballistic skill instead of the 6 listed.

So yeah, never fire them without markerlights unless all your markerlight units are dead.

gualtikhan
Shas
Posts: 20

Re: Stormsurge stabilizing anchors and destroyer missiles

Post#17 » Jul 06 2017 12:19

Wedrujacy wrote:But is there any sense to fire those missles?
Yea common, statistically you need to fire 6 of them to get 1 wound O_o
Ridiculous

I think you may have missed that with two markerlight you can fire them with full BS, that means 2+ or 3+ rerolling one almost everytime

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AnonAmbientLight
Shas'La
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Posts: 775

Re: Stormsurge stabilizing anchors and destroyer missiles

Post#18 » Jul 06 2017 12:20

Destroyer Missiles are some of the best weapons in the game. It's one of the only ones I can think of that put out mortal wounds in a 60'' radius. Not many armies that I know of is able to achieve mortal wounds at that range. It also has the potential to fire these shots very accurately.

You could essentially one shot Robutee Guilliman from across the board with just the four missiles with good dice rolls. Ridiculous.
Sky IS Falling, T'au WILL Suck, Sell Me Your Models

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