You mean -9 to-hit, since even a TO camo model should be in cover. If you're doing the ARO correctly, they should be at -3 to shoot you, too, for maxed BS penalty. I don't consider putting the enemy at -12 (TO, range, cover, and Surprise Shot) in the active turn to be 'testing your luck' unless it's a BS13+ target.
You mean unless they're BS13+ and imposing similar mods? Firing back with 3 dice chasing 1s vs 1 dice chasing something reasonable (we'll assume a 14 for BS plus range minus cover) is still way in your favour as the active Missile troop.
I'm saying what has good chances in ARO usually has better chances in active turn. Due to increased Burst (which is not the case on B1), and usually decreased burst for the enemy.
But a missile launcher is still better in the active turn as although its burst is a constant, the enemy's burst will be lowered by usually at least 2 :P
By this logic EVERY piece is a better active turn piece (bar Neurocinetics), so what is the point of even having this discussion then?
Originally I was referring to the "testing their luck in active turn" part from here: I suppose I don't have to answer the "what's the point in ARO" question :P