prelude_to_war wrote:'In the Beginning' - the Mibari Black Star jumps in & takes out a Nova and the rear half of a Hyperion. You can also see a Starfury get caught in the vortex and explode (guess that's one flight worth?). Sheridan's narration notes that they've suffered from a number of hit & run attacks so it's likely these ships had already suffered some damage to their hulls.
As a Minbari player I've used AJP before and it didn't really have that much of an impact. As pointed out earlier you do have to hit without the benefit of AP or SAP. It's also not precise.
The real threat of AJP is the positioning it allows and the ability to fire on the turn the ship arrives. I can see it damaging lower PL ships (Hull 4 etc. or fighters) but hull 5/6 should be OK. Also, if you destroy a hull 4 ship with a jump gate, there's a chance it could explode and damage the AJPing ship. No player I know would want to subject themself to that unnecessary risk - especially hull 5 Minbari players.
I thought the ships came in the next turn but i could be wrong , plus they they get to move so the likelyhood of being hit by an exploding ship is pretty small.
It's the hull 4 ships that people are more concerned about eg Scouts die before they can do anything.
The fact that you don't have use the JP is another point, have another ship waiting in hyperspace to open one next round. But thats more tactical than cheese. Keeps the Opposition geussing which JP you will use since they stay open more than 1 round but since i don't have my rulebook handy not 100% sure.