advanced jump point inbound as a weapon

when only using a standard jump engine, how is the best way to move the counter randomly? 1-f, 2-p, 3-s, 4- a, ?
and if theres a scout on the table do i need to move it still or can it be placed ala ajp?
 
darknight said:
when only using a standard jump engine, how is the best way to move the counter randomly? 1-f, 2-p, 3-s, 4- a, ?
A scatter dice is best (dice with arrows on all faces, just roll it and follow the arrow). You can get them cheap at your FLGS for about 20p.
 
Burger said:
darknight said:
when only using a standard jump engine, how is the best way to move the counter randomly? 1-f, 2-p, 3-s, 4- a, ?
A scatter dice is best (dice with arrows on all faces, just roll it and follow the arrow). You can get them cheap at your FLGS for about 20p.
It's a shame Games Workshop actually have them copyrighted so nobody else can make them. (well, they did come up with the idea so I suppose they should get something out of it)
 
Really, hmm, visit Games Workshop and buy one for 20p then ;)
Or get a Wheel Of Fortune board game, and use the wheel :lol:

If you're desperate you can use a beer bottle too.....
 
Burger said:
Really, hmm, visit Games Workshop and buy one for 20p then ;)
Or get a Wheel Of Fortune board game, and use the wheel :lol:

If you're desperate you can use a beer bottle too.....
Your FLGS will sell them (I see plenty of other GW stuff in them too), it's just nobody else can make them.
 
If you have a 10 sided die you can also use it for a scatter die. When looking at one from the top sitting on a table it makes a nice arrow. The arrow points to the direction of scatter. A lot of miniature games that use D10's for resolution use this method. You don't even need to buy a new die if have some 10 siders.
 
darknight said:
when only using a standard jump engine, how is the best way to move the counter randomly? 1-f, 2-p, 3-s, 4- a, ?
and if theres a scout on the table do i need to move it still or can it be placed ala ajp?

I've got my bases dotted at 45 degree intervals for turns/fire arcs and just use one of these with a D8. Easy to make a similar scatter template from card or an old base.
 
or you can just roll a D10 and go wich ever way the tof face 'points' or for that matter roll any dice and use the top sides 'up direction as your scatter direction, you dont really need a special dice with an arrow drawn on it!
 
thanks for all the ideas guys, on random moving, what about the scout q, do i still have to move the counter if theres a scout on the table?
 
Yes, a scout doesn't prevent scatter. A scout on the table allows a non-AJP ship to fire on the turn it enters the table.
 
Burger said:
Yes, a scout doesn't prevent scatter. A scout on the table allows a non-AJP ship to fire on the turn it enters the table.

Try playing with Shadows :twisted: :twisted: no deveation and can move and shoot in the same turn :twisted: :twisted: :twisted:
 
And worse still, in 2e if the scenario allows you to keep ships in Hyperspace the Shadows can start all their ships there. Nothing at all on the table.
 
Hmmm

I've got to say that the ability to put my ships behind my opponent is a more potent weapon than the damage I'd do with the JP, but if I can damage them with it, then I will :twisted: but pulling ships out of poistion is better than damage.
 
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