advanced jump point inbound as a weapon

jlcg1977

Mongoose
so has anyone used the advanced jump point to bring in a ship after the battle begains so you could jump in anywhere you want to use the jump point the deal a hard blow to the enemy?

Please your thoughts I'm new to this system.

P.S. where can I find mintures for ships from the new Armageddon book?
 
That's one of the really good things about Advance Jump Points (and to a lesser degree Jump Points)! Glad you've picked up upon one of the cool and fun tactics out there :)

With fleets such as Drakh, Minbari, Vorlons and ISA this is really useful as you can not only get your close in ships right in the action early on but you can get behind the enemy and deny them valuable broadsides and beam shots on your precious ships as you are in their weakest arcs (in general anyway). Of course, you weaken your frontal assault but isn't everything a matter of balance ;)

One other point is using the jump point itself as a weapon in what's known as a jump point bomb! You target the jump point right on top of an enemy ship(s) so that they take damage from the incoming disruption of realspace and the damage can often be severe on the lower Hull valued ships.

Anyway, good luck with trying these tactics out and let us know how things go!
 
I'll let you know how it turns out today I am about to try that out against the other guy and hopfuly nearly wipe out his biggest threat to me lol.
 
Good luck

Also on the miniature from Armageddon - Mongoose have had problems with the moulds for several of them, but others are up and on sale. Have a check out of their B5 products from their main page and you'll see what's on sale.
 
True Story: Adira.
Was fighting a fairly large Narn Fleet, held half my fleet in hyperspace including Two Tertius, Two Suluts, a Balvarin, and an Adira. Had everything pop out on the sides except the Adira, which came out right in the middle. Fired with that thing first? outright CRIPPLED like four ship.
 
I'm quite fond of Jumping something(s) big and nasty behind my opponents since most ships have poorer rear weapons and they'll often have to split off some of their fleet to engage the new attackers, relieving the pressure on the main fleet. Works particularly well with AJP equipped ships since they can line up boresights and fire on the same turn they enter the game. Just be careful you don't emerge too close to the enemy, particularly if you are using Minbari.

There's also the JP "bomb" where you open up a Jump Point right behind an enemy ship. Trouble is, the surviving ships are likely to hammer the jumper when it emerges and unless it has AJP it won't be able to shoot back. If you have another ship in Hyperspace as well it can create the Jump Point for the ship moving on to the table which allows it to use a Special Action when it Jumps in (otherwise it would have to use Open Jump Point the turn it came on as well as the turn it created the Jump Point)
 
jlcg1977 said:
so has anyone used the advanced jump point to bring in a ship after the battle begains so you could jump in anywhere you want to use the jump point the deal a hard blow to the enemy?

Yep. When I'll bring out my ISA I jump point as much as I possibly can.

Jumping white stars into suitable spots is nasty even without jump point bombing.

Doing that with victory is just plain rude :lol:

Too bad jump points are pretty limited on scenarios :cry: Basic scenario doesn't even allow one ship to use it...
 
I used it against earth and smashed a Worlck ves. and then turned and opened up on a missle frig. destroying it. At that point the players called a vote on a truce to never use that tactic again lol.

Now I just need to get some responces to my other topics (fingers crossed)
 
well in all honesty jump point bombing as debated as it has been in the past is still as far as Im concerned a perfectly legitimate tactic and doesnt even tend to inflict THAT much damage that often.

Just to check JLCG by the way, you do realise the jump point inflicts that many ATTACK DICE of damage not that many HITS. You still have to roll the dice needing 6s to hurt the warlock and then roll for crits/bulkheads as normal. It can and does sometimes happen that a JPB inflicts massive damage but more often than not it tends to only lightly scratch the bigger targets in the game. It IS however great for smashing smaller targets with hull 4 and so on and can also work quite well as a 'poor mans e-mine' for clearing enemy fighters (though they can still dodge you will, if you play it right inflict ALOT of hits on most fighters)

ps. the first comment I made above refers specifically to jump point bombing, jumping in is another matter entirely as this is not even debatable in my eyes as it is such an integral part of B5 space combat and also staggeringly useful if used correctly (used incorrectly it can be tantamount to suicide though.... :wink: )
 
Shudders......

Dropped a pair of Nova in between a Bin'Tak, Gquan, and a pair of Rongoths one time, and one of the Novas actually endeded up being within 6" of the Bin'Taks F Arc. Needless to say, I was missing 2 Novas at the end of that paticular round.

Thats what a BAD placement roll with Jump Points can do to you.
 
Not really, if you get a bad placement roll just do not come through. Nothing forces you too, and an open jump point is often as useful for forcing manuever and force splitting as a ship sitting in a bad place.

That's the core of the debate with the JP affects from a balance standpoint, you do not have to use the point created. Most of the time when we've looked at using this tactic jp's are used to destroy the low hulled scouts on the edge of a formation with one usefully placed point that all the ships actually emerge from.

To the new guy - this is a really potent tactic. JP's in the rear of the enemy will often force him to consider turning signifcant force away from the original plan just to cover against one potential big ship in his rear. Opening the jump points can give you utterly safe initiative sinks for the first three turns of the game, as you can open, and then hold open, the points only coming in once the big ships have engaged. Good use of Hermes if your an earth player, they can stay out of the scrum while lobbing missles at choice targets.

Ripple
 
Also, if you have access to jump points on small ships (Hermes and Corvans are good examples), remember that one ship can use another's jump point.

This sounds a bit irrelevant; the reason it's a nice dirty trick is that (1) you can open several jump points for the big bad warship of doom and then decide the following turn which one to bring it in through, and (2) the big bad warship of doom doesn't need to use its jump engines when it does so.

If you have access to something with a nasty medium/close range forwards weapons arc and an advanced jump point*, this means you can bring something in from hyperspace and Concentrate All Fire! as you do so.

* Vorlon Heavy Cruiser, Warlock-class Advanced Destroyer, Shantavi-class Heavy Battle Frigate, Adira-class Royal Battleship and so forth.
 
Burger said:
Locutus9956 said:
Vorlon heavy cruisers cant CAF thankfully :P That really WOULD be sick and wrong otherwise :P
Victory can though :twisted:

I'm glad the G'Vrahn can too, got a decent a mount of forward firepower on that baby!
 
And fire it's beam of doom as it can come in on line with its target

Jump point opens and vaguely javelin-shaped warship emerges at relativistic speeds yelling:
"Innncommingg!!!!!!!!"
 
been a while since I posted the first message on this and as for how I crippled the warlock I rolled mostly sixes and so crushed it, and yes the vessel I was using had AJP and so was able to slam the rest of his fleet from there. Nothing like using a victory to JPB and then smash the rest of his fleet.

And yes I do like to use the JP as a weapon to come in from the rear most of the time the friend I play against wants to play earth and not change it up any, so I usaly make him work real hard and punish him often, o and you can use the squardren rule with your ships to still come out on top against ships comming in from the rear.
 
not that the victory needs to now, cant effect its beams and has TL pulse.

for those with standard jump engines in the new rules you can fire on entering as long as you have a scout on the table. so look out for bin'taks etc jumping into the middle of your fleet.
 
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