advanced jump point

meglos

Mongoose
if a squadron of ships in hyperspace with advanced jump point, jump to real space i take it they open only one jump point am i right in this thinking or do they each open a jump point so long as they remain in there squadron? :?
 
You can open one jump point or multiple jump points, but remember, as Greg says, you must stay within the movement restrictions for a squadron.

LBH
 
it is worth noting that ships in a squadron can take differernt special actions as long as they remain in coherancy
 
If they each open their own jump point, can they then all choose to go through just one? Or do they each have to go through their own?

As far as I can see, the rules don't enforce using their own. Eg: three ships all IJP! trying to get the JP into the desired position. Next turn, the one that scatters the least, maintains its IJP! special order, but the others drop theirs. Their JP's disappear, leaving just the most accurate one. So they are free to move through it as normal (and fire and CAF if they have AJP trait). The one with the accurate JP then moves through and the JP closes. Anything wrong with this sequence?
 
Looks right to me Burger.

You can also use Special Actions or launch auxillary craft if you have an AJP and are not already holding a Jump Point open.
 
Ruling makes sense but what are we basing it on?

The models are not on the table and can enter the table through any jump point so why do they have to for their jump points that way. Example would be the squadron all open jump points which scatter disadvantagedly, so an allied Warlock opens a jump point closer to the intended site and all the ships go through that. Or a squadron opens JPs on one table edge but go through a jump point on the opposite edge in reaction to movement by the enemy or the squadron could split and move through both sides. Just wondering as I have not seen a rule that 'places' ships in hyper in any particular spot.

Ripple
 
Ripple said:
The models are not on the table and can enter the table through any jump point so why do they have to for their jump points that way.

You can enter through any allied jump point, provided it has not been formed that turn.

Ripple said:
Example would be the squadron all open jump points which scatter disadvantagedly, so an allied Warlock opens a jump point closer to the intended site and all the ships go through that.

You can do that, provided that the squadron moves through before the Warlock.

Ripple said:
Or a squadron opens JPs on one table edge but go through a jump point on the opposite edge in reaction to movement by the enemy or the squadron could split and move through both sides.

You can do that too. There are no restrictions on which jump point you use when you are entering from hyperspace, and I don't think Jump Points have to maintain squadron formation. So you can scatter them across the the area you wish to enter. I am a little unsure of the legality of splitting a squadron in hyperspace though.
 
Coolies. Prepare to receive the AJP bomb from hell :twisted:

Also, I think I have this right too, but I'd like more opinions:

If a ship opens a jump point in turn 1, it does not have to move through it in turn 2; it can maintain the IJP! special action to keep the JP open, but stay in hyperspace. However, by declaring the IJP! special action which is required to maintain the jump point, it has taken up an initiative turn in the movement phase. Therefore ships in hyperspace can be used as initiative sinks, as long as they are holding a JP open.

I smell gorgonzola ;)
 
Dread Pirate Burger said:
If a ship opens a jump point in turn 1, it does not have to move through it in turn 2; it can maintain the IJP! special action to keep the JP open, but stay in hyperspace. However, by declaring the IJP! special action which is required to maintain the jump point, it has taken up an initiative turn in the movement phase. Therefore ships in hyperspace can be used as initiative sinks, as long as they are holding a JP open.

You have it right Burger, but there is a reason,

Turn 1, ship opens JP
Turn 2 fighters move through JP
Turn 3, ship opening JP moves through, JP closes automatically

the fighters had to come through on Turn 2 unless they were escorting the ship, as the JP closes as soon as the ship opening it comes through

LBH
 
Um it states very clearly in the book that only ships that start "on the table" can be in a squadron, and that only ships without JP or AJP can use another ships JP, otherwise they all have to use thier own. My campaign runner says this is because the ships are too big. I need some "Official" clarifications before he will let me move several ships through the same JP from hyperspace.
 
Vertexx69 said:
Um it states very clearly in the book that only ships that start "on the table" can be in a squadron, and that only ships without JP or AJP can use another ships JP, otherwise they all have to use thier own.
Watch the episode Shadow Dancing. 4 Sharlin, 4 Avioki, a half-dozen or more Whitestars, a G'Quan, 2 Xill, and various other non-Jump Point equipped ships ALL enter through one JP. It's damn crowded round that JP...

Wulf
 
Vertexx69 said:
Um it states very clearly in the book that only ships that start "on the table" can be in a squadron, and that only ships without JP or AJP can use another ships JP, otherwise they all have to use thier own. My campaign runner says this is because the ships are too big. I need some "Official" clarifications before he will let me move several ships through the same JP from hyperspace.

I've been in Mongoose tourneys that allow squadrons to be formed in hyperspace, and broken on the turn of entry or kept as they move on to the board.

As for the using another ship's JP, of course you can, whether you have the trait or not..

LBH
 
Back
Top