AJP bomb and how it works

hiffano said:
yes, yes it is, we have had the discussion before about what is seen, and it is not a solid basis for any ruling. it was more how it was put rather than the sentiment itself anyway.
you may as well say, I'm taking my ball home, Matts on my side, n'yerr n'yerr!

If anything we were saying JMS would be on our side :P

never was Matt's name mentioned which shows me that you are misrepresenting what we were saying.
Stick to facts Hiff
 
it was a mere comment, I never said it had fact.

JMS had it done with an elite crew, of an advanced ship, in a pre determined place if you wish to be accurate.
If the rules said to JP Bomb, you must be an advanced race, in a pre determind spot, in an asteroid field, we couldn't dispute this could we.
 
With the arrival of the Bluestar, something will have to done about the game mechanic of JP bomb.
I think we can all agree on this? 8)
 
JayRaider said:
With the arrival of the Bluestar, something will have to done about the game mechanic of JP bomb.
I think we can all agree on this? 8)
Especially if the "dual jump engines" are in 2e!!!
 
hiffano said:
it was a mere comment, I never said it had fact.

JMS had it done with an elite crew, of an advanced ship, in a pre determined place if you wish to be accurate.
If the rules said to JP Bomb, you must be an advanced race, in a pre determind spot, in an asteroid field, we couldn't dispute this could we.

well the whitestar is an advanced ship. rangers are supposed to be elite crew. and once it gets to 2e you need a scout around to tell you where the enemy is exactly.
 
because the show is for entertainment and it would be boring if they did that all the time, esepcially as when the drala'fi does it its not just damage it completely wipes out 2-3 ships.
 
Hence why I like Targets idea, it doesnt take it out of the game but will drastically reduce the the 'turn 1, I spam you with jump points crit crit crit crit' effect. :)
 
How about this;

Keep the JP rules as is, of 1e. But if the ship JP bombing fails its test, and overlaps a stand. Then a backlash occurs, and both ships suffer damage. Maybe that will make a play think twice, as he might be giving VP's away!
 
more 2e version but if its CQ 10 and you have 2FAPs in hyperspace could be upto 6 bluestars. now on cq10 even for ISA thats a whole 2 JP bombs will work on average and you now also know where they will be coming from. as i pointed out earlier LBH did it to me and it allowed me to set up a welcoming comittee from which he didnt escape.
 
The problem I have with making it QC dependant is that this makes it easier for ISA to do thatn anyone else thus further widening the 'jump point bomb gap'
 
Yes, the ISA and Vree bonuses really mess up CQ checks in general. They unfairly raise the difficulty for other races, and have a tremendous advantage themselves. I'd recommend removing the ISA's bonus, and replacing it with a higher initiative (+4/5?) to represent the higher trained crews. Vree lose their bonus and is replaced by something else, can't think of anything else right now. Maybe something similar to a pentacon to represent their telepathy, but different enough to avoid stepping on the Dilgar's toes.
 
Make it a CQ13 check, that way it'll occur about as often as it did in the show.

And as for setting up welcoming commitees. Any ISA player moving his Blue Stars through JP's instead of holding them in hyperspace to launch another wave of AJP bombs is insane.

Blue Stars will never see the table unless the ISA player is getting hammered and decides to get the BS's on the table to bolster numbers.
 
Locutus9956 said:
The problem I have with making it QC dependant is that this makes it easier for ISA to do thatn anyone else thus further widening the 'jump point bomb gap'

Agreed, and consider the possibilty of bigger battles, with higher PL's. Then Hyperspace is going to be jammed with Bluestars, loitering with intent to JP bomb. BTW Kattadder, I used JP bomb on Hiff and none of my ships appeared. It actually tied up his fleet, while he had to postion his ships waiting for a non existant attack!
 
but they would still need a 5 to do it, making it more the elite crews the only ones making use of this tactic with basic crews only getting it through luck.
 
thePirv said:
Make it a CQ13 check, that way it'll occur about as often as it did in the show.

And as for setting up welcoming commitees. Any ISA player moving his Blue Stars through JP's instead of holding them in hyperspace to launch another wave of AJP bombs is insane.

Blue Stars will never see the table unless the ISA player is getting hammered and decides to get the BS's on the table to bolster numbers.

so you would rather have an AJP attack every 4th turn thats TD than 4AD AP every turn thats DD?
effectively 6AD TD versus 12AD AP DD. use it once then come in and attack as your weapons are more effective. also your opponent has less ships to kill, you have init sinks you can only use turns 1, 4, 7, 10.
 
That's a point, but given the relative fragility of Blue Stars (what with being a Patrol level ship) by putting them on the table straight off, you're running the risk of them dying and giving away VP's

White Stars and White Star Carriers with lots of AJP bomb support will have very few problems kickng the crap out of most fleets.
 
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