AJP bomb and how it works

I have been trying to find out how AJP works. In the rules it says that to open a jump point from hyperspace to realspace you roll 2d6" for deviation. Does this apply to AJP or does the Advanced trait let you place the point on the table and that is where it is at. Also, if each ship in hyperspace has AJP, each can open their own JP? Trying to get the JP down. Thanks for any help.
 
i believe it's 2D6 MINUS crew quality, and 1D6 minus crew quality for AJP
and yes, every ship can open a Jump Point, but they can all come through one, but as eash ship comes through it's own JP collapses.
 
Of course, if every ship with JP or AJP opens a jump point, they all have to use the special action. If they then come through another jump point, they're still using the Open Jump Point special action, so that restricts what else they can do.

There's also a time limit on opening another jump point - if every ship opens a jump point there's no jump point available if you want to jump back to hyperspace. Some things to be aware of when using jump points in your games.
 
actually if they come through a differant JP to the one they opened previously they are not limited as they havent done the Open Jump Point SA to keep it open.
 
So if you have 6 ships in hyperspace each with a JP generator.

In the 1st turn each of the 6 open a JP.

In turn two 5 of the ships let their JPs close and go through the gate openned by ship 6, followed by ship 6 causing the JP to collapse.

Can the 1st 5 ships act as normal in turn 2? Or are they restricted because they openned JPs in turn 1?
 
Thanks Hiff, but how do you determine the random direction for the distance. Also, when a ship opens a jump point can't it open another 3 turns later? Come in from hyperspace, run around create havoc, then open a jump point 3 turns later and leave. Or in my case leave because you are getting your arse handed to you.
 
random direction can be decided however you agree, scatter dice D12 with 12 the direction you intend flying (so clock positions) a D8, even a D6. As long as you explain to your oponent what is what it's all good :-)
 
Admiral Phlop

Did you receive the files last night? It was ugly for the Shadows. The Vorlons used a Destroyer against 2 Scouts - 2 gone in 1 firing phase.

The second game the ISA destroyed all the Convoy ships but lost 2 Teshlans.

Tschuma
 
And boy did we se Jump point bombs in operation yesterday!
Now, I have never been a fan, it's a cheesy tactic, and the "we saw it in the show" argument holds no water with me, as plenty of other things we see more than once, aren't in the game.
The ISA used it against me, and removed 2 heremes in the first movement phase, they went on to wipe me out (fair play though, it's a viable tactic as it stands) then the Narn did it to me, keeping 2 jp ships in hyperspace (damn you reaver!) and won the game on VP's as the last JP took out my marathon!
you could possibly say I am bitter, but I enjoyed both games thoroughly, and but for some dodgy dice rolling from me, i could at least have scared the ISA a bit more :-)
the JP bomb tactic is just a bit underhanded, and not very sportsmanlike ( again guys, it was a tourney, you did what you had to to win, so no rotten eggs or anything) I know It probably won't change, lik the G'Quan won't get forward arc beams (clearly seen in the show) and dilgar won't get that armageddon ship (sorry TenaciousB) but I just think it makes a mockery of the game.
 
most the time JP bombs never seem to do much unless very lucky from when i have used them or had them used against me.
thing my 1st tourney LBH double JP bombed a corvan killing it, although then it was quite obvious where his 2 WSs were coming out and so made my job easier. there are pluses and minuses to JP bombing.
it is changing some but at the moment its staying around, although harder to pull off. if you look at the articel in S&P43 about hyperspace i believe the new rules are in there.
 
The Blue Star's "double jump engines" sound like a really, really bad idea where JP bombs are concerned. I mean it's a Skirmish or Patrol ship isn't it, with 2 AJP bombs, a +1 Rangers CQ and what ISA player worth his salt doesn't have scouts on the table.....

The new ISA cheese fleet would seem to be Leshath and as many BS's as can be kept in hyperspace.
 
Jump Point Bombs at the moment in 2nd ed. are a lot harder to pull off and ships won't be able to sit in hyperspace repeatedly bombing their enemies.

Also, the Blue Star won't be able to do any more/better JPBs than any other ISA ship!
 
and if it is CQ10 by the hyperspace article just to get the jump point bomb to work it will need a 5 and that will get one ship. meanwhile you hunt down his scout.
 
In my recent games JP bombs have been of limited use, you are far better off just bringing your ships in in a prefered position where you can maximise fire power for as long as you can whilst forcing your opponent to run rings around the board trying to catch you.
 
depends how you define limited use. Loosing a battleship in a tourney to a Jumppoint is not "limited" really, it's 10 VP's to the opponent. OK yes, the poor thing had taken 3 rounds of firing off Ka'Tocs, Ka'Tans, Thentus', and been crippled by a friendly hermes blowing up, but still...
 
hiffano said:
depends how you define limited use. Loosing a battleship in a tourney to a Jumppoint is not "limited" really, it's 10 VP's to the opponent. OK yes, the poor thing had taken 3 rounds of firing off Ka'Tocs, Ka'Tans, Thentus', and been crippled by a friendly hermes blowing up, but still...

:roll: Are you argueing for or against what I said..... Killing your opponents battleship is always good, any time any game.

The quicker that you can do it the better, just in our recent games the damage done by JPBing wasn't that much and ships that came out those JPBs wheren't in a good position... bringing them out a distance behind (or off to the side) allowed for turn after turn of CAF before they would have been able to bring much fire power to bear, had they not been destroyed.
 
The AJB didn't do a lot of damage Friday night, but it did help get 2 ships into the Vorlons rear arc. With the long range weapons of the Minbari on the table and the 2 in the rear arc it created a little havoc and helped destroy a transport. Thanks for all the advice prior to our game. Not sure if I will use it that much but against forward arc races it can tactically be a good manuveur.
 
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