AJP bomb and how it works

Burger said:
Locutus9956 said:
I would say though Burger that the 'good sportsman' could just not put his jps close enough to scatter into each other? Or bring multiple ships through the same point?
Multiple entry points is a valid tactic though, your opponent doesn't know which you are going to enter through. And standard JP can scatter up to 10" (with green crew).

Well if you have a green crew then you are either very foolish or stupidly brave to be trying to use multipul JPs to bring your ships onto the board... Yes it does give advantages but it comes at a risky price, the less able your crew the greater the risk.

Also as jump points openning points are determined when the ship announces it is going to open one you can then decide where you want to put your second after you take scattering into account.

One last thing about "good sportsmen" where is the rule that protects them from any other bad dice roll? I have seen Warships taken out of the battle by a single fighter firing on them.... Did the fact my opponent was a real gent about it make any difference to the dice roll and subsequent 4,6 critical.... NOPE :twisted:
 
thePirv said:
Make it a CQ13 check, that way it'll occur about as often as it did in the show.

Only way I can think to make that is to put Sheridan on a WS/VCD that has a CQ of 6 before he gets on, he grants +1 to CQ checks, and then roll a 6.

LBH
 
Ok let clarify this once and for all is a roll of 6 an automatic success on QCs or not?

It seems to me that it should be otherwise most skeleton crewed ships can never make repairs to any systems ever.

That being the case then making it QC13 just means that EVERYONE has to roll 6.
 
nope the only automatics on 6s are rolls to hit. same as the only automatic fails are on rolls to hit of 1. if you can get a CQ roll on 1s you can auto pass it but no one can do CQ13 unless they got sheriden on board.
as for the thing about skeletoned ships. if they got CQ5 or higher they can still do repairs. or if they got a flight comp. its more a campaign thing really i guess.
 
Vree could also do a CQ 13 check.

katadder is right, a 1 is not an automatic fail of a CQ roll and a 6 is not an automatic pass. Same goes for stealth. It is only shooting that has automatic hit on 6 and automatic miss on 1.
 
You SURE about that? I thought I found last time I checked that it was only for shooting that 1 was an auto fail but that 6s WERE automatic success for QC checks too. Will have to have a read when I get home.
 
That's why a CQ13 works.

Have maybe one Super Elite ship in some races, for example the named Minbari ships, or whatever ISA ship has Sheridan on.
Basically use the characters that were published to allow for JP bombs. That way this dirty tactic will not occur in Tourneys and in Campaigns and one off games, it'll only happen once in a very long while, pretty much as it was in the show.
 
I think, In all fairness, no matter how far this debate goes on, JP Bombs will still exist, Matt has made no comment at all on this (unless i missed it), which implies, he won't be changing his mind any time soon, and the rather strong comments from playtesters probably back this thought up as well.

the only answer is to take the hammer approach, if anyone JP Bombs you in a tourney, turn their models into space debris!
 
According to the unrevised rulebook (p12) under special actions.

Crew Quality Checks
A Crew Quality Check is performed by rolling 1d6 and adding the ship's Crew Quality score. If the total matches that listed in the Special Action's description, the action is succesful and will be performed. A 6 on this kind of Crew Quality check is always a success. If failed, the ship moves as normal.
(my emphasis).

So 6 is an automatic succes for special actions. So it would depend whether jump point bombing is a special action.
 
Actually a 6 is an automatic pass according to the Rule Bok 1 (P.12 Original, P.13 Revised) on an unopposed Crew Quality Check for Special Actions.

Opposed CQ checks do not automatically succeed on a 6 though.

LBH
 
Well thanks to a friend of mine I have a disgusting nasty way to use JP bombs to better effect in the tourney.

You'll likely see it if you come up against me in the 4th game, assuming I have any ships left.

LBH
 
lastbesthope said:
Well thanks to a friend of mine I have a disgusting nasty way to use JP bombs to better effect in the tourney.

You'll likely see it if you come up against me in the 4th game, assuming I have any ships left.

LBH

you sure you want to risk it? people WILL hunt you down! ;-)
 
legal or not, people dislike cheese, you should wear a flak jacket at least. I can post you mine if you want! :wink:
 
doesnt ISA= cheese anyway as a whole fleet?

That is what I have always thought since they get lots of love and attention from game developers it seems.


I HATE JPB I have seen it used once that crippled a friends entire fleet and we decided to quit after turn 3 because it just wasnt fun to sit there have the enemy stay away from you and getting JPB to death. I dont know if it should be in there or not but come on there are just certain things that are always in a game system that when used make the game not fun.

Just my 2 cents
 
Actually the ISA love is recent. Until now everyone bitched about the EA love(EA has about twice as many ships as anyone else after all). Really Mongoose just supplied the ISA with ships to fill out their problem priority levels. They've been doing the same for the Brakiri. The only ship that probably wasn't necessary was the Myrmidon but even that is obviously there to offer a choice other than the Hermes which is just about all EA will take at patrol at this point.

My only complaint about the ISA is how effective Jump Point bombs are for them due to their high crew quality plus low priority ships with AJP.
 
Jetbaker said:
doesnt ISA= cheese anyway as a whole fleet?

Not when used by a tactical inept such as myself :lol:

And i've been playing ISA since the WS only had 8 crew points and Crew loss wasn't halfed by Adaptive Armour (Way back in the original box with no rules supplements or FAQs.) For me it's a flavour choice, not a tactical one, I'd be better off playing EA more than likely, more forgiving of tactical errors.

LBH
 
lastbesthope said:
Jetbaker said:
doesnt ISA= cheese anyway as a whole fleet?
For me it's a flavour choice, not a tactical one, I'd be better off playing EA more than likely, more forgiving of tactical errors.

Sorry mate I completely disagree, JP bombing occurred once. They did not do it every week, even with surprise attacks, you did not see JP bombing. They might have appeared behind, or in front of the enemy. But you did not see it happen in any other episode of B5, LOTR, or Crusade episode. Now I am happy to accept there is a scenario for it, don't get me wrong, I do want the B5 flavour. But currently, it just seems to encourage people to use it, and with some success too.

At high level scenarios, or ones where players have ample amounts of JP ships. Bluestars being a very good example, they can keep them in Hyperspace. Whilst the Whitestars do hit, and run tactics. Each Bluestar can open a JP bomb, and hit deep formations of ships. So the ISA have an equivalent to E-Mines, and whats more, their ships don't have to worry about being attacked. The ISA player can do this in turn 1, 4, 7, and 10. In a 5 point raid game, an ISA player could take 2 FAPS of Bluestars, and have anything up to 24 attempts on JP bombing the opponent. Now if you compare that to the Emines, you will see that the JP bombing is actually better. For a start its TD, and it can cause crits.

Now imagine the opponent is a Drakh player, and in the first turn he loses a lot of his raiders, down to JP bombing. He loses them, before even a shot is fired. He's going to be a little peeved, to say the least. You cant say "well get better ships", or "Space them out better". Becuase the ISA player, will still get some JPB's in regardless and before you can move.

Now I know, you are taking a risk by keeping some ships in Hyperspace. It means you have less ships on the table, but you are also denying your opponent from a complete victory as he cannot hit ships that are not there.

I think that if you go round to your mates, club, or tourney, and every game starts off with a JP bomb on both sides. Then I think games are going to get very stale, and boring. In short, outside of 'Special Scenarios', I think JPB's detract from gaming. They also drain the flavour out of the game, and earn you little respct from your peers.

There, thats my 2 cents (with interest :twisted: )
 
Back
Top