My ultimate realisation when it comes to AJPs is the use of AJP with large ships with large boresight weapons.. Take the case of the a Victory Class Destroyer hitting a Bin Tak (biggest floating brick I could find)
Victory Front facing weapons
Lightning Cannon 30 B 8 3D, SAP, Pre, B
Neutron Laser 30 F 6 2D, SAP, Pre, B
Fusion Cannon 18 T 6 AP, MB
Hvy Puls Can 12 T 12 Tw-L
Bin-Tak
Crew 95/23
Damage 85/27
Hull
The Victory opens up a AJP 12 inches behind and 46 Degrees off center of the Bin Tak. No matter how the Bin Tak maneuvers, it will allways be within the 90 degree arc of the Victory AND within 20 inches. The distance is important as the Bin Tak needs to be within 8 (speed of victory) + 12 (range of HPC) of the center of the AJP.
The ISA uses her sinks as much as possible to get the Bin-Tak to move on the second turn, open the point as late as possible in the first turn.. the ISA, knowing of this tactic, has deployed as many initiative sinks as possible. Then once the Bin Tak has moved exit the inline with the Bin-Tak, declare CAF on the Bin Tak and then watch this.
(I give criticals 1.4 for C and 2.1 for D, which IIRC, is the averager result)
Lets look at the damage
Lightning cannon 8 shots hit 6 times (CAF) which hit 2 on second, total 8 hits, with 3 crits total 12.2x3=27 C and 14.3x3=43 D
Neutron cannon 6 shot hits 4.5 times (CAF) which hit 1.5 on second total 6 hits, with 2 crits total 8.8x2=18 C and 10.2x2=20 D
Fusion Cannon 6 shots hit 4 times (CAF) which hit 1 crit total 5 C 6 D
HPC 12 shots hit 4 times (no CAF) which hit 1 crit total 5 C 6 D
Total 47 C and 75 D with 7 crit effect hits leaving 48 C and 10 D remaining with the ship dead in space. Any dice luck .. or any 6-4,6-5 or 6-6 on the LC or NC crits and the ship goes caboom.
3 SFs and 3 TBs (Assuming they survive) will hit another 5 times probably doing 6 C 7 D leaving the bin tak on 42 C and 3 D. Any smaller ship in the game will be destroyed by that single first shot.
That is how to use AJPs properly in High Priority Battles