Initiative sink

Yer well.

Theres theory and and then theres luck.

Ever seen a little wounded Apollo, who just completed the usual ambush on your aft, get ripped apart by Prefect second turn. Prefect managed the come about, got a single crit, got a vital, got a major explosion, rolled well enough to make it go boom.
 
Voronesh said:
Works best with AJP on Minbari ships. And ofc Hull 6 ships dont really nned to worry its more for the Hull4 crowd.

Actually, in a CQ 4 tourney situation, it works best with ISA ships, due to the CQ bonus the max deviation under Armageddon rules is 1" for an AJP, as such there is always a sweet spot in the damage zone that will always be covered, no matter which way the AJP deviates.

LBH
 
Jumping a single ship into the midst of an enemy fleet isn't always the best option. However getting your ships behind Vorlons or taking out a Tigara before it fires a shot can be worth the risk.

JUmp Point bombing does simulate the scene in 'In The Beginning' when the Minbari do it to the Earthforce fleet including the Lexington.
 
Greg Smith said:
Jumping a single ship into the midst of an enemy fleet isn't always the best option. However getting your ships behind Vorlons or taking out a Tigara before it fires a shot can be worth the risk.
Thats the advantage of having 2 JP capable ships in hyperspace... one jump point to kill the enemy, and one for both ships to come through (one on CAF)

Greg Smith said:
JUmp Point bombing does simulate the scene in 'In The Beginning' when the Minbari do it to the Earthforce fleet including the Lexington.
Yeah, it outright kills an Omega and a Hyperion though doesn't it?
 
Lord David the Denied said:
It's a Nova that gets destroyed. The Hyperion is the Lexington if memory serves and survives the attack, crippled and with most of her crew dead.
Still... a bit more effective than our JP bombs :D Unless the boneheads were using Reaverman's Dice Of Doom...
 
Well i think jumping a Tigara straight into the enemy fleet isnt such a bad idea. If you have initiative, and get evey weapon into range, it would certainly be a very successful maneuver.

And with all the precise weaponry, one turn of fire might be all it needs to pay itself back on the points.

Agh shudders at the tought.

Ofc in many cases it is far better to actually jump the ship into a tactically sound position than to risk the JP bomb. But as Burger said, having 2 ships solves even that problem.
 
Yeah, but you do not have to pick a spot on the map and get the enemy to go there first either...

ItB did have a jump point bomb attack but it was a set up that had a smaller ship (flier?) lure the earth ships into the preplanned jump point. You never see anything like this outside of that ambush.

From a fluff perspective I wish they had left this as a scenario rule.

Ripple
 
Two more obscure, but important, reasons to move first:

-- In the Recon Run base scenario, you can end a game if you scan all the target ships. That scan is done at the end of each moving ships' activation. You may want to move a ship so that it isn't in range to get scanned (since the scanner can't use a special action with scanning, a well-organized All Power to Engines often works), thereby denying experience points to your opponent and prolonging a game where your battle damage advantage should eventually tell.

-- If your are launching Breaching Pods at something and could get rammed, Jump Bombed, or so forth, your marines make it to the target ship the instant the special order is executed, so starting that boarding action may be very important to you.
 
Back
Top