Jump point bomb fixes

How should jump point bombs be fixed?

  • They are fine as they are! Leave them alone!

    Votes: 0 0.0%
  • Changes as in 2e preview: must have AJP, scout on table, CQ10 check

    Votes: 0 0.0%
  • Each ship must come out of its own jump point

    Votes: 0 0.0%
  • Each ship must come out of its own JP but you don't have to specify which is which when the JP is cr

    Votes: 0 0.0%
  • Only possible by CQ6 ship in an asteroid field

    Votes: 0 0.0%
  • Only possible by the Drala Fi

    Votes: 0 0.0%
  • Should only be used in specific scenarios

    Votes: 0 0.0%
  • BAN IT!

    Votes: 0 0.0%

  • Total voters
    0
Ripple said:
And on the fluff, I absolutely agree that the 'you have to have the jp in your front arc' is bogus. We clearly see ships opening jump points and then doing the stop and pivot maneuver to enter them. A jump point should simply stay open the three turns once opened as long as you stay within range.

BUT....and yes its a big one...that does not in any way support the idea that my fleet in hyperspace should be able to freely enter any jump point facing any direction as if they did not exist before the move. They still had some formation in hyperspace and they still had to be somewhat near those jump points. Maybe whitestars could pull off the maneuvers necessary to flip from one side of the table to the other and come in from opposite their original heading, but I just have trouble seeing say an Omega pull off the stunt.
Putting your 2 points together... why can't that Omega open a jump point from hyperspace in its rear arc, then go through the Hermes' jump point in front of it? ;)
 
the more important question is - why would it?

in B5 you cannot dummy someone with a jump point as they can detect if something is coming through.
 
katadder said:
the more important question is - why would it?

in B5 you cannot dummy someone with a jump point as they can detect if something is coming through.

but then they also detect the energy spike, so they could get out of the way of a JP. unless they happened to be trapped in an asteroid field.
 
have to be real fast to get out the way. TBH it wouldnt bother me if JPBs went as long as coming out someone elses JP when you have opened your own went to.
 
Well obviously being fictional, we don't know the duration of the energy spike, whether it's an instantaneous, or build up, or what. but meh!
I just don't want bluestars exploding my fleet while the little buggers are sat in hyperspace, as believe me, if they come through I am e-mining the critters!
 
hiffano said:
Well obviously being fictional, we don't know the duration of the energy spike, whether it's an instantaneous, or build up, or what. but meh!
I just don't want bluestars exploding my fleet while the little buggers are sat in hyperspace, as believe me, if they come through I am e-mining the critters!

The duration of the energy spike goes at the speed of plot :lol:

I voted for Scenario only, cos its a cheesy tactic, whatever way you look at it.

I'm also reminded of the scene from Star Wars (slightly off-topic, but who cares), where R2-D2 is playing Chewbacca at space chess (or whatever the game is).
Imagine replacing the game they're playing with ACTA.
R2-D2 jpb's Chewie's fleet.
C-3PO says "It's a perfectly valid move! Shouting about it isn't going to make any difference!"
Han Solo reminds Threepio about the fact that he's playing a Wookiie, and is likely to get his arms ripped off and beaten with the wet end if that tactic is tried again.

That's what SHOULD happen if someone uses that trick. :wink:
 
TenaciousB said:
Han Solo reminds Threepio about the fact that he's playing a Wookiie, and is likely to get his arms ripped off and beaten with the wet end if that tactic is tried again.
Are you saying that Reaverman is a wookie??
 
Burger said:
TenaciousB said:
Han Solo reminds Threepio about the fact that he's playing a Wookiie, and is likely to get his arms ripped off and beaten with the wet end if that tactic is tried again.
Are you saying that Reaverman is a wookie??

Does he shout and growl a lot if someone uses the jpb tactic on him? If so, then YES!!!! :lol:
 
Burger said:
katadder said:
in B5 you cannot dummy someone with a jump point as they can detect if something is coming through.
Jump gate yes, jump point no.

everytime a JP is poened in B5 a ship comes out with a second or 2. they never open a JP and dont bother bringing anything out. and am sure they can detect the size of the ship coming through a nomal JP even if they cant tell what it is.
 
katadder said:
everytime a JP is poened in B5 a ship comes out with a second or 2. they never open a JP and dont bother bringing anything out. and am sure they can detect the size of the ship coming through a nomal JP even if they cant tell what it is.
Name an episode? I don't remember them ever having a clue what is going to come through a jump point.

Yes, they always use jump points when they generate them in the show. It's not my fault they don't think of these obvious ideas... like I said if the game's tactics were limited to what is in the show, it would be a very dull game. ;)
 
I'm pretty sure they didn't use it in the show because A) it's not all that cinematic - though it could lead to some ominous foreshadowing that a point was opened but nothing came through... and B) because of the tremendous energy and slow recharge rates for creating a J/P. Given the choice between a gate and a point most ships seemed to use a gate to conserve their energy.
 
Burger said:
katadder said:
everytime a JP is poened in B5 a ship comes out with a second or 2. they never open a JP and dont bother bringing anything out. and am sure they can detect the size of the ship coming through a nomal JP even if they cant tell what it is.
Name an episode? I don't remember them ever having a clue what is going to come through a jump point.

Yes, they always use jump points when they generate them in the show. It's not my fault they don't think of these obvious ideas... like I said if the game's tactics were limited to what is in the show, it would be a very dull game. ;)
In fact in Severed Dreams, until the Minbari ships and White Star were actually through the jump points, Babylon 5 hadn't a clue who, what (or even if) was coming through the jump points.
 
katadder said:
. and am sure they can detect the size of the ship coming through a nomal JP even if they cant tell what it is.

yep

in "A Voice In The Wilderness II" they say "something big is coming through the jump point"

in "The Gathering" they know Vorlons are coming through and the difference between one and a fleet
 
The above quoted examples refer to the jump GATE not a jump POINT

How many times has that been said now??!?! Yet people still get it wrong.
 
Okay...

In answer to my 'formation' and 'location' arguments folks say that hyperspace is different. It's smaller, so two points in hyper can be very far away in real. If that is so and these jump points are so large, how the heck do you determine one point from the next from the hyper side. Or is it that hyper is just small enough for your purposes but just too big for mine?

Burger had a good argument with the Omega with a Hermes point in front and its own point behind. My response remains that I don't believe these two points would be conveniently opening right where you want them, facing the way you want them. Hyper may be small, but it does not seem to be conveniently small enough that folks do the kind of things you want them to do. Be much more like why can't the omega run around in a circle to go through one of the two points facing away from him.

Remember at least at the moment jump points are directional. If they weren't I might buy into the my hole can go anywhere theory but as it is, hyper seems to have a much more real and close relationship with normal space than the 'it's small theory' would indicate. Guess on some level I prefer to think of hyper as allowing you to go faster rather than just be small.

We also see the whitestars enter a few fights after the shadow war where other fleets are fighting. They don't hold back in hyper trying to be clever. When they attack the Omega's (Shadow Omegas?) on the way to earth they don't hold back or play in and out games like they try against the drahk mothership (hmm...two seperate scenario's there?). That was a fight where they did not just have the firepower to walk all over them.

As to the point about the two points going wrong...you have to rely on the other guy having ships in hyper too to make your case? His only possible tactical response to being out maneuvered by hyper is to have hyper ships of his own? (How many scenarios allow both players to have ships in hyper?) That's why you object to this proposal?

Well depending on what he's got in hyper your still golden aren't you, as the fleet he's turning toward you is not big shakes, half his ships are elsewhere aren't they? If it turns out that you preplotted you heavy drop on that side you should clean the floor with him while he waits for his badly misdeployed ships to arrive. If its your decoy force, simply don't come through (you'd obviously die) and laugh maniacly (sp?) as he frantically turns to bring his ships back to bear while you on board fleet and the rear guns from your jumpers clobber him (rear guns being short ranged in general yours should get into the fight long before his ships come around given he has to come out towards you from the jp as you laid it out. Still not seeing anything here that's a disaster for you.

Gah....how do I get dragged into these long posts all the time...

Ripple
 
Ripple said:
In answer to my 'formation' and 'location' arguments folks say that hyperspace is different. It's smaller, so two points in hyper can be very far away in real.
I still say that the hyperspace/realspace correlation is non-euclidean in nature. Don't know if that helps or hinders any arguments but I think it would lend that when ships open jump points they do so for themselves and their local fleet, hyperspace being too unreliable to allow a fleet to open a bunch of points and then not use them.
I get the impression that the choice to not jump after opening a point comes from the potential to scatter off the map in which case you'd lose valuable ships to no end because we arbitrarily limit the playing surface.
(not that I'm advocating expanding the standard game map, as it is my gaming table takes up almost too much of the room.)

EDIT - To be fair, you could also argue that a non-euclidean relationship between H/S & R/S could account for a tremendous amount of weird tactics and my opinions are not at all based on current rules mechanics, simply on the feel I get from the show.

Ripple said:
We also see the whitestars ... play in and out games like they try against the drahk mothership
The original ban on ships making multiple jumps between spaces was due to abuse from sweeping attack runs of ISA/Shadow type fleets, right?
 
katadder said:
everytime a JP is poened in B5 a ship comes out with a second or 2. they never open a JP and dont bother bringing anything out.

There is one instance of a JP being opened and nothing going through it, deliberately anyway.

The bonehead manoeuvre in Matters of Honour. A very special case, but there you are.

The Ws comes through the Markab gate and opens a JP (looks to be yellow so R->H JP) within the gate's JP.

LBH
(Advocate on retainer to N Nickleby :lol: )
 
Back
Top