Jump Points?

AlexMunky

Mongoose
If a ship with the advance jump point trait creates a jump point can all ships moving through it fire on that turn or only ships that also have the advanced trait?

Flee to the jump gate is the suprise entry point actually a jump point that is created or just fluff, if I only have normal jump point capable ships do I effectively not get a chance to shoot until turn 3 (move on, on turn 2).

while in the build up area can we activate these ships for initiative sinks (to allow the 2 on the table a better chance?) or deploy fighters/scramble scramble?
 
A quick look down the Forum will reveal another thread about jump points, I have a post at the bottom of the first page here that explains how jumppoints canbe used.

A jump point CANNOT be used on the turn it is created, that include both Real Space -> Hyperspace and Hyperspace -> Realspace. This includes Jump Gates too.

Flee to the Jump Gate. The Pre-Battle Preparation says that "The rest of the fleet is kept in hyperspace; at least one of these ships must have the jump point or Advanced jumppoint trait." The Scenario Rules say that "The attacker moves his main force onto the table from the Surprise Entry Point on Turn 2. He musthace a ship that is capable of opening a jump point in hyperspace.

(Bold for emphasis)

So the ship(s) in hyperspace must Initiate Jump Point (IJP)! during their first movement turn.

Yes, you can activate the ships in hyperspace for the IJP! action. Actually launching fighters in hyperspace is a bit of a fuzzy area though. And remember, you cannot launch fighters if you have carried out a special action (such as IJP!).
 
so in flee to the jump point (i'm the attacker)

turn 1 I activate Jump point that is exactly 24" away from the short table edge the defender is going for.
turn 2 I move through the jump point - anyships with advanced jump points may shoot
turn 3 game on!

the reason I ask is the use of the words entry point rather than jump point

can the attacker choose which of the 2 long table edges to come on from?
 
id waite untill he's close to your other hyperspace fleet and then open a jump point.

what fleet are you playing?

and your oponet?
 
There is also nothing in the scenario stopping the attacker opening the jump gate and using its Vortex either, the is under the attackers control.

So,
Turn 1, a jump point opens.
Turn 2, ships enter realspace. Any ship with AJP may act normally (except the ship using a Special Action to maintain the jump point.
Turn 3, JP ships may act normally.
 
scenario rules: The attacker moves his main force onto the table from the surprise entrypoint on turn 2. he must have a ship capable of opening this jump point in hyperspace.

so everything moves through this entry point seams to be the rule.

looking at the victory conditions 'the defender also earns the usual vps for destroying attacking ships' so crippled/skel crew surrendered etc do not count for the defender?
 
I do apologise, On re-reading, the special action Activate Jump Gate! only lets you move from realspace to hyperspace. Those pesky one way doors.
 
Cap'n Silvereye said:
There is also nothing in the scenario stopping the attacker opening the jump gate and using its Vortex either, the is under the attackers control.

So,
Turn 1, a jump point opens.
Turn 2, ships enter realspace. Any ship with AJP may act normally (except the ship using a Special Action to maintain the jump point.
Turn 3, JP ships may act normally.

Incorrext Turn 2 should read:

Turn 2, ships enter realspace. Any ship with AJP may act normally (except the ship using a Special Action to maintain the jump point, which obviously cannot perform another SA during that turn, unless it has a character on board who allows multiple SAs.

LBH
 
Captain David the Denied said:
A handy use for Sheridan aboard a Victory, perhaps... 8)

Especially since putting him on a Victory used to only cost as much as putting him on a White Star.

I think we need a rewording of the cost of characters on ships, especially since War is no longer the top level.

My apologies if something is mentioned on this in armageddon already I have been focussing on drolling over the new White Star Carrier/Gunship stats

LBH
 
The attackers are 5pts War Centauri, the defenders (me) are 3pts War Drakh running for the gate.
The way it reads is simple; turn 1 the Centauri open the jump point(s) but do little else (other than the 2 positions which could be out behind me). I run for the gate.
Turn 2, any Centauri with AJP which comes through (but didn't open) the jump points may do what it wants, the rest simply roll through the jump points. I, once again, run for the gate....
Turn 3, 5 War Points of Centauri vs. 3 War points of Drakh trying to squeeze through the gate? I need to make an opposed CQ check with 1 of my ships to take control of the gate, can I keep trying with as many ships as are in range?
So, assuming that the scenario is designed to be played lengthways on a 6ftx4ft board, I start in up to 30" in (24"x24" deployment, 6" from the short edge) and have to make a run of 36" to the gate.
Hmmm... I have the distinct feeling that neither the Mothership nor the carrier are ideal for this 1. It will take the mothership 6 turns at all ahead full and the carrier 4 turns at all ahead full to reach the gate, with the majority of the Centauri fleet coming in 24" away, well in move and fire range, they would be a liabillity....
The majority of my free (not attached to a Mothership or carrier) Light Raiders are playing Blockade Runner with the Abbai this turn else I'd be tempted to field 3 War Points of Light Raiders. Hmm;
Turn 1; I full burn 21"
Turn 2; I reach the gate
Turn 3; Adios Centauries!
- any other ideas on how the Drakh or Centauri should play this 1?
Alex and I will play it out this week and post the results for ya all.
 
talking about JPs and hyperspace etc, did they ever figure if ships could launch auxilary craft in hyperspace? reason i ask is whitestar fighters all have AJP, can you imagine a carrier and its attendant fighters opening 9 JP bombs on the enemy :(
 
@ Alex Munky, no

@ Katadder, no you can't launch fighters in hyperspace, the best you can do is declare that the ship in hyperspace is starting with the max number of flights deployable by it at the start of the game launched or on escort duty. If they are launched then they have to come through the turn before the ship opening the JP or they'll be left behind in hyper, if they're on escort, then you'll need to keep the mother ship within any movement restrictions placed on the fighters moving through the JP so that the fighters can come through on the same turn.

LBH
 
katadder said:
apart from WS fighters as they have jump engines :) advanced ones at that :)

My wording was carefully chosen:

lastbesthope said:
you'll need to keep the mother ship within any movement restrictions placed on the fighters moving through the JP so that the fighters can come through on the same turn.

LBH

Not all fighters can move as fast as their mother ships depending on what's going on. but obviously a WS fighter with AJP (It does, I'll need to look more closely, under yesterday's tourney that would have given me 4 AJP bombs per game) would be able to move freely to keep up with the mothership.

How come a WSC-L fighter can only dodge as well as a WS not a WSC-2?

LBH
 
think its good enought without a dodge 3 :) best dogfighter when add in the WS carrier fleet carrier trait plus ISA pilots. plus you get that 5+ save if withing range of the carrier and its a hull 5 fighter, faster than almost anything with crazy guns and an AJP.
 
Oh yeah if it's a game balance thing, it just seems daft that a fighter can't dodge as well as a capital ship especially when they're from the same 'stable' so to speak.

LBH
 
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