New Jump Point Bomb rules

animus

Mongoose
I haven't seen it mentioned here, but I just got my Armageddon book last night and I noticed that the jump point bomb has been altered, for the better I'd say. I never liked the Jump Point Bomb. Now it's more of a desperate act, like it should be. :D
 
Though crews with CQ 5 (like the ISA) have a sweet spot when they deploy an AJP that is definitely going to get damaged.

I did the geometry before the last tourney I was in.

LBH
 
If placed right even the normal CQ 4 only misses on a one in six. So still one of the most reliable weapons you can use from a toratha. Attacking from hyper every three turns is its best chance of being effective. Especially in a Space Superiority fight where you can emerge in the final turn of the game to grab some territory and generate a few more vps.

I am glad they at least attempted to make a change, but the change was atcually to make it more viable for non AJP races to jump bomb then to make jump point bombing that much less useful to the advanced races. It hardly made it a 'desperation move'.

Ripple
 
They already have a three turn delay to re-charge after you have 'closed the jump point' either by not using the Initiate Jump Point! special action or entering the field.
 
How many of you make rules to limit, or forbid jump point bombs? It's one of the bigger turn offs I have--I'm not interested in playing a gamne where it occurs, and I was wondering how many felt the same way.
 
Absolutely, jump point bombs suck. Although they're okay if done once in an ambush scenario or another setting it would make sense. But even then, jump point bombs pretty much make no sense in terms of internal logic. One has to wonder how (if jump points = damage) bases can possibly be useful. You'd think a fleet would sit in hyperspace repeatedly opening jump points on top of the base.
 
Yeah, I wished they were more specific scenario thing. Jump bombing people in open space is just a little silly i think.
 
Ripple said:
If placed right even the normal CQ 4 only misses on a one in six.
Actually 1 in 12. You need to roll a 6, and then the scatter die has to send it in the right direction (50% probability).

JP bombs are overrated. Sure they're triple damage, but they are only 6AD and not AP or SAP or anything. They can be dodged, and only activated once every 4 tuns (1 turn the point is opened, then 3 turns to recharge).
 
Still, anyone could kill Babylon 5 with any jump-capable ship, all it would have to do is hang out in hyperspace for a few hundred turns opening jump points :shock: Severed Dreams would've been a lot less exciting if Clark's ships just sat there opening jump point bomb after jump point bomb on the station...

It's kinda funny that, to account for a split second in a 'canon' movie, jump point damage was added...but if you think about the logical implications, it invalidates a LOT of other stuff in B5. Jump point bombs would be one of the very top weapons systems if it worked like it does in ACTA, since it's essentially a means of projecting an explosive onto the battlefield with no risk to the attacking ship. Have spotter probes into a system the enemy needs to defend and then drop jump points on top of them. Battles would presumably shift to hyperspace primarily - which we're told is an awful place to fight - to try to secure it against jump point bombing ships that could hit anything you wanted to keep in an area (station, troop transports, etc.)
 
IMO JP bombs should have vastly reduced blast radius. In ITB, the JP opens virtually on top of the ships it destroys. The range of the blast in ACTA is immense compared to the scale we use. It should be 1" or maybe 2" IMO. And it shouldn't be dodgeable, thats stupid.
 
While a radius change would be nice, claiming JPBs are not damaging is a tad silly. Against hull 4 ships they are death. Even hull 5 dies quite quickly if you used several bombs at once. Drop three on a hull 5 and you have hit six times for 18/18 plus a crit, thats easily a skirmish ship gone possibly a disabled raid.

Admittedly, against ships with a dodge score or hull six not such a good plan but that is not you primary targets for lots of weapons.

You also need to consider the fact that it circumvents the manuever of the target. Many ship in the game are fairly small due to manueverabiliy. Half the scouts depend on being protected by the intervening fleet. JPB are effectively a TD weapon with unlimited range. Sure its super slow loading, but a fair number of patrol hulls have it and I would certainly consider it as off-board artillery, which does not seem very space gamey to me.

Ripple
 
I agree with except for the dodge issue Burger, theres a big energy reading and most of the time in the show they detect the jump point forming a good 10 seconds before it actually opens. Now admittedly thats not much time for most ships to get out of the way but fighters and ships with dodge like whitestars can EASILY zoom out of the way in that time :P
 
I never said it's not damaging, just that people exaggerate its effectiveness. Personally given a choice between bombing or jumping onto the table in a strategic position, I'd choose the latter.

No Patrol ships have AJP, and standard JP isn't good enough to reliably be used as a weapon. The only Skirmish ship is the Torotha, the AJP is the only good thing about this ship, so leave it alone!!

If my opponent wants to keep raid or above ships off the board so he can bomb me once every 4 turns, he is welcome to, while I go ahead and win the game!
 
Locutus9956 said:
I agree with except for the dodge issue Burger, theres a big energy reading and most of the time in the show they detect the jump point forming a good 10 seconds before it actually opens. Now admittedly thats not much time for most ships to get out of the way but fighters and ships with dodge like whitestars can EASILY zoom out of the way in that time :P
But they don't zoom out of the 4" blast radius do they? Or if they do, they fly all the way back afterwards, which equally doesn't make sense, why would they do this?
IMO, JP damage should be changed to 1" radius, can't be dodged.
 
I too have always had a problem of AJP bombs. At tournaments, non AJP fleets ignore hyperspace and if you have AJP's you can expect 2points worth of ship to try to bomb your ships. Result: hull 4 ships are suicidal, as they become immediate targets.

If my memory serves me right, the Minbari uses a flyer as bait that would also be able to report the position of the Earth target to the Minbari Cruiser. Why not allow AJP bombs if you have a ship within X inches of the intended target, otherwise increase the range for deviation on the incoming ship.
 
Just have in the ambush type scenario and reduction in range would be a great ideaas well. JP's already have the bonus going anywhere on the board and ajp being able to fire the turn you come out is pretty hugeor in our house rules we have CQ7 for AJP to fire and CQ9 for JP .
 
I personally think that ajp should not cause damage for fluff say because they are more stable than those opend by the less refinded jp engins
 
well JPs are viable as weaopns and in the fluff are far more destructive than mongoose has them, pretty much instantly kills a nova and hyperion. altho that is the only time you see them used. but as you have to have ships on the table to keep ships in hyperspace they could transmit coordinates so i dont see a problem with them. i got it done to me in the last tourney but its only hull 4 ships that need to worry for the most part. and if someone wishes to AJP a hull 4 ship and get their advanced ship out of position thats upto them. they could prob kill it easier by shooting it and staying in position.
 
What episodes do we see jump point bombs?

I know that the one when a jump point is put into a jump gate to nix a Shadow - that made sense. Where are the others?
 
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