We have tried the rule several times, and we saw lots of damage from it even against hull 5 ships. Maybe it has to do with the reality for us that there are very few average rolls, either going high or low.
The main objections I have seen to the rule are as follows.
One is the artillery affect. You AJP several points on one ship and the last one is the one you will actually come through. This just makes it a weapon you can use before you come on the table. If it was written on the ship sheet as 6 AD TD anywhere you want, folks would not be as happy.
Second is the ability to attack without putting yourself in harms way. You cannot position a scout/carrier anywhere in the game where the hyperspace team will not jump it, often without firing a shot if it is a patrol scout. IE you do not have to go out of position to destroy the ship, just bomb until gone and move on to another point.
Third is fluff. We just do not see this happening at anything other than what amounts to an ambush. When the whitestars jump in to support the drazi vs the centauri why did they not use this tactic. There were allied ships there to give them the best shot.
It is often not a game winner in and of itself but it is a potent weapon when used right.
On the comment about things like the torotha being better just coming through the point and firing. Not so much. The rules do still read you have to use the IJP special action that prevents you from firing. Matt has still not come on the threads and told me this is erratad/FAQ to allow a AJP ship to fire. There are two restrictions on the jumping in, one is using the sa, the other is using an jump point. Any ship using a jump point suffers limitations that AJP circumvents, but I did not see it circumvent the SAs restrictions...especially as those restrictions do seem to be in place for jumping out of game when using IJP, so why would they not be when jumping in.
Plus go see the posts about what generally happens to a Torotha at close enough range to attack. Victory points for you opponent. Or do we all not remember all the threads about manipulating the amount of victory points available to your opponent?
Ripple
The main objections I have seen to the rule are as follows.
One is the artillery affect. You AJP several points on one ship and the last one is the one you will actually come through. This just makes it a weapon you can use before you come on the table. If it was written on the ship sheet as 6 AD TD anywhere you want, folks would not be as happy.
Second is the ability to attack without putting yourself in harms way. You cannot position a scout/carrier anywhere in the game where the hyperspace team will not jump it, often without firing a shot if it is a patrol scout. IE you do not have to go out of position to destroy the ship, just bomb until gone and move on to another point.
Third is fluff. We just do not see this happening at anything other than what amounts to an ambush. When the whitestars jump in to support the drazi vs the centauri why did they not use this tactic. There were allied ships there to give them the best shot.
It is often not a game winner in and of itself but it is a potent weapon when used right.
On the comment about things like the torotha being better just coming through the point and firing. Not so much. The rules do still read you have to use the IJP special action that prevents you from firing. Matt has still not come on the threads and told me this is erratad/FAQ to allow a AJP ship to fire. There are two restrictions on the jumping in, one is using the sa, the other is using an jump point. Any ship using a jump point suffers limitations that AJP circumvents, but I did not see it circumvent the SAs restrictions...especially as those restrictions do seem to be in place for jumping out of game when using IJP, so why would they not be when jumping in.
Plus go see the posts about what generally happens to a Torotha at close enough range to attack. Victory points for you opponent. Or do we all not remember all the threads about manipulating the amount of victory points available to your opponent?
Ripple