Yep, blue star AJP is just a wee bit problematic.
couple of comments on the topic above
Folks can use the bombs from hyper ships to destroy the small scouts that generally move away from a battle and still come in through another jump point opened elsewhere. This is one of the big reasons the weapons is problematic, you not only can attack without risk, you can attack ANYWHERE without risk, and still take up an optimal position for entry onto the board.
Initiative sinks - these are useful for bore sighted fleets (heck essential) as you otherwise cannot shoot at all, BUT they are just as useful for not bore sighted fleets for denying shot to the enemy (moving out of arc of already moved ships) and creating opportunity to use SAs (CAF on a move ship, etc).
Initiative sinking - also used a lot here, is just saying that you activate a ship whose move will not be materially affected by an enemies move. A ship which has been All Stopped is usually activated early since it can't move and so give nothing up by activating early. A scout behind an asteroid field when nothing else can reach it. That near dead ship crawling for the side of the board. You get the picture.
Point is to be aware that there are ships that are sometimes bought as 'initiative sinks' (otherwise weak ship you bought to enhance the use of a strong ship, Sunhawk say), ships that become 'initiative sinks' (damn no fire, no damage control crits) and ships that can be used as 'initiative sinks' that still do great service (Vaarl - great little ship that only need to be within 24 inches with Stealth 5!, Hermes - inside 30 this end toward enemy).
Ripple