Then there is a bit from the railgun thread that is relevant-ish. If the railgun round would become a plasma ball at around 0.5C, why, how would a ship survive at greater than that without more magic to defend it?
The railgun ammo isn't turned to plasma because it's going 0.5C, it's turned to plasma because of the massive amount of energy involved in accelerating the ammunition to 0.5C in a very short amount of time that turns it in to plasma.
Here is where fuel needs take effect. How many jumps you may do? what about PP fuel?
It's not difficult to design a ship with a J1 drive and 50% fuel space to give that ship "several laps" around the star before finally jumping in to the target system.
You can always add more PP fuel.
The other hard part is that it's essentially a suicide trip unless it's somehow automated, since you need essentially the same process in order to decelerate anyone that wanted to try and leave before the final attack.
But even then, as a "dedicated weapon", you could mount a several hundred ton escape vehicle in the ship that detaches after the final vector is set. This, too, will need to have several jumps of fuel. It'll just be a smaller ship.