It is known that the action economy is a vital part of the game, to the point of being a huge feature in list-building.
However, I thought I'd share my semi-coherent ramblings of far-too in-depth analyses of them, to you.
Focus
The only action available on every ship in the game, its also one of the most versatile.
We should know its stats by this point (spend to increase your damage by .25 per Red die, or spend to mitigate .25 damage per Green die).
However, there are some subtler aspects to the humble Focus that most don't think about.
Firstly, Focus tokens are better on lower pilot-skilled ships than they are on higher pilot-skilled ships, as it's typically better to spend it defensively than offensively.
- Defensive Focus has more opportunities to be used, as you can be attacked from multiple ships in a round.
- Defensive Focus has a more immediate use, as you're directly mitigating damage, rather than gaining results that cause damage if not mitigated
- Defensive Focus keeps you alive longer, to deal more damage another day. He who lives and runs away...
- For a low PS ship, if you wind up not needing to use the Focus for defense, you can spend it on offense as a bonus. For a high PS ship, you must forego this ability to use it defensively, or forego the defensive options to use it offensively; a much more difficult choice.
Secondly, Focus Tokens are a single-use item, but can be used to generate multiple results. That means that there is a point where spending a Focus token to dodge one damage is wasting potential.
For Biggs facing off against a TIE Swarm at Range 2, if you have more than 5 TIEs who have not yet attacked you, and are currently in a position to spend your Focus Token to prevent 1 damage, you are likelier to find a spot to prevent 2 damage against a later TIE than to not have the ability to dodge 1 damage. At 5 or fewer remaining TIEs, or if you fear your destruction, you should spend it for 1 prevented damage.
Thirdly, Focus tokens improve your ship irrespective of what your opponent does with theirs, save only for abilities that clear the token away, or when you are neither fired upon or can fire... which is a safe position to be for the turn being.
Target Lock
The TL is outshone in versatility by the Focus Token, as the former only buffs an attack against a declared opposing ship, and cannot be used defensively on its own.
However, the TL deals slightly more damage than the Focus, and does not fade until spent or the target is killed, regaining some of its purpose.
The TL can produce [KABLAM] results while the Focus merely produces ]Boom]s. The odds of damage against shields is identical for the two, but maintaining the 1:3 ratio may be well worth it against certain ships.
Remember that the 1/4 of your damage from naked or re-rolled dice being [KABLAM] increases the suffered Criticals as an opponent's agility increases, as [boom]s are canceled first. Against ships with shields, or with low agility, odds of dealing criticals decreases drastically. Think of "Critical Vulnerability" as a non-standard statistic of the defending ship, rather than as an inherent improvement of the attacker's build, and you'll be more successful on that front.
The un-fading Target Lock is greatly advantageous in our current metagame.
It allows you the promise of damage against a single opposing ship, one that is mobile enough that you do not expect to attack it this round.
If you are good at tracking the flow of combat, you will eventually get your sights on that sucker, at which point they're in trouble.
So, yes. Vs a Pic and Gorc fleet, TL the one that's hard to hit (Pic), and do it early, and you have a good shot at the game.
In every other scenario, however, the TL is overshadowed by the Focus for damage, and by the Boost/Barrel-Roll for meaningful actions when an opponent is unattackable.
Notably, the TL + Focus combination is the only combo of regular actions with diminishing returns.
As Boost/Barrel-Roll are available on every ship without a Target Lock, the Targeting Computer is not usually worth its 2 points.
Evade
A token that can be spent to mitigate 1 incoming damage is theoretically superior to a defensive Focus when you have fewer than 4 agility, or need the guarantee. Independence from dice is what makes this terrifying, though.
You can think of this as "Assign a Shield Token to your ship. If, at the end of the round, you were not hit by an attack, remove one shield token from your ship".
Except against non-attack damage.
However, the sheer versatility of the Focus token may outweigh the Evade, particularly as you approach the 4-die conversion.
Boost
The first of our repositional actions, Boost is very difficult to extol properly.
- If you have the ability to fire outside of your primary arc, Boost becomes useful as an arc-dodging mechanic while still maintaining your damage. It still does not do this as well as Barrel-Roll from a ship at a 90* angle, as your dodge starts from a very specific node on your ship, and only travels in one direction, vs anywhere from either side, but being able to use the 1 Bank template helps mitigate this.
- The length of range is equivalent to a theoretical 2.5 maneuver template. Boosting forward is the equivalent of adding a 2.0 maneuver template to the extreme of each of your ranges on a small-based ship, allowing Range 4 shots. On a Large-based ship, its the equivalent of a 3.0 maneuver template instead, allowing for some Range 5 shots.
- Boost allows for a change in the direction of your firing arc, giving you an extra angle of 45* on the edges of your arc, in addition to the range difference. There is still the lee of your forward momentum, so it is possible for an opponent to be in a position where you cannot boost to gain a shot where a Barrel-Roll would have done the trick.
- Boost adds a myriad of options to your actual maneuvering, allowing you to gain substantial advantage during an extended engagement, or improved navigation of obstacles.
- Boost can be used to safely check against collisions on the following rounds, as you cannot boost into them.
And, of course, Boost stacks absolutely terrifyingly with Advanced Sensors, or in concert with a Barrel-Roll with PTL.
Interestingly, Boost tends to work better on low PS pilots, as you're sacrificing a lesser ability to arc-dodge for a greater chance not to be blocked. As it adds heaping swaths of attack-area at Range 2+, its typically easy to tell when your boost will be necessary for acquiring a target, or when you're planning multiple turns at a time.
It's truly excellent for a Disengage/Re-engage cycle as well, giving added power to the escape and approach.
Notably, its an action that every ship can use, as Engine Upgrades exist.
Barrel-Roll
The most potent offensive action is one that allows you to attack when you otherwise could not.
The most potent defensive action is one that completely negates an attack.
The two in concert are known as Arc-Dodging, and is the primary strength of the BR.
Boost can approximate this, but is best at long-range engagements. The BR is most potent at close-range, as exemplified with the Matador Turn.
However, it can also add +/- 1 forward momentum to any maneuver, as well as its lateral motion of 2. On Turns, that results in a 3 Turn becoming a 2 and a 4 as well on a small ship, or a 1.5/4.5 on a large. With the momentum alteration as well.
As with Boost, it is absolutely monstrous in concert with certain upgrades. It is superb on Blockers, due to the ability to slow yourself, and astonishing on high PS ships, due to arc-dodging. It's my favorite action in the entire game, including the ones netted from upgrades.
Heck, Expert Handling is one of the best Elite Talents when not fighting a pancake, and it isn't taken to negate the Target Lock.
Cloak
The new-kid on the block, and the one most recently nerfed. For good reason.
Simultaneously a defensive action and an insane mobility action, the rules-patch removed its ability to Arc-Dodge.
The +2 Agility is going to get you an average of +6/8 damage mitigation. Against a single attack, an Evade is better, but against more than one attack this is expected to dodge more damage.
Moreover, when you remove your Cloak Token, you may perform a 2 forward maneuver (that doesn't interact with anything else like a maneuver), or a barrel-roll with a 2 template.
This now occurs in the Activation Phase, between when Intelligence Agent and PS 0 pilots activate, so you can't Arc-Dodge with this anymore.
Even with attacking every other turn, that was over-powered, much less with the Advanced Cloaking Device modification.
Now, however, you can use the decloak to block without revealing your final position, in addition to the already insane mobility it gives you.
So, as far as mobility upgrades are concerned, it's better than Boost for the board-presence side, inferior to both for Arc-Dodging, and prevents your attack.
Except with Advanced Cloak, which makes it bleeding incredible.
Notably, Cloak actively stacks with Focus synergistically, rather than the antisynergy of Focus + TL.