Showing posts with label Upgrades. Show all posts
Showing posts with label Upgrades. Show all posts

Wednesday, November 16, 2016

Explosive Mandalorian Fun - Applying the Sabine Crew to Rebel Bombing Doctrine

              Today, I want to talk about the Sabine crew included in the Ghost expansion. While it is easy to see this card's game-changing potential, it helps to see how deep that change goes. If you wish to delve further into this topic, feel free to look at my previous article discussing Wave 7's expansion of the bomber pillar.
              Before we start, I want to point out an interesting tidbit of information: Sabine appearing in X-wing marks the Mandalorians taking all three sides in X-wing Miniatures. We first had Imperial bounty hunters and then Scum mercenaries, and now Rebels have a piece of the action with their pyromaniac freedom-fighter, Sabine.

Wording
              There are two distinct things to note about the card’s wording, the first being the limitation of 'once per round'. It is not viable to build a whole squad of bombers based around Sabine's ability because, while you can drop many bombs each round, you only get one extra damage. Instead, use her in conjunction with 1-2 bombers and dedicate the rest of your squad to another pillar/strategy.
              The second thing to note is the absence of a range requirement. Like Emperor Palpatine, Sabine can activate her ability anywhere on the map. This means that the bomber she is with can drop a mine, get the heck-outta-Dantoonie, and still add the extra damage when the mine is triggered. It also means that Sabine can be placed in a supporting ship and still add power to your bombers.

The Bomb Slot
              In my Advanced Bombing strategy article, I talked about how the Rebel faction has access to 2 bomber ships, the Y-wing and K-wing. When Sabine is added to the mix, this number skyrockets to 11!

Basic Bomber - 1 Bomb Slot
              Before Sabine, Rebels didn't have a basic bombing ship. Now, Sabine gives us the option of placing a few points aside for a big bang on a ship that doesn’t normally carry bombs. These ships include the Hawk, Falcon, Outrider, Attack Shuttle, and stolen TIE Fighter.

Standard Bomber - 1 Bomb Slot + Extra Munitions
              The Rebels already had 1 standard bomber, the Y-wing. Carrying 2 bombs and a turret, this ship build makes an excellent all-game threat. While the Y-wing doesn't have a crew slot, you can still boost it through Sabine on a support ship.
              The Sabine crew creates four additional standard bombers: the Ghost, ARC-170, B-wing, and U-wing. The Ghost and ARC are good for bombing runs because they don’t care about facing forwards, the Ghost having a turret and aft torpedoes, and the ARC having an rear gunner. The B-wing and U-wing, though required to shoot forward, can take bombs to protect against flankers. However, in the current meta, an E2 B-wing with Sabine is overpriced at a base 25 points.

Advanced Bomber - 2 Bomb Slots + Extra Munitions
              Rebels had one advanced bomber, the K-wing, and no new advanced bombers are created with Sabine. Yet, if we add Sabine to a K-wing we get…

Super Bomber - 3 Bomb Slots + Extra Munitions
              A K-wing with Sabine is a unique ship build with 6 bombs that neither Imperials or Scum can match. However, unique doesn’t necessary equate to viable and, in all honestly, a super bomber K-wing doesn’t have the agility or HP to justify its points.
              For a competitive K-wing build, I would suggest taking Miranda Doni with Ion Bombs, Proximity Mines, Extra Munitions, and the Sabine Crew. This creates a bomber that deals high bomb damage, works well against low and high pilot skill, and who can SLAM out of sticky situations and use its primary attack to recharge shields.

K-wing w/ Miranda – 38 points
              Ion Bombs
              Proximity Mines
              Extra Munitions
              Sabine

Crew Ability
              Not only does Sabine’s ability give more options of bombing-class builds, it increases the overall effectiveness of your ordnance. For mines, it guarantees dealing 1 damage to enemy ships and increases your chances of dealing more. Add this to the Cluster Mines newly updated rules and you get some potent ordnance options.

Regular Proximity Mine: 0-3 damage
Sabine Proximity Mine: 1-4 damage
Regular Cluster Mine: 0-2 damage per token
Sabine Cluster Mine: 1-3 damage on the first token

              You also get many benefits for bombs. Ion bombs now do damage in addition to ionizing, giving you destruction power along with utility. Seismic Charges and Thermal Detonators do double damage to a single target, which is great for both finishing off a dying ship or whittling down a high shield value. Proton Bombs also gets a boost by being able to deal both a normal damage and a faceup damage card.

              Whether you are looking for a new bombing strategies, more bomber builds, or more potent bombs, Sabine is an excellent crew member to integrate into your squad. I hope this article gave you some new ideas of how to run Rebel bombing, and be sure to leave a comment of what you plan on trying. I wish you the best of luck with your matches this week, PGP out.

Monday, September 19, 2016

Asteroids Do Not Concern Me - Discussing the Collision Detector

Intro
Good morning, readers. School is in full swing for me but I want to continue bringing you healthy doses of X-wing brainstorming. With Wave 9’s release just around the corner, let's take a closer look at the upcoming Collision Detector.

Upon Examination
              This intriguing system comes in two parts. The first is mentioned in FFG’s Special Forces TIE article: the Collision Detector allows you to complete your boost, barrel roll, or decloak even if you overlapped an obstacle. It is important to note that while allowing you to complete your movement action, you lose ability to perform further actions. So, if you are Pushing the Limit, be sure to overlap last. Players in the market for an actual “Anti-Bump Detector” should take Advanced Sensors, allowing action economy before moving.
              The second part of the Collision Detector lets your ship to ignore critical hits when rolling for obstacle damage. Based on the 8 faces of an attack die, here are the numbers on obstacle damage.

Obstacle
Chance of Taking Damage
Extra Effect
Asteroid
50%
Lose Action
Asteroid w/ CD
38%
Lose Action
Debris Cloud
13%
1 Stress Token, Lose Action
Debris Cloud w/ CD
0%
1 Stress Token, Lose Action

              As expected, the Collision Detector improves your chances of dodging damage. However, you still can get hit, hence why it’s a Collision “Detector” and not a Collision “Preventer”. As for debris, the CD makes you immune to damage, but you must deal with the accompanying stress.

When to Equip the Collision Detector
              The Collision Detector provides a subtle change, rather than a game-breaking ability. Since we don't want to squander system slots, we must not think of the CD as an auto-include card. In fact, more often than not, a different system upgrade will serve your squad better. The two types of pilots that get the most out of the CD, and therefore equip it most frequently, are 1) named aces with maneuver actions, and 2) low PS generics who aren’t using their system slot. Let's take a closer look at both.

Aces
              The power of movement actions grows in proportion to pilot skill. Since the Collision Detector also adds power to movement actions, this upgrade grows proportionally as well. For example, Keyan Farlander with Veteran Instincts and Advanced Sensors is a decent arc-dodging ship. However, this build is expensive and rather fragile. If we replace AS with the CD, we give power to Keyan’s barrel rolls while saving 3 squad points.

B-wing w/ Keyan – 30 points
              Veteran Instincts
              Collision Detector

              Keyan also exemplifies the fact that many pilots synergize with stress. Our Keyan build loves debris clouds, giving him an “offensive focus” for his action and a 0% chance of collision damage. Another great mashup is 4-Lom with Wired: he gets focus action economy from flying through debris and then can dump the stress on anyone else at range 1.


Mist Hunter w/ 4-Lom – 30 points
              Wired
              Collision Detector
              Intelligence Agent
              Mist Hunter Title
              Tractor Bean
             
The CD/stress combo carries over to ship dials. The Special Forces TIE has quite a few red moves, which is supposed to be a hindrance. Overcome this weakness with the Collision Detector and the Twin Ion Engine Mark II. Let’s build Backdraft like this and he becomes a cheap Imperial Ace who arc-dodges, deals well with stress, and bypasses obstacles to line up double shots and/or slip past enemies.

TIE/sf w/ Backdraft – 29 points
              Veteran Instincts
              Collision Detector
              TIE Mk II
             
              On the opposite end of the dial spectrum is the Aggressor. IG-88’s ship has enough green to easily exploit a CD/stress combo, and he has access to enough action economy that he doesn’t mind taking stress and losing actions. Regrettably, IG-88C can’t boost through an obstacle and get his free evade action.

Aggressor w/ IG-88B – 43 points
              Predator
              Flechette Cannon
              Collision Detector
              Autothrusters

Generics
              I cannot stand un-upgraded B-wings. Though powerful and tough, they are too slow to last long, especially in the current metagame. Attaching upgrades to them helps, but you walk a fine line between adding utility and overpricing. Here is where the Collision Detector comes in: adding utility for no cost. Perhaps all your B-wing needs to survive is to successfully dodge through an asteroid cluster. Adding a CD helps out many other generics as well, such as Special Forces Zetas (TIE swarms that don’t care about obstacles), Cutlass Punishers (more lucrative mine placement), Omicron Shuttles (last ditch attempts to save Palpatine), and Lothal Rebels (good synergy with Dash crew).


B-wing w/ Blue Pilot – 22 points
              Collision Detector

Punisher w/ Cutlass Pilot – 27 points
              Proximity Mines
              Extra Munitions
              Collision Detector
              TIE Mark 2

VCX-100 w/ Lothal Rebel – 40 points
              Dorsal Turret
              Collision Detector
              Dash Rendar

              There are two other generics worth mentioning. The first is the Sigma Squadron TIE Phantom. My favorite build for this pilot is an Intelligence Agent and the Stygium Particle Accelerator. It’s cheap, efficient, and fun to fly. When Wave 9 hits the shelves, the Sigma can take a CD for better maneuverability. While you lose the evade action from the SPA, the ability to dodge through asteroids provides greater unpredictability.

Phantom w/ Sigma Pilot - 28 points
              Collision Detector
              Intelligence Agent
              Stygium Particle Accelerator

              The second generic worth noting is the E-wing. While still not fully viable, an E-wing with a CD and R5-X3 is almost tempting enough to take. It would require intense practice to use obstacles in your favor, but it would be fun to pull off. Perhaps if we get an E-wing title fix, it will be a viable build.

E-wing w/ Knave - 28 points
              Collision Detector
              R5-X3
              (Title...)

Conclusion
              The metagame is always shifting and it can be challenge to continuously adapt. But I hope this small brainstorm session gives you a few ideas on how to solve the challenges you face in X-wing. I wish you luck in navigating those asteroid fields, and have a great week!

Monday, September 5, 2016

Lock S-Foils In Attack Position – Discussing Implications of the Pivot Wing

Intro
              Greeting pilots, and Happy 100,000 Views! I am amazed at the response this blog has received and am grateful for every reader. Thank you for making the Poor Grey Pilot great!
              I am excited to talk about the announcement of U-wing starship. I was curious how this ship would be represented in X-wing Miniatures, but when I read about the Pivot Wing upgrade my mind was blown! In today’s article, I want to explore the implications of the Pivot Wing and discuss the possibility of the s-foil.

The S-Foil
              While cleverly titled, the heart of the “pivot wing” ties back to s-foils. Star Wars ships are so dynamic because they transform. Movable wings seem humdrum to veteran Star Wars fans, but we shouldn’t forget the first time we saw an X-wing transform in A New Hope! (A similar moment is when Darth Maul pulled out the first-ever bow lightsaber, another aspect Star Wars fans take for granted nowadays.)
              It makes sense why s-foils weren’t included at the beginning of X-wing; it helps keep an already complicated game simple. But we are witnesses to a great move in X-wing Miniature mechanics, one that started back in Wave 8. The G-1A Starfighter introduced the first Dual Card, and Wave 10 is bringing another. Like connecting three dots to make a straight line, I predict the next major move for X-wing Miniatures is to create an s-foil mechanic. The Dual Card provides the perfect platform for dictating the mechanic and the Pivot Wing pioneers the effect.
              The benefits I see for an S-Foil Dual Card are twofold: First, it would provide a much-needed fix to the T-65 X-wing, making it more viable and fun to fly. It would be amazing to open and close s-foils, giving you utility to switch between firepower and mobility. Secondly, an S-Foil Dual Card would provide strength to faction identity. Most X-wing Miniature ships with s-foils are Rebel. This means that s-foil mechanics would make factions more distinct, providing necessary individually in the game. Furthermore, it would give a lift to Rebel metagame, which has had to overly rely on expensive aces and clunky ships.

Widespread S-Foil Application
              However, the T-65 isn’t the only ship that both needs an upgrade and can make use of s-foils. Let’s take a look at each one.

T-70 X-wing
              While this ship is already well priced, I want to address a concern some players have expressed in comparing the T-70 to the TIE/sf. For one point cheaper, the TIE/sf features far more bells and whistles. Providing the T-70 with dynamic s-foils would allow it to continue to remain viable in the metagame.

B-wing
              When talking about s-foils for the X-wing, I favor an attack/maneuverability mechanic. For the B-wing, however, I feel that it could benefit more if treated like the U-wing. An agility/maneuverability dual card would help make sure B-wings aren’t just sitting ducks waiting to be blown up. Plus, it would give me an excuse to further mod my B-wing miniatures.

Attack Shuttle
              As I see it, the Attack Shuttle has two roles. It either stays docked in the Ghost as long as possible, thus giving you combined firepower and protection for your fragile fighter. The second role I’ve seen is taking Zeb with Chewbacca as crew to create a powerful pseudo-X-wing. (For those of you wondering why there isn’t a generic Attack Shuttle, this is why.) A dual card would allow the Attack Shuttle freedom to fulfill more roles, such as a more viable arc-dodging Hera.

ARC-170
              This situation is a lot like the T-70’s. Both the ARC-170 and TIE/sf introduced new types of auxiliary firing arcs, but the abilities of the TIE/sf appear to outstrip that of the ARC’s. Perhaps when designing Wave 9, FFG purposefully left some room for a future dual card.

Lambda Shuttle
              These shuttles aren’t small and maneuverable like U-wings, but imagine a space-cow that can perform a stop maneuver to spin 180 degrees! This would keep the Lambda viable, even with the Upsilon on the way.

TIE Advanced Prototype
              Although only shown using s-foils during landing, the Advanced Prototype could benefit from a dual card. It would give the TAP a more distinct feel from its brother, the TIE/x1. It would also provide a healthy cross-faction exception, like Sabine’s TIE.

Star Viper
              Finally, the last ship that could benefit from an s-foil dual card is the Star Viper. While I would still prefer a Viper/Scyk Scum Ace fix, I’d love an s-foil fix. Dynamic wings would pay tribute to the mobility of the space-butterfly as players switch between speed and maneuverability. This would help fix the Viper’s bad pricing and make it even more of a blast to fly on the tabletop.

Further Possibilities
              The U-wing and the TIE Striker are just two concrete examples of the many possibilities of ships we could get in Rogue One. I personally hope we get a few T-65s. That would be a great throwback to the Original Trilogy as well as the comics, like with Nera Dantels and Red Squadron.
I don’t know how a s-foil card would be limited to specific ships, but FFG could find a way. Perhaps, if the movie has X-wings, FFG would have reason to release one final X-wing expansion, with title-specific dual cards for all ships. A crazy rumor going around is whether we could get a Rogue One Starter Set. My fellow-writer Mike Sweetman discusses the possibility over at Be A Healthy Geek, so be sure to check it out!
Thanks for joining me in this fun discussion of what-ifs. Let me know in the comments how you think X-wing Miniatures will be affected by Pivot Wings. I hope you have a great week of gaming, and remember to fly casual!

Monday, January 4, 2016

Wired - An Action Economy Niche

          One of the most exciting aspects of the X-wing Miniatures game is knowing the right choices to make. No matter the luck of the dice or which ships you fly, if you don't make good choices in movement and actions then you won't be having much success. There are many upgrades that can help remove some of the hurt of wrong choices. And probably the most powerful of these are the ones that give you better action economy. From the R4 Agromech to the Experimental Interface, there are tons of upgrades that can help make it easier to choose an action. The best Action Economy Upgrades are the Elite Pilot Talents, hence the name. So when I opened The Force Awakens Core Set I was excited to see the Wired upgrade included. I am always on the lookout for good upgrades that are low cost and a 1 point Action Economy EPT really intrigued me.
          Here's the big question: Does Wired's low cost make it a steal-of-a-deal or just another underwhelming card? Since I learn well by comparison I took a look at Wired and three other action-giving EPTs.

Action Economy EPTs
          Push the Limit is the first EPT I looked at. It is the most popular talent and for a good reason. The upgrade is powerful, versatile, and well-costed for what it can do. In-game you only need to take a stress token and you can double up on actions. And having the freedom to chose which actions means that you can get the upgrades you need the most in the moment. You can take an evade and focus to turtle up on defense. Or you could take a target lock and a focus for a powerful attack. You can even take movement actions and still take a focus for dice modification. The only thing you need to worry about is taking care of your own stress and watching out for stress-control enemies.
          Predator was the next one. This upgrade is strong because it is a passive ability and you don't have to fulfill special circumstances to activate it. However, its passiveness also means it is not versatile. It is essentially a Push the Limit where you don't get a stress token but you always have to take a partial target lock for your second action. Normally this is fine since the name of the game is destroying your enemy! But the effectiveness of the upgrade drops to half power when firing at Pilot Skill 3 or higher. And when the tide of a match changes and you need to go on the defensive, the upgrade can't switch with you to help your defense dice.
          Number three is Lone Wolf. This upgrade is cheaper than Push the Limit but it still has the same flexibility to help both offense and defense. The downside, though, is that it has a very hard set of parameters to fill. If you aren't at Range 3+ of your allies then you can't get the bonus. However, from practicing strict flying - or by being your last ship on the board - you can get strong action economy. You reroll a blank on your attack as well as a blank on each defense.
          And finally we come to Wired. After my comparing and playtesting I realized why this EPT only costs 1 point. It requires a parameter to be fulfilled, that you be stressed, but afterwards it only lets you reroll your focus results. While Push the Limit gives the strongest action economy, Wired's reroll ability is actually the weakest.
          Here is my final ranking:

Offense - 1) Push the Limit, 2) Predator, 3) Lone Wolf, 4) Wired.
Defense - 1) Push the Limit, 2) Lone Wolf, 3) Wired, 4) Predator.

          My ranking was based on the assumption that you can fulfill all parameters. And while it is true that a strong offense is a good defense, my defensive ranking is based off giving power to defensive dice.
          In most situations Push the Limit or Predator is going to be your best choice. However, that doesn't mean that there is never a time to take Wired. Even if the ability is the weakest niche of Action Economy EPTs, it is still a niche. Before Wired was introduced, you had to either pick an expensive one or not pick one at all. Furthermore, there are certain select builds out there that are already planning on being stressed. So Wired is an upgrade you can take to complement the build and bring more power for a cheap cost. Finally, Wired is an ability that gives incentive to make red moves. Let's delve into each of these points in more detail.

Squad Points & Budget Players
                Wired brings the option of a cheap action economy EPT. This means that when you are working on the last ship of your squad and you are low on squad points you don't have to take away from your other ships. It also means that you can take a cheaper EPT to make sure an Ace build doesn't become overcosted. And in that same style it is a good EPT for middle PS generics with talents because it keeps them cheap.
          But more importantly, Wired is the cheapest of these four EPTs when it comes to your wallet. It comes in one of the two Core Sets which means it will be a part of most players' collections. To get the others you have to buy the specific expansions and that is no fun for players on a budget. I love the Predator upgrade but I have never had a strong enough desire to get a TIE Defender or a Kihraxz Fighter. My budget was always going towards other ships I wanted more. The Ghost set is the first one that I want to buy that has Predator in it. So if you are a budget player, try out Wired and be patient for the others as you build your collection.

Complementing Self-stress Builds
          The dichotomy of the Wired talent is that it requires you to be stressed but it takes up your EPT slot, the upgrade slot with some of the best self-stressing abilities. Of course this isn't a problem for A-wing Test Pilots and that means they really love Wired. Since Tycho is already going to be stressed, Wired will help him focus and keep his cost low. Or perhaps you don't like the A-wing's low attack. Running Green Squad Pilots with Opportunist and higher PS allies can give you a very strong offensive. And with Wired they can get more action economy to go with their extra die. This makes a 22 point ship that can be as powerful as a B-wing but trades high shields for high agility and a good dial.

A-wing w/ Green Pilot - 22 points
                Chardaan Refit
                A-wing Test Pilot
                Wired
                Opportunist

                But apart from EPTs, the next best way to self-stress is pilot abilities. Wired is very powerful when paired with Jan Ors or Dace Bonearm. Their pilot abilities will make sure that Wired will be activated. And the Hawk is a ship you really want to keep cheap on squad points. Wired gives constant focus modification for offense and defense and that makes it a weaker, but cheaper, Moldy Crow title.


Hawk w/ Dace - 30 points
                Wired
                Ion Cannon Turret
                Inertial Dampeners

          Another pilot that I love pairing with Wired is Zeta Leader. By self-stressing, this First Order pilot can attack as hard as an Interceptor for a much cheaper cost. And Wired means you can take a barrel roll or evade and still have dice modification.

TIE/fo w/ Zeta Leader - 22 points
                Wired
                TIE Mk. II

          Next is Hera Syndulla in the Attack Shuttle. This Twi'lek Ace has a built-in Stay On Target ability when performing red moves, yet there is a catch. Getting into the right position won't help if you don't have dice modification and your dice fail. But Hera's ability doesn't synergize with Push the Limit. Predator, on the other hand, is a great choice and comes in the same expansion as the Attack Shuttle. However, you have to be very careful with a Predator build because you can easily make the little ship cost too much. The Attack Shuttle is only a bit more durable than a Z-95 Headhunter. Since Hera wants to use her ability on red moves, Wired can give her action economy as well as low squad cost.

Attack Shuttle w/ Hera - 24 points
                Wired
                Intelligence Agent

          Wired also benefits players that love Stress Control Lists. In the past, Luke with Veteran Instincts, R3-A2, and an Engine Upgrade made a strong ship that could hunt and stress enemy Aces. While expensive, he has high PS and a strong pilot ability to make him very powerful. With Wired we have another option. Luke himself doesn't pair well with Wired but we don't need him anymore. Consider taking a Red Squadron Veteran with Wired and R3-A2. Not only is this pilot build much cheaper, he already has the boost action and so can replace an Engine Upgrade with an Integrated Astromech. And T-70s have a green 3 forward which will make clearing the stress much easier. The only problem is the pilot skill. So in the rest of your squad building you need a crew slot filled by an Intelligence Agent. That way your Red Veteran can lock down on the right lanes with his boost action. Finally, Wired tops of this combo by giving your X-wing attack modification and similar defense modification to Luke.

T-70 w/ Red Veteran - 29 points
                Wired
                R3-A2
                Integrated Astromech

          The last stress combo I want to talk about is the Fleet Officer. Normally this card is placed on a Decimator or Shuttle to be a large-based support ship. And Wired would benefit the former since the ship has pilots with the EPT slot. But now we have a new option with the announcement of Imperial Veterans. The TIE Bomber can be turned into a TIE Shuttle. This made me take a look back at the supportive Bomber pilot, Jonus. I love flying Captain Jonus as support to my other ordnance ships but I never liked putting missiles on him. He doesn't get help from his own ability. But now we can make Jonus a TIE Shuttle and he can better fulfill the supportive role. Give him a Fleet Officer and he can give out focus tokens as well as rerolls for friendly secondary attacks. Since he will already be stressed, Wired can make sure he gets dice modification for himself. And then we finish off the combo with the new Twin Ion Engine Mk II to help him clear the stress. I don't fly many Imperial lists but I love the TIE Bomber and can't wait for the new Imperial Veterans pack.

Bomber w/ Jonus - 27 points
                Wired
                TIE Shuttle Title
                Fleet Officer
                TIE Mk II

Making Use of Red Moves
                The Wired talent fills a niche in Action Economy EPTs but it also fills another niche: upgrades that give incentive to pick red maneuvers. Keyan Farlander makes such a great B-wing Ace because he isn't limited by his ship's slow dial. He can make a red move and still get an offensive "focus". Ibtisam has a similar ability by using stress to get offensive and defensive rerolls. This style of game mechanic has been expanded with the introduction of the Targeting Astromech and the Wired EPT. The former gives incentive to make red moves because you still get to target lock an enemy. This means that you can K-turn or T-roll and still be able to have a modified attack. And it is the same with Wired. You can take the EPT and not be pressured by bad dials. It can make your ships faster and less predictable, as well as give dice modification while stressed. While Wired is redundant on Keyan or Ibti, it is great on Ten Numb and Nera Dantels.
          I really like Wired on Poe Dameron. True, this means he can't take Veteran Instincts but that is a trade I'm ok with. First, I only have one copy of VI and so I like using it on middle PS pilots in my squad, for example Jake Farrell. Second, Wired relieves some of the pressure of making a wrong move with my Ace. If I do a red move at a bad time then I can mitigate some of the damage. And when flying Poe, movement is even more important. Like R2-D2, Poe wants to fly a certain way to get his bonus. So of course your opponent will think you are going for a focus token. Poe with Wired is much less predictable. He isn't as worried about a lack of focus because he still gets focus rerolls when he performs hard maneuvers. And that will make you less predictable as you switch between your red, green, and white moves.
          Let's return again to Koiogran Turns. This move is normally good because most ships need it to get back into better positioning. However, the maneuver has always been near-useless on Interceptor class ships since they are fast enough to turn around without it. And while I wouldn't put Wired on just any Interceptor, I really like it on a few. For example, Tetran Cowall or Serissu. These ships now K-turn with less risk and can take unsuspecting opponents by surprise.

Interceptor w/ Tetran - 27 points
                Wired
                Autothrusters

Scyk w/ Serissu - 24 points
                Wired
                Stealth Device

          My final thought on red moves is the Y-wing. Rebel Y-wings now have the option of taking a Targeting Astromech or R2-D6 + Wired (both options costing 2 points) in order to get some good use out of their red moves. A Grey Squadron Pilot with Wired and a Twin Laser Turret is unpredictable and fast. And since Wired's reroll is constant you can use it with both shots of the TLT and on defense, unlike a focus token. Horton Salm also is great with this combo. When stressed, he will be able to reroll both blank and focus results, meaning that he gets a constant target lock whenever he shoots. This ability is stronger and more reliable than Predator.

Y-wing w/ Horton - 33 points
                Twin Laser Turret
                R2-D6
                Wired

Conclusion
                Whether you are a budget player just jury-rigging action economy until you get new expansions or someone who loves self-stressing synergy, Wired can be the perfect fit for your squad's needs. It is the cheapest and most accessible of the four main Action Economy EPTs. And it pairs well with so many combos. So give Wired a try and let me know in the comments what kind of crazy things you've done! Have a great day and fly casual!