
Using the Time Token feature of the game, this card lets you perform a Sensor Echo move (speed one) and step out of the way of trouble or into the path of attack. Third up for the three pointers is Flanking Maneuver Epsilon. Discarding this one lets you activate an Evade token besides all ships at close range - good free action for other ships and demonstrates that these are potentially support ships which I would utilise when their lives start to wain. Defensive Maneuver Theta operates at range one and costs three points too.

It's a niche move and very useful for one situation only. This one is only useful if your opponent is also fielding an Attack Squadron and lets you perform one attack for every two squadron tokens (rounded down) that are still on the ship card. Leading the three point cards we have Anti-Squadron Barrage. With the fighters you can't have enough defence and this is one that will only be disabled (interesting that this isn't Time Tokened) and so can be reused regularly to keep you in the game. Moving to the three point card quartet, Defensive Maneuvers gives the chance to drop on an Evade token just as you're lined up to be shot at even if you already have one in play. It's a single use discard but I think this could really alter the tide of the fight. This actually a rather wonderful move to misstep the opposition and put yourself into a potentially better tactical position.

Once you've performed a right ot left banking turn you drop on an Auxiliary Power Token and then immediately turn your ships 180 degrees. A little more complicated it's a two stage activation. Also at two points is Flanking Maneuver Delta.
