You know the brilliant thing about Sarah's maneuver was that, despite the pirate moving after she did, it still was unable to move into a position where it could then fire it's guns... (it chose to "hit and run" instead of maneuver, of course, which meant it COULDN'T have reacted to Sarah's continued deacceleration) So now that it's time for the shooting action, she's in a position to fire, and the pirate ship isn't.<br/><br/>If Sarah keeps her higher initiative, however, she will, in fact, have to guess where the pirate will go... as he'll be moving after she does...<br/><br/>But the pirate, going after her, wouldn't have to guess!  Just like last round, he can see what she's doing and chose his action to suit.  After all, if he hadn't known what she was going to do, why would he have hit his retros?<br/><br/>So, tactically, at least, there is an advantage to losing initiative, although obviously that would prevent you from shooting first.  If you win Initiative, you shoot first, which is an advantage, but if you lose initiative, you can maneuver last, which is also an advantage.  Either way has it's own rewards.