R5 vs R2 Astromech

By DirbYh, in X-Wing

I've seen a lot of posts on the R2 being the pick to go with the IA, but I'm thinking the R5 might be better. Being able to flip over a crit is pretty good, and it's really the Y-Wing that's lacking in the Green department, anyway.

Although, you might never use that R5 since the X only has 2 hull, whereas the Y has much more hull. Perhaps the R2 belongs on the X-Wing, and the R5 in the Y-Wing, making a tough ship even tougher.

I've seen a lot of posts on the R2 being the pick to go with the IA, but I'm thinking the R5 might be better. Being able to flip over a crit is pretty good, and it's really the Y-Wing that's lacking in the Green department, anyway.

Although, you might never use that R5 since the X only has 2 hull, whereas the Y has much more hull. Perhaps the R2 belongs on the X-Wing, and the R5 in the Y-Wing, making a tough ship even tougher.

X-Wing has 3 hull.

Anyways, IA and R5 do make a good combo. If you think you can live with a crit, just wait until the end phase to flip that down, but if you cant, you're better off getting rid of R5 to keep the crit off of you. Either way, it's good damage mitigation.

However, the additional greens from R2 makes stress and red maneuvers less dangerous for any ships, but especially X-Wings. X-Wings live and die by their focus, so the more flexibility they have with their maneuvers, while still getting rid of that stress, is a very, very, VERY good thing.

With IA you already can ignore that one devastating crit and the chances of suffering a second one are rather slim with 3 hull, only 2 green dice and no evade action. Furthermore, X-wings tend to k-turn a lot since they can't boost/BR (especially at low PS). Having green turns really helps you maneuver the round after.

Edited by Joostuh

Because I've been doing a lot of traveling, I haven't been able to fly with Integrated Astromech as much as I would like mainly because I don't have time to get any games in. My first thought that comes to mind where R5 might be a better choice is when facing a TIE swarm with Crackshot. In the event you take a ship crit late in the firing order (that wouldn't kill you right off the bat) it might be beneficial to hang on to the little guy until the next round, if only to force an extra shot on him before they change targets.

As I am currently away from my FLGS and the best Crackswarm player in my area, I just haven't been able to test this theory.

Okay, but is the Crackswarm really such a big thing?

I just see R2 enabling more actions and being a lot more useful in a variety of situations. Both Y-Wing and X-Wing are really limited in greens and therefore predictable without R2.

Also it happens pretty often that a Y-Wing getting focused down in one turn or no ctits happening. R5 is very situational unlike R2. That's why R2 is more popular!

Edited by ForceM

Okay, but is the Crackswarm really such a big thing?

Yes. I've only played against it once, but it's a game I'll not soon forget. That card takes so much randomness out of the game. I can see R5 helping out for that turn where you just lost your shields and took a crit on top of that. In such a situation, it may be worth holding onto the droid to flip a crit down like Direct Hit if you can survive to the end phase. Usually people want to get rid of "Direct Hit" right away, but R5 changes that strategy a bit.

Okay, but is the Crackswarm really such a big thing?

Yes. I've only played against it once, but it's a game I'll not soon forget. That card takes so much randomness out of the game. I can see R5 helping out for that turn where you just lost your shields and took a crit on top of that. In such a situation, it may be worth holding onto the droid to flip a crit down like Direct Hit if you can survive to the end phase. Usually people want to get rid of "Direct Hit" right away, but R5 changes that strategy a bit.

Okay, i can believe that you can overwhelm ships with multiple crack shots. I have not played or faced it yet.

What is the list actually 5 Black Squadron plus Howl and a bit of Equipment?

I wish IA worked with Y-Wings

I think R5 is needed for Corran when he flies against Rexler. Rexler's ability to spend a focus to flip up a damage card is killing Corran. With 7 Direct Hit cards in a deck he has a decent chance on killing Corran with one blow. The E-wing only has 2 hull and when he gets a direct hit he gets 2 damage to his hull end game comes too quick. I've resorted adding upgraded hull to give him 3 hull and R5 to change the Crit to a single damage and taking one shield off instead of 2 to the hull. I'm open to any other suggestions to help Corran survive against Rexler.

It's not a damage card it's every card Rexler dealt that turn including crits you resolved and turn face down.

Man, these recycled acronyms are killing me these days. I need to buy more of the new stuff.

We had Imperial Assault, Imperial Aces, Imdaar Alpha, and now I finally realized he meant Integrated Astromech.

So many IA's. Granted, only one of them really fits the context.

Man, these recycled acronyms are killing me these days. I need to buy more of the new stuff.

We had Imperial Assault, Imperial Aces, Imdaar Alpha, and now I finally realized he meant Integrated Astromech.

So many IA's. Granted, only one of them really fits the context.

I do love me some RvB. Oh, Caboose...

R2 + t-70 = nearly a FO dial. It's pretty great

For the t65, They're equally situation and there only for the IA shield. The r2 is more useful v aces/turrets though for options after 4ks and letting you flood the table with debris for minimal consequence

I've always thought IA mean Intelligence Agent, it has for nearly 2 years now.