"Poe Dameron: R2-D2 or R5-P9?" A pros and cons comparison.

By Razgriz25thinf, in X-Wing

I keep seeing the question asked "Hey, which regen mech works best with Poe?" Normally my kneejerk reaction is to say "R5-P9, of course" but lately i've been thinking twice about that. So let's examine both astromechs, and the situations in which it's preferable to choose one or the other.

R5-P9

Pros:

It's cheaper than R2-D2 by one point.

Does not require you to make a green maneuver, giving you more movement flexibility.

Is synergistic with Poe's ability: Poe wants a focus token, Poe doesn't want to get rid of that token, and thus, has a significantly higher chance of having that token by the end of the combat phase.

To recap above: Your shield regen will, in general, be more consistent.

Very few pilots, if any, can use R5-P9 as well as Poe can. You can put R2-D2 on another ship in your list, and R5-P9 will work on Poe just fine.

Cons:

Is action-dependent: If Poe needs to boost, gets bumped, or is stressed, shield regen is impossible.

Weapons Guidance is more difficult to use with R5-P9. You can't regen a shield if you spend your focus!

Regens after combat, punishing you more for using IA since you'll lose that turn's regen.

R2-D2

Pros:

T-70s have more greens than T-65s, and as such can use R2-D2 easier.

In a meta filled with stress control, R2-D2 synergizes with removal of stress.

Is not action-dependent. I.E. if you spend your focus, get bumped, or get stressed, R2-D2 still works.

Regens before combat. Makes it less of a big deal to eject R2-D2 with IA, since you've already had the chance to regen that turn.

Cons:

Is more expensive than R5-P9.

It can make you more predictable, which is almost as bad as losing HP in the first place. However, this can, in some way, be mitigated by not actually performing a green maneuver when your opponent thinks you will. Still though, in general, when you're missing HP, your first instinct will be to make a green maneuver. Unfortunately, if you're stressed AND missing HP, that's a very predictable situation you're in. If you make a white maneuver, and the enemy can still shoot at you anyways, that could be it for you. Choose your maneuvers wisely.

So let's wrap all this up into some recommendations.

1. R5-P9

This is the astromech of choice when one of the following is true:

You don't expect to be stressed often. Generally, if youre at a tournament, and you see LOTS of stresshogs, R5-P9 probably isn't the correct choice.

You can be guaranteed a focus token nearly every round. This is a no-brainer.

If you don't plan on using Weapons Guidance. I covered this above.

If another ship in your list needs regen, like Red Ace, for example. Red Ace can't use R5-P9 like Poe can, but needs regen too. Obviously, the smart move is to give Poe R5-P9.

If you can count on your piloting skill to avoid bumps. You need to be certain that you understand the maneuver mechanics well enough that you can trust yourself to make sure Poe gets that focus when he needs it, and that he doesnt bump when he's about to get shot up.

If you're strapped for points. R5-P9 being cheaper, you can put it on Poe and potentially save points to put another good upgrade on someone else, or go for an initiative bid.

2. R2-D2

If you see stresshogs, R2-D2. You already need to drop stress, so giving regen in addition to this is just a bonus.

If you're using Push the Limit. In general i wouldn't condone using PTL on Poe, namely because if you need to execute a white maneuver next turn, then you're screwed. But, if you insist, R2-D2 or R2 astro might be the better choices there.

If Weapons Guidance is a thing you want to run. WG is generally a half-way decent addition to VI Poe, namely because it makes his attacks more consistent similar to Predator, but keeps his PS at 10. And, since you don't need the focus to regen, you can spend it without worrying as much.

If piloting and maneuvering is a thing you're still learning, or just not that great at. There's no shame in this, a lot of times it's tricky to visualize in your head a maneuver. In any case, you can still regen shields off a bump if necessary, so it's no big deal if you're still learning how to maneuver well.

If the opposing list isn't hypermaneuverable. R2-D2 has a way of restricting your maneuver choices when you're damaged, which can allow ships like Interceptors and such to get on your tail and stay there. Of course, R2-D2 should be your choice when flying against stresshogs, and they're not particularly maneuverable themselves, but still. Consider what ships youre flying against, and if you'll be able to outfly them with just green maneuvers.

I hope this helps settle this conundrum. If you have any comments or questions, feel free to ask.

Edited by Razgriz25thinf

"If another ship in your list needs regen, like Red Ace, for example. Red Ace can't use R5-P9 like Poe can, but needs regen too. Obviously, the smart move is to give Poe R5-P9."

This is basically the sole criteria for whether or not he uses R5-P9.

R2d2 lets you green move regen, then boost to arc dodge. That's the primary plus i think.

R5P9 seems to be more like a no brainer though, but it hurts your ability to use boost, lowering you to a single possible action.

R2-D2

Makes you more predictable, which is almost as bad as losing HP in the first place.

A pretty good synopsis except for the part quoted above.

R2-D2 does not 'make' you predictable. Just because shields are down doesn't mean you are locked into a green move next turn. If you choose to dial a green without any regard to the relative positioning/board state, and it results in your Poe getting shot up, that's on you not your droid...

Edited by blade_mercurial

R2-D2

Makes you more predictable, which is almost as bad as losing HP in the first place.

A pretty good synopsis except for the part quoted above.

R2-D2 does not 'make' you predictable. Just because shields are down doesn't mean you are locked into a green move next turn. If you choose to dial a green without any regard to the relative positioning/board state, and it results in your Poe getting shot up, that's on you not your droid...

I said it makes you MORE predictable. Not that it immediately and completely makes you predictable. Big difference. However, i do see how i could expand on that point to make it more obvious what i mean.

Edited by Razgriz25thinf

R2-D2

Makes you more predictable, which is almost as bad as losing HP in the first place.

A pretty good synopsis except for the part quoted above.

R2-D2 does not 'make' you predictable. Just because shields are down doesn't mean you are locked into a green move next turn. If you choose to dial a green without any regard to the relative positioning/board state, and it results in your Poe getting shot up, that's on you not your droid...

I said it makes you MORE predictable. Not that it immediately and completely makes you predictable. Big difference. However, i do see how i could expand on that point to make it more obvious what i mean.

Although, if your opponent is expecting you to make a green maneuver, but you're willing to not do so, you might catch them totally off-guard. In a way, R2 can make you less predictable.

Because I'm an awkward bugger I'll say that the problem is with the question rather than the comparison. I don't think R5-P9 works well with anyone other than Poe but R2-D2 is the smarter choice for tournament play thanks to the widespread deployment of the Stresshog. So if Poe is your only astro-mech slot Shield Regen ship then give him R2-D2 every time, but if you want to have two then give him R5-P9 to reap the synergy benefit whilst obviously being aware of the risks involved. I'm running Poe with R5, Ello with R2 and have absolutely no complaints.

A big consideration I'm not seeing mentioned is that one regens before combat, the other after.

If you're going with Integrated, this can mean a difference of one HP overall.

So a lot depends on your play style (do I fly in such a way to maximize the effectiveness of Autothrusters?), and what the rest of your squad looks like (am I on a budget?).

A big consideration I'm not seeing mentioned is that one regens before combat, the other after.

If you're going with Integrated, this can mean a difference of one HP overall.

So a lot depends on your play style (do I fly in such a way to maximize the effectiveness of Autothrusters?), and what the rest of your squad looks like (am I on a budget?).

Ah! A great point that i forgot about. Let me add it to the list.