
I know the idea of using the R3 Astromech is generally a bad idea for the following reasons:
1) This card is absolutely useless on a low pilot skill ship. By the time you get to shoot, everyone has already shot at you so what point would there be in getting an Evade token, unless you happen to have Comm Relay? If that's the case you are spending 5 points to acquire an Evade token maybe twice PLUS the opportunity cost of a better astromech and dishing out damage, which brings me to the other reason why this card is generally useless......
2) This card is absolutely useless because the point of the game is destroying the other guy's ships. Hello! McFly! You are here to blow the other guy up! Usually a high PS ship (see point 1) is there to deal damage, and amazingly enough not dealing damage is the complete opposite of dealing damage. On to the last point:
3) There are better astromechs out there. When this came out people looked at it, snorted, and watched as it waddled on over to the side of the room where all the other crappy astromechs hang out. This, over BB-8? R4-D6 was solid on Biggs and it was one point, along with some other 1 point astromechs which satisfied the need for Integrated Astromech.
So where am I going with this? I think that R3 can actually be okay on the Fenn Rau ShuttleBug.
I really must be wrong on this, so please enlighten me.
Here's why I'm considering this:
1) Reasons 1 and 2 do not apply to Rebel Rau. Fenn is a high pilot skill ship that can't deal out damage so cares.
2) Fenn needs to live but be cheap. You could throw Chewbacca on him for a guaranteed 2 more hit points, but that's four squad points + opportunity cost + some other astromech for probably about 5 points. I really think Fenn is going to draw a lot of aggro, and he's going to die first - so we need to keep him around a tad long for not a lot of points.
If you're trying to keep Fenn alive the first thing you do is put Wired on him.... and then what? Pulsed Ray Shield? If you do that you need Nien Nunb or R2 astromech to make it work. If it works you paid 3 points for 1 shield and telegraphed maneuver that your opponent will pounce on. Maybe I'm missing something there, honestly, but it just seems like you gain a shield only to let your opponent lick his chops and wipe you out next turn?
So the question is outside of Wired, what inexpensive options can you use to add just a touch more of defense to Fenn?
3) Out of all the astromechs, I think R3 **MAY** address Fenn's need more than the others. So, as far as I know, the contenders for the astromech slot on Fenn are the following:
- R2 Astromech: It's great for getting rid of stress, and that does need to be done every turn. But with having a rear arc the greens are "okay" for clearing stress for what Fenn is trying to do, just nerf someone.
- Flight-Assist Astromech: It's great for keeping people in arc and for turning around, but I think with a rear arc you're already okay.
- M9-G8: Hey, I have a great idea! Let's give our opponent ANOTHER reason to smash poor little Fenn off the board with a 3 point astromech that begs you to put a 3 point crew on it (Weapons Engineer). I don't know, maybe I'm off on that.
- Chopper: Those actions need to be for coordinating.
- R4-D6: It's okay.... but it's place really is with Integrated Astromech.
- BB-8: Same reason as Flight-Assist.
I think Fenn's greatest need is survivability at a cheap price and R3 might just help enough to be worth it.
Tell my why I'm wrong because this just doesn't feel right.