So Astromechs have always been in an unusual spot in X-wing. Either over powered for what they did R2-D2 and later FAA in 1.0 for example. Or basically not worth whatever points you spent on them.
Right now in 2.0 it seems the best Mech option is none at all?!?
R2’s. 6 points for two shields. Or R2-D2 for 8 and a 3rd shield. Aloss giving up shots which most list that would use them really, would prefer not to give up if at all possible.
R3’s: lots of Target Locks for only 3 points. E-wing’s love them, and Y-wings can make use of them fairly well... perhaps the best in the bunch. In a world with lots of Juke flying about are you really wanting Locks? Over Focus actions/tokens?
R4’s: Formerly the generic R2’s. A nice buy at 2 points to open up a dial. The issue is most ships that can use them don’t necessarily want/need them. X-wings get a minimal boost to their 2 turns. E-wings get the most Benefit from this guy yet E-wings really want the Target Locks for a point more.
R5’s: An action torepair a Damage that’s face up or a charge to remove one dance down. 5 points can certainly save you some headaches. Question is it enough? R5-D8 at 7 points for an extra charge to spend.
It also feels as if you want to run multiples of ships that use them aside from the sheathapede you actually have to take one less ship and try to load up the others to fit a mech on them the way you might want to. So where do they fit and what could help them be better? Variable to the type of ship in point cost similar to other upgrades?
Edited by Ronu
