This post regarding Astromech Droids is part of a larger article regarding Wave 1 listbuilding- the rest of the posts n this series will be available in the coming weeks as I'm revealing a post or two per day on the various topics in that larger article. For more info, click the "Ship List Articles" tab at the top of the page or simply click here.
Card: R2-F2 (3)
Card Text: Increase your agility value by 1 until the end of this game round.
Usage in game: Survival through stacking the deck.
Quick Take: For my own personal playstyle and taste, R2-F2 is the droid to have on a ship you're trying to keep in the game in Wave 1. Strange as it may seem as Luke and R2-D2 have this father/ robot son relationship kind of thing going on, I think R2-F2 is the best match for Luke in just about any build. Recall that Luke already has kind of a built-in Focus lite ability, spending an Action on R2-F2's ability just adds one more die to that possibility.
He also adds an interesting dimension to a Y-Wing as everyone is completely used to the notion of a Y-Wing having 1 Agility and you're sure to disrupt some game plans by using the Action and it suddenly has 2 Agility (to go along with the 3 shields and 5 hull).
The cons are obvious- he costs 3 points and requires an Action to work. The three points I don't feel is a bad price to pay for having the option of adding an extra defense die when you want it, and giving up an Action on an X-Wing isn't the end of the world. Again, you're only ever Focusing or Target Locking with most pilots anyway, so if losing those tokens is a big deal to you, try to work in Garven Dreis or Dutch Vander, respectively. Also note that R2-F2 is a "dotted" card which of course means he may only appear once in your squadron list.
Me personally, I don't find it's usually necessary because I don't usually activate R2-F2 every single round. There are some that might say that's a points inefficiency, but I usually have a handful of points lying around extra when making a 100 point list anyway, so rather than sticking on Proton Torpedoes or a droid for a pilot who probably doesn't really need him/ utilize him, I'll just use R2-F2 instead.
The last thing I'd mention about R2-F2 is figure out a system to help you remember you need to perform his action or that you've performed his action. As he doesn't have a special counter, sometimes he can get lost in the mix. I usually just turn his card sideways next to the owning pilot's card.