Talk:"Dutch" Vander/@comment-174.74.9.234-20161005171915/@comment-454133-20161005191530

Targeting Astromech is pretty good. It's not something you can pull off every turn unless you manage some stress-shedding feat, but you can usually do it when you know you'll need it, using the red maneuver to get you in range of the target and your buddy. I like having that control to determine when I need the ability to fire.

R5-K6 is pretty good too, assuming you acquire and spend locks frequently. Though random, it will hand free locks to friends nearly half the time you spend your lock. Depending on your buddy's PS, that will either grant him a free lock just before he attacks, or ready him for next round. Which one is preferrable depends a bit on situation, play style, and what he has equipped. For example, you can't depend on it to hand you the lock just in time to fire torpedoes, but when it does hand you the lock, it gets you ready for next round so you can plan around not needing to spend your action (and instead you focus or boost etc). And if you happen to get the lock when you're in a good spot to fire, then fire topedoes!

R7-T1 depends on you flying into the foe's arc to use it, and then you hope to boost out of the way (or in their path so they collide with you). It has some good utility, but not necessarily for optimizing Dutch's ability.

And Yes, R7 Astromech is good for Dutch's buddy, should their ship have an astromech slot.