Board Thread:General Discussion/@comment-30220004-20171017010625/@comment-454133-20171019204739

Rather than make it difficult to fly, give yourself one or more vulnerabilities to exploit. TIE Punishers, for example, are not amazingly optimal because they're expensive munitions ships, and it's easy to make them heavy enough that you lose them before all that ordnance pays. Load one or two with multiple missiles/torps/bombs and she'll have an obvious target to pursue. Maybe add a TIE Shuttle for support (e.g. Tomax).

The fleet can still be quite effective, yet vulnerable to the right strategy, and that's a great teaching tool.

Swarms are hard to fly well too, btw. 2-dice TIE Fighters can be effective, but they may lack the punch they need to be really dangerous, and once you start losing ships your power drops with them.

TIE Interceptors are very effective and fun to fly, but they're pricey and fragile for that price. They're another ship I'd recommend, both because they'd be fun to fly, and because that gives her a pressure point to potentially exploit.

The Firespray is also fun to fly but it's not quite on-curve with other ships, particularly as they need to turn around with not a lot of space to do so.

I'd say those are some decent starting ideas. A TIE Swarm, or a Munitions Punisher with Carnor Jax and a Firespray should fill 100 points nicely. Should be decently strong, maybe really good since she's new. As she learns the tricks of the game, she'll start to be able to kick the fleet around quite well, and will be ready to move up to new challenges.