Board Thread:General Discussion/@comment-30220004-20171017010625/@comment-30220004-20171017173622

We've done the first two starter missions, so she knows a bit of the game, and gonna teach her four...pretty easy but very helpful to know mechanics because two of them frequently show up and one is more maneuvers, plus dual cards aren't that complicated a mechanic, so may as well get it out of the way

List i made for her

"Omega Leader" + Juke + Comm Relay + Stealth Device

"Howlrunner" + Determination + Hull Upgrade

"Epsilon Ace"

Lieutenant Kestal + Intensity + Synced Turret + Unguided Rockets + Lightweight Frame

A mini swarm with a flanker...I'm hoping to try my best to teach her how to fly in formation, as well as still giving her mostly the pilot skill advantage, as well as the segnors loop maneuver, which I'm hoping she can figure out what it is without me since on the dial, it's fairly obvious it's a banking k-turn

My list:

Keyan Farlander + Trick Shot + Heavy Laser Cannon + B-Wing/E2 + Ezra Bridger (Crew) + Advanced Sensors

Gold Squadron Pilot + Twin Laser Turret + Bomb Loadout + Extra Munitions + Seismic Charges

Blue Squadron Pathfinder + Collision Detector + "Chopper" (Crew) + Sabine Wren (Crew) + Extra Munitions + Seismic Charges

Bombs and secondary weapons, as well as debris fields, I went with the simplest bombs 1. Because that's all I can afford and 2. Her having the ps advantage makes it pretty easy for her to avoid the bombs

Too much? Not enough?