So, in an effort to increase awareness in the local area, my FLGS has agreed to let me put on a demo day for X wing. I'm going through in my head what all I want to discuss as far as how to play the game, and just provide a fun experience without having to explain all the nuances. As such, I was going to prebuild (and setup) different squads so they get a feeling for the game (This is also useful since there's a limited number of models to use for the demo).
I was thinking about just going through basic rules on selecting dials, moving ships, asteroid / ship collisions, actions, and attacking. I'm thinking about ignoring criticals as they can often severely hurt what the ship is capable of doing. And I would like to stay away from complicated things like Fettigator and advanced sensors. Any other thoughts on what to avoid? How do the following squads look as far as providing a fun quick way to play the game and learn a few different ways to play the game. I figure that people will probably play 2-3 different squads total. I might limit the big ships, A wing and interceptor list until they've played a game first. These are 55 point lists.
Rebels:
Squad 1
Wedge w/ PTL
Gold w/ Ion
Squad 2
Garven
Dutch w/ Ion + R2
Squad 3
Rookie
Prototype x2
Squad 4
Luke
Blue w/ Autoblaster
Squad 5
Han w/ Marksmanship, Gunner, Nien Nunb
Imperial:
Squad 1
Howlrunner
Academy x3
Squad 2
Vader w/ Swarm
Academy x2
Squad 3
Fel w/ PTL
Turr
Squad 4
Rhymer w/ APT, Seismic Charges
Scimitar w/ Homing
Squad 5
Krassis w/ HLC
Academy