Over on BGG, there's a file with some solo rules:
https://boardgamegeek.com/filepage/222415/star-wars-miniatures-ai-rules-for-solo-playThey do a decent job, but you still have to make decisions for the opponent in some cases... which means that you're going to almost certainly win if you want to. Unless you're making good decisions for the opponent, in which case you're really just playing two-handed. So to turn this into an actual challenge...
Use those rules. No reason to re-invent the wheel. However, when you are given the opportunity to choose "poorly" for the opponent absolutely feel free to do so.
Instead, part of the challenge moves to the squadbuilding. Build an absolutely terrible opponent's squad and a great squad for yourself. The goal:
* Win, of course
* For a set opponent's squad size (e.g. 100 points), minimize the size of your squad. If you beat a 100-point squad with your 30-point squad, then maybe that's a new high score for you.
As an added bonus, this creates a use for all those absolutely useless pieces of WotC plastic - use them to make horrible AI squads.
Squadbuilding rules for the AI squad:
* Must be faction legal
* Every character must be able to cause damage
* For every commander effect in the squad that affects allies, there must be a character in the squad that is affected by the CE.
I'm going to go give it a try now.