The rules are built in such a way as one can continue to add complexity and nuance with special abilities and characteristics (different armour, weapons, etc) if wanted or just the average-joe type for the beginner or occasional player. All the measuring devices, dials, symbols, numbers presented on the various chits, bases and cards all - eventually - mean something and are quite well thought out.
As only one example, to indicate a squadron's "activation" the game designers have a sliding card which can moved through the model' base from one side to the other, each side having a different color. As each turn is either one or the other, the player can easily see if the said squadron has been activated. With the many squadrons used, this is a very simply but effective game tool.
|four squadrons of Tie Fighters|
Now as everyone who knows my wargaming, I am a terrible pilot, be it in a Sopwith, Spitfire, MiG 21, or Tie Fighter. Some of it comes from just poor move planning, much from simple lack of regular play, and some from just bad luck. So it will come as no surprise that in our intro game, my inexperience, SeanR's recent extensive play and good die rolls, and frankly, my bad luck created yet another "flying" loss. Fun though!
I must thank SeanR for the game. He is an excellent instructor.