Right then, with permission from great and good M Sprange (a little flattery hurts no one

) and will gush forth my impressions of this game after a few weekends of play testing.
I am not much of a miniature war gamer, i role play far more than i war game, but this one has me hooked. It is easy set of rules to learn (understood the basic rules in less than an hours reading), plays fast (well against most people

) and you have plenty of choice on fighter, weapons and equipment. All the fighters, ok well some of them, have their strengths, even if it just they are cheap, and the key to this game seems to be to get the mix of craft and equipment right for the missions you will face.
A turn in this game is simple, both sides roll for initiative, highest chooses to move first or second and each player moves one craft then gets to fire its weapons if a target is available. It become pretty obvious that the side with the most fighter on the table will have an initial advantage, but one that is easily lost once ships start exploding (my ships did that a lot). Ships have three move rates, slow, medium, fast and a turn rating at each speed.
The way weapons and damage work is nice and simple, roll to hit, and then roll damage dice and compare to ships armour, if equal, superficial damage, if higher heavy damage, no hull/shields to worry about. The damage effects a system rolled randomly. If a system takes another heavy to the same location/system, it become a critical, and if hit again for a heavy, that is usually the end of the fighter (ejector seats really help here if you want to preserve a good pilot)
Terrain is important, especially avoiding crashing into it, asteroids make a mess of fighters as one of my opponents found out

Fighters can try to dodge incoming fire from guns, and ECM/decoy (if so equipped) missiles and a good pilot helps here. Fighters also have special moves that can all be very useful, and there is a neat little move trick in the game that i really should of tried.
The rules on tailing are nice and give a good dog fight feel to the game (Tailed craft are forced to move first and being tailed gives a bonus to attacks against your craft).
We also played the campaign rules, which are straight forward, build a squadron of at least one ship with the start money, using the money to buy ships, pilots and gear (25,000 in the case of play testing), roll for the mission, and then bid for it. Lowest bidder gets the job, and other players can challenge it. The challenger rolls his own mission to complete, and off you go. This bit of the game has some interesting tactics develop, which really hurt two certain greedy players who thought expensive, heavy fighters with masses of gear and weapons was better.
Money earned (assuming your complete your objectives) is spent on maintenance, pilot salaries, re equipping and other such things.
The game is great as a pick up and play game, and has plenty of potential in campaign play as well.
So it that one mop or two for the gushing
(This must be one of my longest posts on this forum, and i could easily write more)