I have this, I have run it at game and hobby stores in the past when d6 was big. it's a better system than what is currently out there for minis. The biggest problem would be markers for lock on and shields and stuff but that could be handled. also the time factor since it's a hex and counter wargame. And the interface here would make it even slower. I have never seen this here in multiple years of being here, talked it up, and never had anyone interested. But tied in with a d6 RPG this is the bomb. I recall huge fleet battles with mon cal cruisers, vs Star destroyers. the AA rules for SDs vs X, Y and B-wings are pretty cool. It's a much more relatively accurate maneuver system for loops, split s, Banking turns, etc. a lot like the old SPI 70's AIR WAR game, only much much simpler. Count me in as a player. I'm also one of the Star wars (d20, SAGA a lot, and The Newest FFG Edge of the Empire, Age of Rebellion, and Force and Destiny Gms around here. So do you like this game for the game, you like wargames for what they are, and this is just one? or as a plugin for roleplayed space battles or because most RPGs do not handle the space combat / too abstract?" Or have you not seen any of the RPG combat stuff? My spin on Star Warriors is it is best played as part of a rebellion era RPG, especially if the team is rebels in some type of squadron, or pilots, with a long "These are the strategic battles and scenarios of the rebellion story arc for the RPG."