Hmmm... Hard to give a really good grade.. I've put in some people's impression of another forum to which I agree totally agree. Overall, I was impressed, it's very easy to pick-up and get into it and the gameplay is very easy to pick up. Personally I don't think there is anything that truly shines about the game and while I enjoyed the game, it didn't knock me back as I had hoped it would. Overall, it reminded me of the Imperium Galatica series and has a very similar setup overall with some clever twists such as the population cap depending on planets, the heroes, the planet bonuses and the stealing of technology. It strikes me that being Rebels is a lot more of an original style of gameplay than being the Imperials. There were some things that I did find slightly annoying. Firstly, the default game speed is insanely fast. Now I'm not entirely sure how multiplayer will work, but for singleplayer I was just overwhelmed by the sheer speed of the game, particularly the space battles. Once I'd issued an attack order to my fighters, I found it incredibly difficult to ever be able to select them again as they whizzed around the map. And while the ability to target specific systems of capital ships was nice, to me there were just too many systems requiring intense micro-management. Personally I'd like to see it reduced to attack either Shields/Weapons/Engines rather than each individual weapon system. Prehaps a default sub-system could be set for bombers so you just chose them to attack ships. Finally, hardpoints on units/stations. I find that they take huge amounts of firepower to disable, and that you are better off simply targeting the main body in almost all cases. Shield nodes on space stations might be worthwhile, but then you have other weapons that are *designed* for knocking down sheilds and paralyzing units that are better at it... Reinforcement pads. Absolutely hate the damned things. I want to be able to land as many units as I want where I want. I want my legions of troopers to rain death upon my enemies in vast numbers, and not need those reinforcement points to reinforce them. I also found space battles had other troubles too; the celestial phenomena tend to simply funnel units towards each other. I mean, if you get caught in a dust cloud, you're a sitting duck. I'd have liked the phenomena to have had different effects on different ships; small ships and fighters being more immune to the adverse effects and so using these areas to their advange in hit-and-run attacks on bigger forces.