So what's it like to play, you ask? At first, it's humbling. The A.I. is quite good. When first I started out, I played the "Top Gun" mission several times at the maximum difficulty setting with all realism options turned on (I don't believe in starting slow!) and got whipped every time no matter which side I took, student or instructor. Eventually I realized I couldn't just move the pieces around and blow stuff up; I had to use real tactics. Some scenarios really hit home the advantages of speed and T/W over maneuverability that novice flight sim fans never seem to grasp. Flying a turning machine doesn't buy you much as you watch helplessly while faster but less maneuverable bandits retreat out of reach then come back at you fast from opposite directions, forcing you to show your tail to one or the other. And going one-on-one, the advantages for the high T/W fighter of using the vertical, doing high yo-yos and such is very plain to see, while in a normal flight sim this is difficult for many people to visualize.
While a board game cannot hope to capture the immediacy of performing BFMs in a dogfight as well as a first-person flight sim, for me, Flight Commander 2 provides a fun and enlightening way to experiment with multiple aircraft tactics. Its inclusion of many planes that are simply not popular enough to warrant their own conventional flight sim is just a welcome bonus."