This little rule set is made for space combat with the aim of being simple and fun, both of which it manages to achieve. There are a few observations though which I'd like to share, had anyone got the idea to use them.
Here's a link to the rules in PDF. Written down they really take only one page.
Dice beating highest. When rolling an obviously higher die (example: 7 on d8 against a d6), it saves some time to apply the damage directly instead of triggering an opposed roll.
Flanking speed& Aft shields critical save. When a unit's die is d4 on DV and is shot in the rear 90° of its perimeter or performed a flanking move (and according to the situation it would be interpreted as d0 - a single hit, no matter what the defensive roll is, would destroy these units, which is really unfair), no attack die is rolled, but the unit being attacked rolls 1d4 and remains on the table if scores a 4.
Above, a photo of the first test game with various ships engaging each other.
While I am used to play with an I go, you go mechanism (where one player is the agressor and by winning initiative is able to move all his troops at once, and the other player may only react to these) the movement sequence used by OPF is alternating movement between single units or fighter squadrons of each player which sort of defines the whole gameplay and requires more situational awareness (as it really matters which unit a player chooses and where that unit is moved on the table). It also, surprisingly, doesn't give such a good flow of events as the games in which one entire army is moved then the other one follows. Combat is more fragmented.
Here's a shoutout to two new readers, Geordie an Exiled Fog (blog here) and j.d. (blog here). Welcome aboard guys!