I never thought I'd write a review like this or rate a battle so low, but this one needs to go back to the drawing board. Your wingmates fire on you if they're bored and may choose to abandon you (via hyperspace and while an INT is supposedly blocking everyone else) if things get too tough. Support is supposed to be available, but isn't. You have to be psychic (or fail the battle) to thwart the attack on the Fleet Commander -- a delay always costs you -- and you aren't feeling very psychic after waiting over a minute for anything to happen at the start of the mission. It's no wonder there were so few submissions to a Sovereign comp involving this free mission, though it is a wonder that this /won/ a mission design comp with these flaws. At least the premise is nice, and hopefully I'll be able to re-rate this battle later...
An entertaining mission with an inventive twist. With due respect to the mission creator and Ford, I'm not a big fan of missions with in-jokes, but one isn't going to find another mission like this for awhile. Perhaps it was just me, but when I played it on Hard, I really didin't seem to be attacked by the "MiniFords". Might have been my tactics, might have been a glitch... Dunno.
Fly this mission, if just to see a PLT dogfighting! I found myself looking constantly at the PLT just to see it spinning through space, lasers ablaze. (Of course, the PLT can turn on a dime, and quickly... Those three "landing platforms" on the side double as melee weaponry, and the PLT doesn't care if your craft and it happen to occupy the same segment of space at the same time!)
A good battle for refreshing one's flight skills. There's a brief pause in the action, but only if you didn't pay attention to the directions that were given...