Smooooove. I think that’s enough o’s. 

FS combat is way, way less fiddly. Also less swingy, and you don’t have to evaluate a billion interactions like in Starcraft TBG’s rock-paper-scissors-ground-air deal. 

It basically works like this: Space combat happens in space, ground combat happens on the ground. There is no space/ground division at all. You roll a bunch of dice equal to the combat strength of all the present forces and those dice give you either an attack, a defense, or a morale. (I think it’s 3x attack, 2x defense, 1x morale on the faces).

Then you draw 5 of your 10 combat cards — it’s always precisely 10 cards; you replace old cards with upgrades rather than just enlarging the deck. You have 3 rounds of playing cards and evaluating results. Attacks deliver hits, defenses absorb attacks. Cards give more of those symbols and they accumulate across all three rounds. Those cards also provide basic effects (roll another die, gain some tokens) and specific effects if you have a particular unit present. 

So if you haven’t murdered or routed the other side at the end of 3 rounds, add up morale symbols. Highest morale wins.