The game has some interesting mechanics.
Movement order is based on class.
Initiative is rolled at the start of a turn, with the losing side moving battleships first, followed by the winning side.
The losing side then moves the cruisers, followed by the winning side.
And finally the destroyers were moved.
A torpedo is "plotted" by putting a marker on a ship firing the torpedo, and then another marker corresponding to that torpedo out on the board at the destination hex. The two hexes set the line of fire.
If any ships crosses or ends up in that line during the movement phase, there's a chance they will be hit.
Or something like that...
Gunfire is pretty straightforward, although no modifiers were used during the demos.
There are four basic firing arcs, with each firing arc simply having a battery of guns, depending on the ship. Due to the flying nature of the ships, there aren't nearly as many, or as big, guns as the wet navy counterparts of the day (early 1900s). I believe even the BBs are shown as having only 4" or 5" guns.
They use special d12s, the "type" of d12 determined by the size of gun that is firing.
Each ship has six damage locations in each firing arc, with each location having an armor rating and "stuff" listed (crew, tesla coils, engines, etc...) at that location. When a gun is fired, it rolls the appropriate type and number of d12s, along with a d6 location die. If the d12 total equals or exceeds the armor rating at the location rolled, then the "stuff" listed there is destroyed. If a second hit occurs on a destroyed location, then the strength of the hit is compared to the structural integrity of the ship. If the hit is strong enough, the ship goes down down. Literally...
Now there may be some additional mechanics or rules that'll be included with the game that weren't being used for the demos, but what I've just described is kind of how the game works.
It'll definitely be a game to keep track of, especially if the models turn out being good and reasonably priced.