There was also the "campaign" mode, where you had complete control over the mission planning, target selection and aircraft and crews.
For the wingmen / other flights, you had a selection of personalities you could choose from, each with their own strengths and weaknesses. They were a selection of real life US Navy crews ( one F-4 team was the famous 'Duke' Cunningham and Willie Driscoll, the only Navy Aces of the entire war ), while others were characters from the book Flight of the Intruder on which the game was based.
As the crews did more missions, their abilities increased, but you also had to keep an eye on their fatigue, as to many missions would have an adverse effect. Sadly ( another bug ) I found out early on that the skills of the AI crew personalities were reset every time you re-loaded the sim.
The main workings of the campaign were great, an amazing selection of targets, including airfields, SAM and AAA sites, radar ( GCI ) stations, docks, boats, convoys, POL storage units, HQ buildings, factories and many more. However, again it seemed that the memory of the campaign was very short, and the items you destroyed in one mission were back again with a vengeance in the next.
A couple of potentially good ideas were the inclusion of having the mission taped, so you could use it as de-briefing material, and also the ability to take photos of targets, again for use in the briefings / de-brief - both of which could be stored on floppy disks for future reference. Good ideas yes, but somewhat made redundant by the fact that the targets would be alive again when you next took off.
MiGMan thanks Rob "Bomber" Henderson for these recollections.