No, not playing John Williams in the background.... playing X-Wing down at the deck of a planet or moon. Seeing the new trailers for Episode VII and the new Star Wars Battleground game all we really see are ships fighting in atmosphere, so why not have it in X-Wing too?
Here are some pics of a game I ran based on a Rebel attack on an Imperial base:
It was very cool. Ordnance was mission critical to the Rebels. Turbolasers with my own rules proved to be deadly if they hit, capable of one-shotting a Y-Wing. Some of the rules used specifically to represent atmospheric combat:
Altitude
In atmosphere you can start each move either at high or low altitude. At high altitude you can freely move over ground terrain like forests but can only attack targets also at high altitude. Conversely if you go to low altitude you can only attack ground targets or low altitude enemy but need to avoid ground obstacles like forest. This is a very simple mechanic that adds something to these games. Bombs are exceptions in that they can by dropped at high altitude to attack low altitude targets.
Swerve Action
After placing a maneuver template a ship can elect to perform a swerve variant of it by offsetting their base as shown in this picture (either to the left or right) by placing the ship outside the nubs.
This is considered an action and is like to a "mini" barrel roll. Any ship type can do it. It is mainly used to avoid collisions with terrain at low level. Players made good use of it, it is simple and effective.
Just by adding ground terrain to your games is a great way to shake up the game experience. Deciding to weave your way around forests or hills or pop up over them adds a literal new dimension to the game. The swerve action is a simple modification that greatly aids player control and is suitable to make atmospheric maneuvering feel different to the usual space combat.