As there are no warships or specific rules for creating naval forces (yet) in ACS/ISaW other than the Aslt and AS wings we sat down and tried to come up with a workable set of rules to use for now (3rd, 4th SW and the Brush War period).
The Aslt DS wings appear to be something of a generic conglomeration of various DS used in the game. As was discussed in another thread the number of combinations of transports and aslt DS make set Units almost impossible to list so a generic Unit makes sense. We started with using AS and A-DS as the core of the naval group. Such units are purchased outside of the Combat Command construction framework and, in fact, are not allowed to join CCs at all. We also did a rough design of a Carrier sqdn within an A-DS wing to add a bit of flavour. This sqdn is composed of a Vengeance, an Achilles and two Avenger DS and have (roughly, not an exact conversion) the following CT stats:
Move: 5; Arm: 12; S:3; M:2;L:1 with AT40 (holds two AS wings). This CT could be used for SBF or SSBF and forms part of the Carrier Aslt DS wing for ACS. This sqdn can only be bought with its two fighter wings (to ensure the cost is high).
For ACS the carrier sqdn joins two regular A-DS and ends up with stats of:
CC, DC, FS, LC - Move:4; Arm:36; S:9; M:10; L:7. The transport values vary by House. Note that at least two fighter wings must be purchased for the carrier sqdn.
FWL - Move:4; Arm:33; S:9; M:9; L:3. Same as above for transport values and the required fighter wings.
Periphery - Move:4; Arm:54; S:13; M:16; L:7. Same as above for transport values and the required fighter wings.
The RP cost for the carrier wing is 36 plus the cost of mandatory fighter wings (and any JS). Fluff has the Vengeance being built in only three locations (one each in the DC, FS and FWL). As such we allow for one being built per year in the DC, one in the FWL and two per year in the FS. This production slot can be sold, traded, swapped as players wish (diplomacy?)
A-DS wings are purchased individually and are grouped into TFs of various sizes which then move as any other CC from system to system. The only difference is they can be broken up as needed.
With these basic rules we figure it is possible to defend jump points or hold "naval" forces closer to a planet to guard against pirate jump points.
These TFs can 'train' at training centers like of CCs as well as carry out most other movement and combat missions. They are treated in all respects as 'flexible' Naval Combat Commands.
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We also have found that large AS battles can be time consuming and have started 'doubling up' wings to reduce the number of CUs in a battle (and fewer dice to roll). Since AS fighter sqdns are allowed to be as large as 6 Units (flights) and a wing can hold four sqdns with a max of 40 Elements, oversized sqdns and wings (36 Elements) do not violate the rules.