This rule set regarding Espionage and Spec Ops are some of best in ISaW. They add a depth to the strategic campaign without bogging the game down with too much "chrome".
Intel Operations Phase
Propaganda Operations
The biggest question we have is with the Propaganda Ops as they seem almost a guessing game. If you Disseminate Foreign or Domestic Disinformation (or even accurate information) that is not part of a target House’s own intel ops then it may be immediately obvious that it is propaganda. For example, if the FWL arranges to leak that the 1st and 5th Sword of Light have moved to Proserpina and the FS is not actually looking for them (Esp-Troop Location), or looking at Proserpina (Esp-Planetary Forces), or at military ops (Esp-Military Operations) in the area then the operation immediately stands out as propaganda. With a difficulty ratings of 4 and 5 the money for Propaganda might be better used elsewhere. Then again, perhaps we have missed something in the intended subtlety of the rules.
Espionage
Despite a few minor issues the rules are very much worth the learning. A well timed sabotage of communications, transportation or a successful system reconnaissance can make all the difference in a campaign for a planet. Establishing ‘agents in place’ is also a valuable tool, for both short and long game effects on espionage operations. Mole Hunting becomes popular weekend sport for aristocrats within the intel services.
Espionage operations focused on planetary forces and scouting industry is a versatile offensive op that opens the doors to more damaging sabotage or black ops. Espionage technology was a big hit until players learned to defend against it. It is used less often of late because it is expensive and robust defensive precautions can cause there to be little return for the effort. Even so, the threat of someone stealing your tech or sabotaging research is enough to cause RPs to be spent in large numbers with only the occasional attempt at actual theft. Sabotage of research can also undo much of the espionage gains even if there are quite heavy defences. Espionage to learn more about a system and its pirate points is worthwhile if planning a campaign to take ground and can flank solid aerospace defences or lessen the risk to raid insertion.
Re: Propanda and lateness. This is one where perhaps WorkTroll can speak to it. For us, we assumed something else:
Contingency plans. Basically, an if/then situation.
Example: Espionage action to ascertain troop location. Contingency plan, Attack Order.
House Davion is annoyed by the 17th Galedon Regulars, which has been attacking their border with raids and a full assault 2 rounds ago. Worse, the 17th are now Elite status due to significant combat and training, and are getting dangerous on the front lines.
Earmarking the 1st and 2nd Crucis Lancers as well as the Davion Heavy Guards, based a jump away from where the 17th were last seen, all 3 units are placed on Attack orders and contingency battle (headhunt) orders. If word is released via espionage actions that the 17th are at a particular location, then the assault begins. (headhunt is a poor example, as the units mentioned are not mostly light, but bear with me). All 3 units deploy to attack and destroy the 17th.
However... a propaganda mission was done, revealing that the 17th was on one world alone (the nearby moon of Endor)... when in reality, an entire LEGION of the Draconis Combine's best troops awaits them on the moon of Endor! (insert evil Emperor laugh). 3 Davion units destroyed.
(a variant on this has already happened - in which the Patrol group moved to a different world and espionage revealed they had moved - so the attack forces then attack the world as soon as the Patrol group jumps away to their new location, as an Assault action instead, not knowing that the Patrol group wasn't moving at all, and ambushed them en route, attacking with 4 air wings to 2, and killing a good chunk of the Combat Command in space)
In our game, low cost espionage missions are happening constantly, in an effort to see what is happening on the border. Domestic security is then feeding misinfo, but specific targeted hexes are often given a bit extra RP to give a better chance... or agents in place (short or long term) are granting additional bonuses.
So... this required a bit of a rules extrapolation. It required that we assume that the attack order is filed (so regardless of whether the assault happens, the units are spending combat supply and fatigue) and are acting on up to date intel THAT ROUND. It also gives power to propaganda action. Also, it gives Espionage: Military operations some use, as you can also see what the contingency orders of particular units are. Note that issuing contingency orders to units can only be movement related or attack related (not Defend). Due to the fact that an Espionage roll could feed misinfo, has the potential to massively backfire as well. If no intel is given at all (failed esp roll and known, for instance) then the attack is aborted (no assault order) but the combat supply and fatigue is spent.
So. not entirely in the rules, but it also allows players (as long as they realize they ARE paying combat supply and fatigue for that unit) flexibility to act. It also means that a truly conniving player with appropriate espionage actions could see how different units are set to move/react on a front, and create a large-scale trap.
It also corresponds with btech fluff and having regional commanders make decisions... sometimes to their detriment. Basically, a contingency order is an order that isn't waiting for the HPG to get back to High Command at the capital to make a decision and then forward orders back. It also works well with Pony Express rules.