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Author Topic: InterstellarOps ISaW without the ACS  (Read 724 times)

Baldur Mekorig

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InterstellarOps ISaW without the ACS
« on: 09 August 2022, 18:49:27 »
I am a player of the old Fan Council games using the Combat Operation ISaW, and still remember its problems. The new system in the Interstellar Operations book seems to deal with some of those problems, but creates a new one, ACS.

Maybe for more expeerimented players its easy, but for our group it was bothersome, clunky, had to go back and forth with the BF rules, and luckly, we found the pre-generated Combat Command units in the Campaign Operations book.

My question is, have anyone modified the new ISaW game not to use ACS, and use something more similar to the old combar system?
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zulf

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Re: InterstellarOps ISaW without the ACS
« Reply #1 on: 03 October 2022, 04:09:45 »
The main issue is what scale are you after?

I really don't think there's a point for a system with a scale between Combat Command (ie SL Divisions/ RCTs) and Battalions. Which is what I view ACS as trying to solve.

So if I want CC level play I would use the old IS in Flames rules and if I want Battalion level I have  SBF or BF to pull from. I definitely think there's lots of homebrew possibilities to massage the systems to your preferences though.

pokefan548

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Re: InterstellarOps ISaW without the ACS
« Reply #2 on: 03 October 2022, 07:35:18 »
In my experience, most people just use SBF or a hybrid SBF/ACS. ACS is indeed pretty clunky, though I will say that you definitely want it for enormous invasions (IE pretty much any Battle of Terra) that are just plain cumbersome even with SBF units. I believe there are also some who use ACS for the basics of planetary movement and large-scale engagement initiative, and once two units get into combat they then break that down into an individual BF/SBF match and resolve from there.
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