Laser Squad uses the same grid-based approach as
Rebelstar did. The main difference is the
top-front GFX it uses instead of
top-down. When I say 2.5 I mean a fake depth it tries to recreate and its 8-directional-looking model as found in
UFO: Enemy Unknown, which works way better with an isometric view.
Archrebel is doing exactly this pseudo 2.5D but without the 8-direction-looking model. The 8-direction-looking model vastly increases the amount of AP adding unnecessary complexity, IMHO.
If I consider the decoration/details of both games, I would say
Rebelstar wins there due to its detailed map, even though it might look cruder. It featured water tanks, detailed bedrooms with showers, algae tanks for food, a large garden with plants, flowers, and trees, a mining reprocessing plant, a reactor with generators, moon rovers with spare engine parts and tires, and an area with supply crates. The whole place felt functional/believable. As for the windows, the Operative's base did had windows but only from an aesthetic viewpoint.
Laser Squad: Moonbase Alpha mission:
Rebelstar's Moon Base Alpha (this is the single-player map, the 2 player version has more details, which includes supply crates and bathrooms instead of droid bays):