Impy, you suggests a 2/2 DD to a cost of 8 IPCs. It seems fair to reduce the cost by 4 IPCs, since the attack and defence is reduced in a corresponing manner. Which means that the destroyer unit cost 4 IPCs for each increase in the attack and defence value. A submarine cost 8 IPCs and attack and defend on a 2, the advantage of an opening fire ability is countered by the inability to defend against air. So I agree it is ok in that way. However there is a fact that has to be considered. The fact that destroyers actually can defend against air and that will change the game balance a lot. In the box rules a fighter is the most costefficient unit in naval combats, a flotilla of fighters can beat any combination of naval units to the same costs (this is basics). If one can buy 2/2 destroyers for 8 IPCs that will change the picture, now destroyers will become the most costefficient unit for naval combats. The reason is that destroyers will become the best cannon fodder, since they will outnumber a flotilla of fighters worth the same IPCs. Let me explain in statistics.
10 AC + 20 Ftr
Cost: 360
Att value: 110+320 = 70
Def value: 210+420 = 100
Hits = 30
45 DD
Cost: 360
Att value: 245 = 90
Def value: 245 = 90
Hits = 45
36 Ftr
Cost: 360
Att value: 336 = 108
Def value: 436 = 144
Hits = 36
The best naval defence will not be a fully loaded AC any longer since the destroyer combo can absorb more cheap hits than before. 2/2 destroyers (cost 8 IPCs) will not just become the best attacking naval combo as with the old rules, but also the best defensive combo. That means that destroyers will dominate the BB unit and the AC unit. A BB will cost as much as 3 DD! In turn a production of more DDs will restrict the opening fire ability of submarines even more. No Impy I think I stick to the old balanced box rules, the 3/3 destroyer to a cost of 12 IPCs. And the cruiser rule of mine (and yours) :wink: !
Cruisers
Description: Multipurpose ships that can fire on incoming enemy planes and conduct shore bombardment.
(One can use the battleships from A&A Classic as cruisers.)
Cost: 15
Attack: 3
Defense: 3 (Opening fire against attacking aircraft)
Move: 2
Special Abilities
Shoot Down Air Units: Whenever an air unit enters a sea zone containing an enemy cruiser, the cruiser fires during the Conduct Opening Fire step of combat. Roll one die for each attacking air unit (but only one cruiser in a sea zone can fire during the opening fire step, even if they are controlled by different powers). For every roll of 1, one attacking air unit is destroyed. This opening fire capability is for the first cycle of combat only and does not cancel the regular roll during the Defending Units Fire step.
Shore Bombardment: In an amphibious assault, your cruisers may like battleships make a support shot on amphibious assaults on a 2. Each cruiser fires once during the Conduct Opening Fire step against enemy land units in the territory being attacked (the enemy units do not fire back). A cruiser cannot conduct shore bombardment if it was involved in a sea combat prior the amphibious assault.