This is the reduced cost structure with near OOB cost for planes and Carrier holding 2 planes (Fgs or TcBs).
I also stick to this cost structure (5-6-9-12-15).
I put the 1 hit Transport at 8 IPCs.
I write here many ideas which still fit into core roster at this low cost.
All other ground units are as OOB, except for Tank which no longer gives attack bonus to TacB.
Feel free to quote, erase the quotation and my name, then change the units according to your idea.
This can be a tool to provide a full view of everyone roster.
Unit type
Cost Combat values
Special abilities
SUBMARINE
5 IPCs A2fs* D1 M2
Permanent A2 first strike *against all surface vessels only, including DDs.
Cannot hit Sub or Aircraft
Submerge and Stealth Move
On offense, Sub’s commander can allocate each hit whether on transports group or warships group, the owner still choose which individual unit is the casualty.
On defense, Stealth Move allows (but not compel to) each Sub 1 single roll@1 against any ships passing through the Sub’s SZ. Only each Destroyer can get a single retaliate roll @2.
DESTROYER
6 IPCs A2 D2 M2
Block Sub’s Submerge (first round only) and Stealth move, both on a 1:1 basis.
TRANSPORT
8 IPCs A0 regAA1 D0 M2, 1 hit, taken as casualty according to owner’s choice.
Carry 2 units, 1 Inf + 1 any ground unit
No defense against warships,
1 Transport can escape from Naval Battle in the same SZ at each end of combat round, if there is no enemy’s aircraft. Simply remove TP from battle board and place it in the SZ on the map.
Regular AA @1 against up to 1 plane, whichever the lesser.
Can unload in a Sub infested SZ if escorted by surface warships.
If you bring them in with attackers - as you would for amphibious - then any defense shots in excess of what is needed to sink the accompany ships MUST be applied to any transports until all shots are accounted for or there are no units left to assign them to. (Per OOB rule.)
CRUISER
9 IPCs A3 D3 M3
Shore Bombard 3
Gives +1 move to 1 surface vessel, paired 1:1
FLEET CARRIER
12 IPCs A0 D2 M2, 2 hits,
Carry 2 planes,
damaged Carrier still carry one aircraft.
BATTLESHIP
15 IPCs A4 D4 M2, 2 hits,
Shore Bombard 4
Both repair at purchase and repair phase in a SZ adjacent to a Naval Base SZ, or in NB SZ.
Naval Base cannot repair more than 3 warships hits per turn.
FIGHTER
10 IPCs A3 D4 M4
SBR: A2 D2, interceptors always destroy bombers first.
TACTICAL BOMBER
12 IPCs A4 D3 M4
TBR: A1first strike, Damage D6 on AB or NB,
SBR: can do escort mission for StBs without bombing AB or NB.
STRATEGIC BOMBER
12 IPCs A4 D1 M6
SBR: AA A1first strike up to two Fighters, whichever the lesser,
Damage on IC, AB, NB D6+2 /minimum damage 2 pts if hit by IC’s/AB or NB’s AA gun.
No damage when destroyed by intercepting Fighters.
All aircrafts can hit unsubmerged Submarines without Destroyer presence.
ANTI-AIRCRAFT ARTILLERY
4 IPCs A0 D1 AAx2* M1 CM or NCM, 1 hit,
Taken as last casualty on offence.
*Fire each round @1 first strike against up to two aircrafts, which ever the lesser.
Regular defense @1 if there is no enemy’s plane.