@Young:
This may be a totally different direction of thought, but what if Cruisers and Aircraft carriers required 2 hits to sink, and Battleships required 3 hits to sink.
Here, I want to explore what can be 2 hits Cruiser and 3 hits Battleship configuration if Fighter are at 8 IPCs.
ASAD: Anti-Submarine Attack 1 Defense 1 pre-surprise strike phase attack def @1
Air Base giving +2M, up to three scramble either Fg or TcB
Second version, 2 planes Carrier, 2 hits Cruiser and 3 hits BB, simpler interactions and 5-6-9-12-15-18 cost structure:
Transport, defenseless
A0 D0 M3 C7, 0 hit,
taken last, carry 1 Inf+1 any ground
Transport and Destroyer A2 D2 C13, 1 hit
Offense & Defense factor:
36*(2/13^2) = 0.43
Transport working as warship (Military Armed TP being escorted by a few DEs)
A0 D1 M3 C9, 1 hit,
carry 1 Inf or MI +1 any ground unit (might help faster US deployment: MI+Tk)
Defense factor:
36*(1/9^2) = 0.44
Submarine
A2fs D1fs M2 C5, 1 hit,
Stealth Move, No DD block, may Submerge after ASAD.
2Ds in Convoy SZ
Offense:
36*(2/5^2) = 2.88
36*(3/5^2) = surprise strike 4.32
Defense:
36*(1/5^2) = 1.44
36*(1.33/5^2) = surprise strike 1.92
Destroyer
A2 D2 M2 C6, 1 hit,
ASA1D1,
1D in Convoy SZ
Offense & Defense factor:
36*(2/6^2) = 2.00
Escort Carrier (optional)
A0 D2 M2 C9, 1 hit,
ASA1D1 carry 1 plane,
No dice in Convoy SZ
Offense factor:
36*(0/9^2) = 0.00
Defense factor:
36*(2/9^2) = 0.89
Escort Carrier and 1 Fighter
A3 D6 M2 C17, 2 hits,
ASA1D1 carry 1 plane,
Offence:
36* (3/2)/(17/2)^2 = 0.75
Defence:
36* (6/2)/(17/2)^2 = 1.50
Cruiser
A3 D3 M3 C12, 2 hits,
Shorebombard @3,
1D in Convoy SZ
Offense & Defense factor:
36* 3 / (12^2) * 2.618034 = 1.96
Carrier
A0 D2 M2 C15, 2 hits,
carry 2 planes, damaged Carrier carry no plane
No dice in Convoy SZ
Offense factor:
36*[0/ (15^2)] * 2.618034 = 0.00
Defense factor:
36*[2/ (15^2)] * 2.618034 = 0.84
G40 Carrier A0 D2 C15, 2 hits with 2 Fgs A6 D8 C16, 2 hits
Offense factor:
6/2 C31/2 2 additionnals hit/2
36*[3/ (15.5^2)] * 2.618034 = 1.18
Defense factor:
10/2 C31/2 2 additionnals hit/2
36*[5/ (15.5^2)] * 2.618034 = 1.96
10/4 C31/4 1 additionnal hit considered as whole unit
36*[2.5/ (7.75^2)] = 1.50
Until further investigation, I believe this average is better: (1.96+1.50)/2= 1.73
Or avg Defence would give (0.84+2.25+2.25) = 1.78
G40 Carrier A0 D2 C15, 2 hits with 1 Fg+1 TcB A7 D7 C18, 2 hits
Offense factor:
7/2 C33/2 2 additionnals hit/2
36*[3.5/ (16.5^2)] * 2.618034 = 1.21
Defense factor:
9/2 C33/2 2 additionnals hit/2
36*[4.5/ (16.5^2)] * 2.618034 = 1.56
9/4 C33/4 1 additionnal hit considered as whole unit
36*[2.25/ (8.25^2)] = 1.19
average is better: (1.56+1.19)/2= 1.38
Or avg Defence would give (0.84+2.25+1.08) = 1.39
Battleship
A4 D4 M2 C18, 3 hits,
Shorebombard @4,
1D in Convoy SZ
Offense & Defense factor:
36* 4 / (18^2)* (1+2*1.618034) = 1.88
Strategic Bomber
A0 D0 M6-8 C5, 0 hit,
SBR 1 hit A1 dmg 1D6
Offense SBR only:
36*(1/5^2) = 1.44
Fighter
A3 D4 M4-6 C8, 1 hit, gives +1A to TcB if paired 1:1
SBR A2 D2,
Can hit Sub without Destroyer presence
2Ds in Convoy SZ
Offense factor:
36*(3/8^2) = 1.69
Defense factor:
36*(4/8^2) = 2.25
Offense & Defense factor SBR:
36*(2/8^2)= 1.125
Tactical Bomber
A3-4 D3 M4-6 C10, 1 hit, get +1A if paired 1:1 with Fg or Tank
TBR A1 D1, dmg 1D6,
ASA1D1, can hit Sub without Destroyer presence
2Ds in Convoy SZ
Offense & Defense factor:
36*(3/10^2) = 1.08
Offense & Defense factor SBR:
36*(1/10^2)= 0.36
Anti-aircraft Artillery
A0 D1* M1 C4, 1 hit,
- @1 vs up to 3 planes, 1 roll per plane max, per combat.
It is preemptive shot.
36*(1.33/4^2) = surprise strike 3.00 per plane for first combat round only.
Tactical Bomber & Tank A7 D6 C16, 2 hits
Offense factor:
36*(3.5/8^2) = 1.97
Defense factor:
36*(3/8^2)= 1.69
Tactical Bomber & Fighter A7 D7 C18, 2 hits
Offense factor:
36*(3.5/9^2) = 1.56
Defense factor:
36*(3.5/9^2)= 1.56
It seems balanced between warships and such 8 IPCs Fighter.
Tactical bomber seems a bit weaker but it has Anti-Sub Attack and Defense.
In addition, it can be possible to introduce a special targeting against warships for tactical bomber in naval combat when playing F-2-F on boardgame.
Here is how I see the procedure: after Anti-Sub phase and Sub surprise strike phase, tactical roll first.
Any hits are allocated on a given warship unit according to TacBs owner’s choice.
Then all other units rolls.
This is more functional since Cruiser, Battleship and Carrier have multiple hits and make Subs rolls and TcBs less effective.
Edit: This make for a better match between naval and air units.
However, one issue is about 6 IPCs Tank A3 D3 M2 and other land units.
Lowering Fighter A3 D4 M4 to 8 IPCs, make them much more interesting as versatile and highly mobile unit.
In such scenario, maybe to compensate: AAA should cost only 3 IPCs.
That way, higher mobility and strength will be compensate by an higher vulnerability to AAA roll compared to Tank.
In this case, AAA strength would be:
36*(1.33/3^2) = surprise strike 5.33 against only plane and 1 roll per plane for first combat round only.