@Baron:
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.
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,
Beginning on the second combat round, 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
9 IPCs 10 IPCs A3 D4 M4
SBR: A2 D2, interceptors always destroy bombers first.
TACTICAL BOMBER
10 IPCs 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 No cost change 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.
For A&A board game, I really like a ship cost structure based mostly on 3 IPCs increment, the same as the basic 1 Infantry.
Adding a 5 IPCs Sub to fit in this easy to calculate number, which AAA defensive cannot assume.
However, such reduced cost makes planes a bit too weak.
Here is two cost changes on Fighter and Tactical Bomber (with A4) to better fit inside the warship cost structure.
This would give a 9-10-12 IPCs structure for planes. (2 which can be divided by 3, and one which is twice 5 IPCs)
So Black_Elk, I believe you want planes to be less effective than OOB. Assuming that mobility and ability to fight on air, on sea and on earth makes for a potent weapon while warships stay on SZ and can never conquer land TTs.
Here is the small twist, Fighter A3 D4 M4 is put at the same place than Cruiser A3 D3 M3?… Both 9 IPCs.
At 10 IPCs, Tactical Bomber A4 D3 M4 stays 1 IPC higher than Fighter, and so becomes costlier than a Cruiser.
Finally, since many people complains about Strategic Bomber high attack value and very long range, which can be deploy almost everywhere in a short notice, I suggest to keep it at the same price as OOB (12 IPCs), which in this case makes it the same cost as a G40 2 hits Carrier, which is 16 IPCs OOB.
So Fighters and Tactical Bomber are very near OOB (-1 IPC) compared to ground units, while loosing some edge against Subs, Destroyers and Cruisers, but not too much.
However, Strategic bombers stay the same against ground units, but becomes far less powerful, on the same IPC basis against any warships. (This would be the end of Darken Sky strategies)
From an OOB perspective comparing planes vs warships, if warships were keeping OOB, it is like:
Fighter has risen to 12 IPCs (same as OOB Cruiser),
Tactical Bomber has risen to 14 IPCs (same as 1942.2 1 hit Carrier= or 2 OOB Transports)
and Strategic Bomber has risen to 16 IPCs (same as OOB G40 2 hits Carrier).
Such cost structure gives this schematic:
Land / Sea / Air
Basic Defensive unit: Infantry 3 / Destroyer 6 / Fighter 9 IPCs
Offensive unit with more range: Tank 6 / Cruiser 9 / Strategic Bomber 12 IPCs
Special offensive unit: Artillery or MechInf 4 / Submarine 5 / Tactical Bomber 10 IPCs
Special defensive unit: AAA 4 IPCs / 1 hit, Transport with AA 8 IPCs/ 2 hits, Carrier for 2 planes 12 IPCs
Special off/deff unit: Battleship A4 D4 M2, 2 hits, 15 IPCs