So here is the complete roster with the minimal changes to planes, Destroyers, Submarines and Transports:
Infantry A1-2 D2 M1 Cost 3
Get +1A if paired 1:1 with Artillery
Mechanized Infantry A1-2 D2 M2 Cost 4,
Get +1 if paired 1:1 with Artillery
Can Blitz when paired 1:1 with a Tank
Artillery A2 D2 M1 Cost 4
Gives +1A to 1 Infantry or 1 Mechanized Infantry
Anti-Aircraft Artillery A0 D0 NCM1 Cost 5, 1 hit,
up to 3 @1 preemptive against up to 3 planes, whichever the lesser
Tank A3 D3 M2 Cost 6
Can Blitz or allow MechInf to blitz on 1 on 1 basis.
Gives +1 Attack to 1 Tactical Bomber if paired 1:1 with.
Submarines A3 D1 M2 Cost 8
Surprise Strike (except when ASV is present),
Submerge (instead of rolling to hit a target),
No Hostile Sea Zone (except when ASV is present),
Cannot hit airplanes,
Can be hit by planes, doesn’t require an ASV.
Destroyer A2 D2 M2 Cost 8
Anti-Sub Vessel on 1 DD:1 Sub basis:
blocks Surprise Strike and No Hostile Sea Zone
but cannot cancel Sub Submerge (which will happen for defending Subs in regular combat phase after the attacker rolls, if a DD block the Sub’s Surprise strike).
Transport A0 D1 M2 Cost 8, 1 hit, still taken as last casualty.
Fighter A3 D4 M4 Cost 10
Gives +1 Attack to 1 Tactical Bomber if paired 1:1 with.
Can hit submarines without ASV.
Tactical Bomber A3-4 D3 M4 Cost 11
Gets A4 when paired 1:1 to a Fighter unit or a Tank.
Cannot do interception mission on defense, TcBR damage: 1D6.
Can hit submarines without ASV.
Cruiser A3 D3 M2 Cost 12
Shore bombardment @3
Strategic Bomber A4 D1 M6 Cost 12
SBR/TcBR Attack @1,
SBR/TcBR damage: 1D6+2 on Industrial Complex, Air Base or Naval Base.
Can hit submarines without ASV.
1942 Carrier A1 D2 M2 Cost 14, 1 hit
carry 2 planes (Fg or TcB)
G40 Carrier A0 D2 M2 Cost 16, 2 hits
carry 2 planes (Fg or TcB)
Battleship A4 D4 M2 Cost 20, 2 hits
Shore bombardment @4
Now, here is a more interesting alternate scale of cost for those which wanted more warships for their bucks, it keeps all the combat ratio between them very close to OOB :
Instead of having a bottom cost of 8 IPCs for Naval units, the base cost is put this time at 7 IPCs.
In addition, Destroyer operate slightly differently: 1 DD block all Surprise Strike, but 1 DD block 1 Sub’s Submerge and for the first round, 1 DD blocks 1 Sub’s Stealth Movement.
Submarines A3 D1 M2 Cost 7
Surprise Strike (except when at least 1 ASV is present),
Submerge (except when Subs is blocked 1:1 for the first combat round only) :
After the first defense roll @1, it can submerge at the beginning of the second combat round, happening in phase 2 Surprise Strike or Submerge.)
No Hostile Sea Zone (except when ASV is blocking each Submarine on a 1 Sub per 1 DD basis),
Cannot hit airplanes,
Can be hit by planes, doesn’t require an ASV.
Destroyer A2 D2 M2 Cost 7
Anti-Sub Vessel:
blocks all surprise strike, on all Submarines,
cancel on first round only Sub’s Submerge on a 1 DD:1 Sub basis (defense roll@1 in first round, can submerge in phase 2 of the second round),
block on a 1:1 basis Sub’s No Hostile SZ Movement.
Transport A0 D1 M2 Cost 8, 1 hit,
Taken as last casualty or can works as classics: casualty taken at the owner’s choice,
Fighter A3 D4 M4 Cost 9
Gives +1 Attack to 1 Tactical Bomber if paired 1:1 with.
Can hit submarines without ASV.
Tactical Bomber A3-4 D3 M4 Cost 10
Gets A4 when paired 1:1 to a Fighter unit or a Tank.
Cannot do interception mission on defense, TcBR damage: 1D6.
Can hit submarines without ASV.
Cruiser A3 D3 M2 Cost 10
OffShore bombardment @3
Strategic Bomber A4 D1 M6 Cost 11
SBR/TcBR Attack @1,
SBR/TcBR damage: 1D6+2 on Industrial Complex, Air Base or Naval Base.
Can hit submarines without ASV.
1942 Carrier A1 D2 M2 Cost 12, 1 hit
carry 2 planes (Fg or TcB)
G40 Carrier A0 D2 M2 Cost 14, 2 hits
carry 2 planes (Fg or TcB)
Battleship A4 D4 M2 Cost 17, 2 hits
OffShore bombardment @4
I really think this scale can be funnier (letting people buying more impressive sculpts than just tiny ground units) while still requiring the same 8 IPCs for transports investment, this make them costlier than the basic fodder unit at 7 IPCs.
This can give choice about the “taken last rule” to let the player’s hands all the decision on casualty.
The combat values of each units will speak for itself to help the player minimize the effect of losses and maximize the potential combat values it can preserves.
The cost and combat values most of the time will be enough incentive, so the “unit general behaviour” (motives for buying it, offensive or defensive combat function, Non-Combat Move and usual casualties order) works in the way intended for this kind of unit.