@Black_Elk:
As far as combat units go, I would set out these chief goals for fixing busted units in the current (ideally the solutions for the “problem units” should interrelated.)
Deal with the vulnerability of navies to mass bomber spams
Make the Cruiser a worthwhile purchase.
Fix AAAguns once and for all.
This is a different roster (at 2 IPCs lower than OOB, on average) which provides better (IMO) and simpler interactions between units without being too complex.
Watch for special and revised abilities of Submarines (the main tactical combat change from OOB: Subs cannot hit each others), Transports (almost like Classic Transport but with a Last Strike defense), Destroyers (reduced cost to be the best all-around sea-fodder), planes, Cruiser and Battleship and AAA.
INFANTRY A1-2 D2 M1 Cost 3, as OOB
Get +1A if paired 1:1 with Artillery or Mechanized Artillery
MECHANIZED INFANTRY A1-2 D2 M2 Cost 4, as OOB
Get +1 if paired 1:1 with Artillery or Mechanized Artillery
Can Blitz when paired 1:1 with a Tank
ARTILLERY A2 D2 M1 Cost 4, as OOB
Gives +1A to 1 Infantry or 1 Mechanized Infantry
ANTI-AIRCRAFT ARTILLERY A0 D1 M1 Cost 4, 1 hit,
Each round, up to 1 preemptive defense @1 against up to 2 planes, whichever the lesser, works similar to OOB AAA but can defend each combat round.
Stop any blitz, and defend itself @1 against enemy’s ground units, if no attacking air unit is present.
Can move during combat move phase, can be taken as casualty (owner’s choice).
TANK A3-4 D3-4 M2 Cost 6
Can Blitz
Allow Mechanized Infantry to Blitz on 1 on 1 basis.
Gets +1A/D from Tactical Bomber when paired 1:1 with
Both abilities can apply. (1MI:1Tk:1TcB basis)
SUBMARINE A2 First Strike D1 M2 Cost 6
Submerge, instead of rolling for a First Strike Attack or a regular defense, blocked by ASV (DD) on a 1:1 basis for the first combat round only,
Stealth Movement: No Hostile Sea-Zone (except ASV (DD) can block Submarine Stealth movement on 1:1 basis),
Cannot hit airplanes,
Cannot hit or be hit by other submarines,
Can be hit by planes, doesn’t require an Anti-Sub Vessel.
DESTROYER A2 D2 M2 Cost 6
Anti-Sub Vessel:
each ASV cancel Sub’s Submerge on 1 DD:1 Sub basis for the first combat round only
(When it occurs, defending Subs rolls a Defense @1 in the first round, and any surviving Subs can submerge at the beginning of the second combat round.)
Cancel Sub’s Stealth Movement on 1 DD: 1 Sub basis for Combat or Non Combat Move, all additional Sub units can perform a Stealth Movement as usual.
ASV can no more block First Strike Attack capacity of enemy’s Submarine.
TRANSPORT A0 D1 Last Strike M2 Cost 8, 1 hit
Last Strike: Transport units taken as casualty cannot roll for defense and are discarded immediatly.
Each transport unit can be taken individually as casualty, owner’s choice.
As long as their is still 1 Transport remaining, it can roll this single defense @1.
Must be escorted by a warship when making an amphibious assault in an enemy’s Submarines infested SZ or Transports infested SZ, so to be able to ignore them/ or fight them with combat units.
Otherwise, Submarines and Transports may be ignored during Transport Combat Move or Non Combat Move.
CRUISER A3 D3 M2 Cost 10 9 Edit (OOB Cruiser cost is 3/2 OOB DD cost)
Shore bombardment @3, as OOB
Anti-Air Defense: each Cruiser gets up to 1 preemptive shot @1 against up to 2 planes, whichever the lesser.
G40.2 FLEET CARRIER A0 D2 M2 Cost 14 12, 2 hits (Edit : 2 OOB DDs cost= 1 Carrier cost)
Carry 2 planes (Fgs or TcBs)
Damaged Carrier cannot carry plane.
BATTLESHIP A4 D4 M2 Cost 16 15, 2 hits (Edit: DD cost + Cruiser cost = BB cost)
Shore bombardment @4, as OOB
Anti-Air Defense : each BB gets up to 1 preemptive shot @1 against up to 2 planes, whichever the lesser.
FIGHTER A3 D4 M4 Cost 8
Air combat unit, Fighter as an Air Superiority aircraft: All “1” or “2” rolls are allocated to aircraft units first, if any available, then AAA, and finally other kind of units.
SBR/TcBR Attack @2, Defend @2.
Can hit submarines without Anti-Sub Vessel (Destroyer).
TACTICAL BOMBER A4 D3 M4 Cost 10
All “1” rolls are allocated to planes first, Anti-Aircraft Artillery units, if any available, then other kind of units.
Combined Arms bonus with Tank, Tactical Bomber viewed as a “Dive Bomber” and a “Tank Buster”:
Gives +1 Attack or Defense to any 1 Tank when paired 1:1.
SBR/TcBR Attack @1 First Strike,
Allowed to do escort mission for Strategic Bomber without doing Tactical Bombing Raid on Air Base or Naval Base,
Bombers (StBs or TcBs) are the first targets destroyed by interceptors.
Cannot do interception mission on defense,
TcBR damage: 1D6.
Can hit submarines without Anti-Sub Vessel.
STRATEGIC BOMBER A4 D1 M6 Cost 10
All “1” rolls on attack are allocated to planes first, Anti-Aircraft Artillery units, if any available, then other kind of units.
Strategic Bombing Raid (SBR*)/ TBR : Attack @1 first strike against up to 2 fighters, whichever the lesser, similar to AAA above.
SBR/TBR damage: 1D6+2 on Industrial Complex, Air Base or Naval Base
Bombers (StB or TcB) are the first targets destroyed by interceptors.
If destroyed by IC’s, AB’s or NB’s AA gun, a minimum SBR damage apply: 2 IPCs.
No damage if destroyed by Fighter interceptor.
Can hit submarines without Anti-Sub Vessel.
SBR/TBR escort and intercept combat values:
Fighter: Attack 2 Defense 2
Tactical Bomber: Attack 1 first strike Defense 0
Strategic Bomber: Attack 1 first strike , as AA gun against up to 2 Fgs, Defense 0
Bombers (StB or TcB) are the first targets destroyed by interceptors.
Strategic Bombers hit by IC’s AAA fire get a 2 minimum damage result.
I would allow two defensive maneuvers for aircraft.
DEFENSIVE MANEUVERS allowed:
-
Aerial Retreat for attacking planes (all aircrafts can retreat while letting ground units pursuing battle),
-
Limited landing in a just conquered territory (which includes at least 1 ground unit): 1 plane (either Fighter or Tactical Bomber), as long as each units can provide 1 extra movement point for this special landing.