Hmm…maybe. An interesting thought.
I’ve played with rules that say Battleships hit on a 5 or less, damaged Battleships hit on a 2 or less. But at the time, we also paid 1d6 IPC to repair battleships, it wasn’t free if you were located close enough to a friendly naval base (as defined as being in a sea zone adjacent to one.)
The battleships still only hit on a 4 or less on offshore bombardments, but it gave them significantly higher punch against enemy warships. With their two hit ability, they were virtually immune to being attacked by submarines (the damage took effect after the battle, so damaged or not, for THAT battle where they got damaged, they stayed at 5 or less) and it reduced the instances of “cheap shots” where 2 fighters would attack a battleship and sink it with an average loss of 1 fighter. Of course, this was AAR days where there were two hit battleships and I think they just auto repaired on your next turn back then.
Too many rule sets. lol.
Maybe I’ll go back to 5 or less battleships in my games. We had some really nifty rules like that. Japanese and German battleships took 3 hits to sink (because they were super battleships) but cost 10 IPC more (30 IPC instead of 20 IPC so it was the same cost per hit ratio) etc, but American carriers could carry 3 fighters (because you could LITERALLY balance 3 fighters on them) and cost 24 IPC - it was a way to reduce the amount of American carriers. My friends and I are HUGE navy fanatics in these games, sometimes to the point we blind ourselves to the ground combat.
Hey, now there’s an idea for Larry! He has a Pacific game, why not an Atlantic game but instead of land you need to grab, its control of sea lanes with virtually no land on the board (Eastern Sea Board, Western Europe and England with a Iceland, Greenland, Ireland and parts of Canada being the only land masses from which to use aircraft)
I’d buy 5 copies of that in a heartbeat! (I buy 5 copies of games. I have too much money, I know. I don’t even OPEN them most of the time)