@Cmdr:
I’m really looking to flesh out naval combat in such a way that you don’t necessarily end up with 1 fleet attacking another fleet, but you have many fleets around the ocean. I’d even consider slicing up each of the sea zones into 4 sea zones (just because it’s easier to draw a + in the middle of each and have 4, then screw around trying to cut them up randomly) and increase the speed of all ships to 3 sea zones (4 with naval base.)
The idea is to be able to attack and kill carriers, but not bring carriers into harms way on an attack.�  I see the carriers as fighter delivery systems.� Â
Cruisers, destroyers, battleships and aircraft launched from airstrips and carriers (not necessarily airbases, air strips, land side, you know) being the main focus of both attack and defense for all engagements.�  So they have attack and defense values and are the units hit before carriers and transports.
**Submarines I see more in the ambush role of naval warfare.**�  **Sneaking around enemy fleets to snipe at reinforcements moving to the front, or trying to get around and shoot at under-protected transports and aircraft carriers, hence the first round called shot function.**�  They can engage with surface vessels and aircraft, but they lose almost all of their real utility (they still engage in combat, but they no longer have special powers) and while it may be important to bring them as extra punch, using them as cheap fodder is frowned upon (they are no longer cheaper than destroyers.)
Meanwhile, all these ships (And I have not yet looked at ground units and aircraft) all fall within a mathematical formula that can predict any future changes and tweaks.�  If battleships suddenly get 5 hits and 30 attack dice round 1, we just input the new variables and get a new price out (yes that’s ridiculous, I am using it to demonstrate a point, not advocating that they should get 5 hits and 30 attack dice!)� Â
If you want more little fleet and not just the big massive armada waiting for a massive slaughter with another one, here is what I can suggest, inspired by World War II Expansion rules form David Schwartzer (which I played many times, instead of revised rule, before cruiser and destroyer appear in A&A).
Split naval groups in 3 different groups. A-Surface warships, B- subs, C- escort ships and transports.
So, even if those 3 groups are in the same sea-zone, attacker have the following options:
First, Subs operate alone (attack and defense) and can no longuer serves as cheap fodder for warships. Attacking subs only group is a combat in itself.
Second, when Subs attack, they choose between TTs & escort or warships.
Third, when warships attack, they can choose to attack warships only, or warships + TTs & escort.
Fourth, planes group choose between TTs & escort (plus planes from warships group which can intercept attacking planes and defend TTs) or warships.
TTs can be escorted by DD and real CVE (slow escort carrier A0D1M2C? ASW + 1 plane)
You can also create DE Destroyer escort, if you wish (A1D2M2C8 +1 defense when paired with CVE).
That is the basic. Let’s think if it can get the result intended.
(By the way, now Subs operating alone should stay at 6 IPCs.)