This a summary post on Cruiser and Battleship options to solve the balance and cost issue.
For those who want to discuss further about the price of Cruiser units (even customized ones) and Battleship. The red additional option for Cruiser is brought by Young Grasshopper. I provided links for other topics and source.
Now, with a lower cost I can also explain why I use CL as an abreviation for cruiser.
And with the stats maths evaluation bringing up by KionAAA, I can put other cruiser in a better place of scaled cost.
There is more room for other historical units for those who use more miniatures like HBG.
Light Cruiser, CL A3D3M2C10, 1 hit, shore bombardment 1@3 Maths and statistically balance on Battlecalc.
Battle Cruiser, CB A4D4M2C12, 1 hit, shore bombardment 1@4
It is the price to have a competitive unit but weaker vs CL or BB (on the same IPCs basis).
Armored/Heavy Cruiser, CA A3D3M2C16, 2 hits, shore bombardment 1@3
It need to be at 16 IPCs to be balance, lower too OP vs BB or CL.
http://www.axisandallies.org/forums/index.php?topic=33557.msg1282658#msg1282658
Battleship, BB A4D4M2**C18**, 2 hits, shore bombardment 1@4
After more cost eval and battle calc, I must say that BB have to be at 19 IPCs to be statistically balance with cruiser at 10 IPCs and Carrier at 16 IPCs when applying a great number of units.
It will also give more room (3 IPCs) vs heavy cruiser A3D3 with 2 hits.
But at the smaller scale of number in a usual sea battle (up to 20 units per sides) :
1 CA + 1 DD = 1 BB is a correct combat value approximation.
IL suggested this way to solve the cruiser issue for the generic Cruiser unit:
Cruiser A4D3M2C12, 1 hit, shore bombardment 1@3.
To get more differences between cruiser vs BB:
A1) Give all types of cruiser M3 max move even with Naval Base.
A2) Give all types of cruiser M3, +M1 NB bonus, going up to M4 in NCM only.
B1) Give them 1 preemptive AA@1 on defense when paired with 1BB or 1CV
More historical that way. To be more accurate, BB should get it also when paired to CV.
The next B2, is a double combined arms, both BB and CL with CV required.
B2) Give them 2 preemptives AA@1 on defense when paired with 1BB and 1CV
B3) Give them 3 preemptives AA@1 on defense when paired with 1BB and 1CV
B4) Give to 1 cruiser 1 preemptive AA@1 on defense.
B5) Give to 1 cruiser up to 3 preemptive AA@1 on defense (as an AAA).
C) Give 1 cruiser both offence and defense on a roll of “1” on first round only, to hit 1 plane (owner choose the type of casualty Fgt, TB, StB) as AA Flak batteries.
D1) Make cruiser unit with 1 additional hit but irreparable.
D2) Make cruiser a 2 hits warships, as BB but at a lower cost and combat value.
E1) Give to CA a coastal bombardment @4 instead of only @3.
E2) Give cruiser A4/D4 when paired with an undamaged Carrier or Battleship.
E3) Give cruiser A4 when paired with a Battleship.
E4) Give to BB 2 rounds of coastal bombardment @4 when there is at least 1 ground unit remaining from TT making the amphibious assault after first round.
E5) Give to BB 1 coastal bombardment @5.
http://www.axisandallies.org/forums/index.php?topic=33557.msg1281661#msg1281661
F) Give to BB 1D3 damage to either IC, Naval Base or Air Base as a coastal rocket attack.
G1) Give to BB Plundging Fire on first rnd: 1@1 preemptive strike against surface vessels
G2) Give BB 2 rolls A/D@4 on the first round only, if there is at least 1 enemy’s surface vessels.
G3) Give BB 2 rolls A/D@4 per round. And takes two turn to built in SZ near IC.
G4) Give to BB Defense @5 instead of D4.
http://www.axisandallies.org/forums/index.php?topic=33557.msg1281661#msg1281661
H) Having a BB Flagship, with 3 hits (21-22 IPCs vs 18 / 23-24 vs OOB 20).
I1) Forbid BB to attack subs: A0 vs Subs. But play them on defense vs subs D4 as OOB rules.
I2) Give to Cruiser some sort of ASW capabilities, such as DDs, but not all ASW capacities.
J1) Make BB able to load and unload 1 Infantry only, or 1 ground unit.
http://www.axisandallies.org/forums/index.php?topic=33557.msg1281581#msg1281581
J2) Make Cruiser able to transport 1 Infantry only.
http://harrisgamedesign.com/phpBB3/viewtopic.php?f=40&t=5216&start=8
With all this options, Cruisers and BBs will be bought and use for very different function.
Of course, putting all of it can unbalance toward other naval units: but nevertheless DD and Subs have their own proper function.
But all this optional addition can add some historical flavor, and a real gameplay difference amongst the bigger warships.
And you can even gives different options to Light, Battle and Heavy cruiser unit to create a more representative difference amongst them.
For example:
give M3 and AA to Light Cruiser,
just M3 to Battlecruiser,
M2 and Coastal @4 to Heavy Cruiser but forbid Subs attack like BB option.
Someone can rise the BB cost to 19 IPCs or even 20 but giving them plunging fire and 2 rounds of coastal @4, because of the longer range of their heavier guns.
After further investigation, I discover that HMS Hood and Courageous were just at 31 knots vs the 28 knots for Pocket BB.
But, the range of Battlecruiser is around 5K-6K nautical miles vs 10 000 nautical miles for Pocket BB.
So it must be for these specific types of cruiser:
Battlecruiser A4D4M2C12, 1 hit
Pocket Battleship A4D4M3C13-14, 1 hit
Here is the way to see by battlecalc how a Cruiser at 10 IPCs is balanced against a 8 IPCs Destroyer:
@Baron:
To, at least, add another argument to prove that a 10 IPCs cruiser is at the right cost vs DD:
35 cruisers A3 (D3) vs 43 Destroyers D2 (A2) = 50% vs 50% on the battlecalc.
35/43 = 0.814 CA/DD 43/35 = 1.228 DD/CA
0.814 * 10 IPCs/CA = 8.14 IPCs/DDs, rounding down: 8 IPCs
1.228 * 8 IPCs/DD = 9.824 IPCs/CAs rounding up: 10 IPCs