@Baron:
It is intended to be played with the starting board.
Fg A2D2M4C8, 1 hit, all hit destroy an enemy plane first, if there is any.
Give +1A/D to any TcB paired with.
TacB A2D3M4C10, 1 hit, gain +1 A/D when paired 1:1 with any Fg or Tank.
Can do a Tactical bombing raid vs AB and NB.
Now, the Fleet Carrier is A0D2M2C16, 2 hits, can now hold up to 3 planes.
This point is for balancing vs OOB full carrier with 2 planes:
2 Fgs= A6D8C20 (.7pt/IPC) / 1 Fg+1TcB= A7D7C21 (.67pt/IPC)
3 TcBs= A6D9C30 (.5pt/IPC)
2 TcBs + 1 Fg = A7D9C28 (.57pt/IPC), but with Air Supremacy can rise to A10D10C28 (.71pt/IPC)
1TcB+2 Fgs= A7D8C26 (.58pt/IPC), but with Air Supremacy can rise to A8D8C26 (.62pt/IPC)
3 Fgs= A6D6C24 (.5pt/IPC)
There is probably some changes to compensate for the weaker planes units.
For instance, 1 CV with 1 Fg and 1 TcB should be added an additional Fg on board.
You can also put on board a Fleet Carrier 1 TcB or 1 Fg when there is 1 plane on a CV and at least 1 Fg or TcB in a Naval Base nearby.
Since in this HR TacB gets the best defensive value, it should be better to put on the initial board a TcB instead of an OOB Fg and put a Fg instead of a TacB.