@Staples:
@Baron:
The simpler I got in that direction was to create a Fg Cost 7 with Attack @2 and Defense @2, which target air first.
Allowing TcB Cost 8 Attack @3 Defense @2 to target any ground units.
Fighters work very well if you start rolling planes first.
Adding TcB targeting is manageable too.
Combining both need a bit more focus when rolling dice. It slow things a little.
But now, that I read that TcBs as an Anti-Tank weapon was more a myth than reality, I would keep only Fighter as a targeting unit.
And it is within A&A game mechanisms if you look at 1914 planes.
Of all the house rules I’ve read on the different forums, this idea of a cheaper, less powerful fighter that targets air units intrigues me the most. The TcB idea would seem to lend itself more toward naval battles with a division between fighters and dive bombers/torpedo planes, in which case targeting of naval units would make perfect sense.
When I played, Destroyer at 8 IPCs were less use as fodder compared to Fighter at 7 IPCs.
Usually, I found that loosing planes before boats was a better depiction than the actual OOB where Fighters D@4 remain in SZ while all Carriers has been sunk because of their poor defense @2.
A Carrier at 16 IPCs defending @2 was kept last compared to a Fg Defending @2 for 7 IPCs.
The other difference to make it works correctly in Naval Operation is to make Carriers able to hold 3 planes.
You can use TcB A2-3 (A3 with Tank or Fg) D2 C7 or C8, it works. (But you have to adjust your setup 2 OOBs Fgs gives 3 weaker Fgs.)