@Baron:
Is BB cost at 24, 2 hits, per classic edited rule set ?
If 20, then keep Cruiser 12 IPCs and give it some Anti-Submarine Capacity of Destroyer.
See it as a sculpt which represent all warships escorting capital warship units, Carrier and Battleship.
And let Subs dive before aircraft attack unless a Cruiser-Destroyer is blocking Sub Submerge.
But Subs Surprise strike cannot be blocked, and is always rolling first strike.
Submarines will be more than sitting duck against planes, and even if 12 IPCs makes Cruiser less powerful in pure combat compared to Battleship, it is clearly right.
Just a little twist but it will improve all combat interactions IMO.
Fighter is still 12 IPCs? Bomber at 15 IPCs?
While I’ve never given much thought to having Cruisers with anti-submarine abilities, I have thought about having Cruisers with integrated anti-aircraft ability: Treat as AAA at sea for having Cruisers with your fleet, except with a cap of two (2) dice rolled per Cruiser present. It’s not the same, but would it be comparable?
As for costs…
With “standard costs”
Battleships (two-hit) at 20, Carriers at 16, Cruisers at 12, Subs and Trans at 8
Bombers at 15, Fighters at 10, Air Transport (Cargo Planes) at 8.
Factories at 15, AAA at 5
Tanks at 5, Paratroopers at 4 (optional unit), Infantry at 3
With “adjusted costs” (optional rule)
Battleships (two-hit) at 10, Carriers at 8, Cruisers at 6, Subs and Trans at 4
Bombers at 10, Fighters at 7, Air Transport (Cargo Planes, optional unit) at 5.
Factories at 8, AAA at 5
Tanks at 5, Paratroopers at 4 (optional unit), Infantry at 3
Some other units as well, still working on their own write up.
-Midnight_Reaper