I don’t think you can make rules that is both simple and historical correct. The hex and counter games have search rolls and sequenced fire, which make the games complex, not simple and fast to play. Xenon World at war have search rolls, and that makes sense. The ocean is a vast place, and the enemy is moving around behind that foggy horizon, so you need to roll a search roll before you find him, but then the enemy too can roll a search roll to avoid you. But if you find each other, then roll for combat. Land combat is different, you know the enemy is dug in behind that hill or city. So maybe a search roll will difference naval combat from land combat. Aircrafts will of course make for automatic find. But it will be a game in the game.
Another and more simple way is to differ the movement values.
Subs move 1, and can submerge from combat, but not retreat to another seazone.
Tranny move 2, and can not retreat to another seazone. If the escort retreats, the trannies are sittin ducks
Surface warships move 3, and can retreat to another seazone.
This model the importance of speed and range in naval operations.
To avoid trannies being fodder, let them cost 10 and defend on 1 against air.
And do you really want to use a sub as fodder when it move 1 space only in a turn, and a Destroyer move 3 spaces ? I know I wouldn’t.