Casablanca Class Escort Carrier (Pack of 5)
From HBG's Supplement Set, this is the way to go if you need more units of a specific type or color. It is available in 11 different colors: Tan, Blonde, Celery Green, Light Blue, Blue, Light Green, Anzac Gray, White, Orange, Olive Drab, and Dark Green. These plastic gaming pieces can be used in miniature games like Axis & Allies and Memoir 44.
Carry Aircraft: An aircraft carrier can carry up to 1 air unit, including those belonging to friendly powers (provided both powers are at war). These air units may be of two types: fighters and tactical bombers. Air units on a friendly power’s carrier are always treated as cargo on the carrier owner’s turn.
Carrier aircraft move independently of the carrier on their own turn. They move along with the carrier on its turn if they belong to different powers. On the air units’ turn, they launch before the carrier moves, even if they are not leaving the sea zone themselves. It’s possible for the carrier to make a combat movement while leaving its aircraft behind to make a noncombat movement later.
During noncombat movement, fighters and tactical bombers may use their remaining movement to move into sea zones with carriers in order to land on them. Carriers may also move, providing that they didn’t move during combat movement or participate in combat. In fact, a carrier must move if it’s able, or remain in place, in order to provide a landing space for an air unit that would not otherwise have one. Landing doesn’t actually occur until the Mobilize New Units phase, so air units and carriers must end their movement in the same sea zone. Any air units that are not in an eligible landing space by the end of the Noncombat Move phase are destroyed (note that this can include a sea zone in which a new carrier will be placed during the Mobilize New Units phase).
A damaged carrier can’t conduct air operations, which means that no air units may take off from or land on it. Any guest air units that were on board the carrier as cargo at the time when it was damaged are trapped onboard and can’t leave, attack, or defend until the carrier is repaired. Any air units that planned to land on the carrier must find another landing space by the end of noncombat movement or be destroyed. (See “Phase 4: Noncombat Move,” page 22.)
Air Defense: Whenever an undamaged carrier is attacked, its aircraft (even those belonging to friendly powers) are considered to be defending in the air and fight normally, even if only submarines are attacking and the air units cannot hit them because there is no defending destroyer.
Air units based on a defending carrier must land on the same carrier if possible after the battle. If that carrier is destroyed or damaged in combat, they must try to land on a different friendly carrier in the same sea zone, move 1 space to a friendly carrier or territory, or be destroyed. This movement occurs during the Noncombat Movement phase, before the acting player makes any noncombat movements.
When a damaged carrier is attacked, any air units on board are considered cargo and can’t defend. If the carrier is lost, they are lost along with it.