The Aircraft Carrier, usually referred to as just Carrier, is a special Naval Unit that can carry two air units. This makes them similar to cruisers, but unlike cruisers, Aircraft Carriers can carry both helicopters and planes. In Dual Strike, the Carrier has Surface to Air Missiles that can hit air targets from 3-8 spaces away, similar to Anti-Air Missiles. In Days of Ruin, it can produce Seaplanes, repair air units on board, and the Aircraft Carrier's SAM has been replaced with a very weak anti-aircraft cannon. Carriers are capable of carrying and supplying Air Units.
In Game Boy Wars 1/2/Turbo, the Aircraft Carrier can't carry Super Missiles, Transport Planes, or (for some reason) Transport Helicopters. In Game Boy Wars 3, there are 2 sizes, both of which can Load more than 2 units at a time, although neither size can carry Bombers (which are strategic ones there anyway), Transport Planes, or Supply Planes.
Game Boy Wars 1/2/Turbo
- Main article: Carrier (Game Boy Wars)
Game Boy Wars 3
|Weapon One||Ammo||Range||Weapon Two||Special Commands|
|5, Ship||99 (-1)||30000||4|
- Main article: Carrier (Days of Ruin)
Tactics (for Days of Ruin and Dual Strike)
- In both Days of Ruins and Dual Strike, Carriers make for effective support vessels for any naval fleet especially in maps where there are very little airports or temporary airfields available and large swathes of water.
- In Dual Strike, their SAM weaponry makes them effective at AA and air support for a fleet and work best when paired with Cruisers and Subs.
- In Days of Ruin, in an attempt to return Carriers to their true role as support vessels, the SAM aramanent was replaced with a weaker AA gun battery. This changes it from an indirect role to a direct role, reducing the Carriers survivability. This isn't meant to deter from its use. As in Dual Strike, they are effective at providing air support for a fleet. An advantage given to the Carrier now is its ability to literally create Seaplanes at a cost of 15000. This means that in maps where there are no airports at all, Carriers are the only unit able to provide air support. Additionally, in this version of the series, they are capable of not only resupplying but also repairing Air Units they carry and allowing stationed Air Units to take off performing a normal move, instead of the Carrier having to manually drop them and ending its turn.
- Commanders skilled with Carriers can transport and use air units anywhere this this unit allows them to make mobile airfields, thus resupply their air force.
- Carriers should be wary of enemy subs as they excel at sinking carriers.
- When facing carriers or carrier strike groups, it is advisable to use subs to sink them as well as cruisers and fighters to respond to any aerial threats they produce.
- A Carrier should never be used to carry helicopters; cruisers can fill that role, except if you have no other alternatives and the only air unit you can put in is the helicopter.
- The Lazurian and IDS Carriers resemble the Russian Admiral Kuznetsov class carriers.
- The Rubinelle (NRA and 12th battalion) Carriers resemble the American Nimitz class carriers.
- It is possible that because of the nature of aircraft carrier (having a runaway or rocket sleight) that air units can move and attack immediately after exiting the aircraft carrier