Advance Wars Wiki
Carrier Information
Rubinelle Lazurian/IDS
DoRCarrier.png DoRCarrierAlt.png
A naval unit that can carry 2
air units and produce seaplanes.
None AA Gun
Cost 28,000 Inftry Hyphen.png
Gas 99 Veh Hyphen.png
Material 4* Air ArrowBad.png
Mobility 5 Heli ArrowBad.png
Vision 4 Ship Hyphen.png
Range 1 Sub Hyphen.png
IconMovement.pngMovement Ship IconCombat.pngCombat Ship
Abilities Produce (15,000)
Notes *Material cannot be
resupplied by Rigs/
Ports/Temp Ports
 IconRedWarning.png IconSubmarine.png
 IconYellowWarning.png IconBomber.png
Main article: Carrier

The Carrier(Days of Ruin/Dark Conflict) or 空母(失われた光) 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. It can produce Seaplanes, repair air units on board, and the provide support with a very weak anti-aircraft cannon. Carriers are capable of carrying and supplying Air Units.

Carriers are initially introduced and become buildable in Greyfield Strikes.



Changes from Dual Strike

  • Cost (30000G -> 28000G)
  • Indirect attack -> Direct attack


  1. 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.
  2. 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. 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.
  3. 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.
  4. Carriers should be wary of enemy subs as they excel at sinking carriers.
  5. 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.
  6. 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.
  7. Greyfield's CO Power allows carriers to produce more than four seaplanes in their lifetime.