@Cmdr:
For one, it’s MUCH easier to assume that a nation’s fighters are on their own carrier instead of just trying to remember who landed what on what carrier 15 rounds ago.
Funcioneta has already addressed this, so I won’t.
@Cmdr:
Secondly, I think Tim is correct, fighters are assumed to have been launched each turn and land at the end of the turn to refuel. They cannot move to a new territory, but the same sea zone is not a different territory.
Your fighters launch and recover on your turn, not on anyone else’s. From LHTR, page 28:
Fighters from friendly powers can take off and land from your carriers, but only during that power’s turn.
and
Fighters belonging to friendly powers on attacking carriers are always treated as cargo, as it is not their turn.
The intent here is clearly that fighters may only move on their owner’s turn. As with any other unit, they may defend when they’re attacked, in which case they may defend along with any other units present (also on page 28). This is an exception to the above rules only in the sense that the fighters take off from and land on the carrier in order to fight. Since it’s been established that a unit may only move on its owning player’s turn, it must return to the carrier from which it launched. If the fighter is on the same carrier at the end of the combat that it was at the beginning, in game terms it has not “moved”. To do anything else would constitute “movement”, even though it is only within the sea zone. The only stated exception to this limitation in the rules is when the carrier the fighter was on no longer exists, in which case it may move as proscribed on page 26.
@Cmdr:
Third, as mentioned before, Carriers do not count as a territory, otherwise launching from a carrier would be the same as leaving an island chain, it is not.
Correct, however movement within a space is still movement. This is amply demonstrated in the transport rules.
@Cmdr:
Fourth, just from a historical and logical precedent, we know that carrier air groups flew cover air patrol when not actively attacking the enemy, therefore it would be logical sense for them to land on their own carriers to refuel and change crews whenever possible.
Sorry, but this argument is simply irrelevant. The rules of the game are what’s important here.
@Cmdr:
Lastly, when you attack a fleet with more than one carrier, you do not kill the fighters that were originally on that carrier when you sink a carrier, the defending fighters only die at the end of combat if there is no viable landing spot. Therefore, we do have a game precedent set to support the idea that fighters can be on whatever carrier the owner choses whenever the owner choses them to be there, regardless of whose turn it is, provided there is room for the fighters on carriers present.
Not at all. Since units may not move other than on their owner’s turn (with the above-noted exception), any fighters defending carriers must return to the same carriers when the attack is over, provided they still exist. The fact that a defending fighter may move if its carrier is destroyed in no way implies that it may otherwise move whenever the owner wishes it to. The exception applies only under the stated circumstance.
@Corbeau:
Now, Allied fighters on a carrier are threated as CARGO.
Only during the carrier owner’s turn. When attacked, they may defend. (Page 28)
@Corbeau:
- IMPORTANT note, fighters as cargo CANNOT be use offensively or Defensively. If the USA carrier is part of an attack and sink, they’ll go down with it as any cargo goes down with a transport.
They can be used defensively, and they defend normally (page 28).