> For the complete documentation index, see [llms.txt](https://docs.trickys.gg/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.trickys.gg/games/carrier-command-2/game-guide/carrier-operations.md).

# Carrier Operations

## Command

Someone needs to make decisions, where to take the ship next? what equipment to manufacture? which island do we defend? do we run or do we hide?

All of these will come up at one time or other, out of your crew a captain may emerge naturally, a small team might all take turns or you may go-with-the flow.&#x20;

However you want to play, the best games are where your crew have an objective, sometimes the most important role on a ship, especially a busy ship is the person who helps everyone else work together. They may not themselves fire a single shot but turn out to be essential for survival.

## Logistics

<p align="center"><img src="/files/X0IOJO8IXnhtslqSXQ9l" alt=""></p>

A carrier will not last long in the fight without resupply, this isn't as simple as building new things and shipping them to you, you need to order the supplies that support your crew's objectives, that you can afford, and that you can get back to the carrier fast enough to make a difference. The best logisticians will anticipate what is needed and prioritize the right shipments for just when they are needed.

See [Carrier Operations > Logistics](/games/carrier-command-2/game-guide/carrier-operations/logistics.md) for the CC2 logistics guide.&#x20;

## Operations

Operations guys get all the attention but it's not all buzzing the tower when the pattern is full. AI controlled air and ground units are able to shoot and kill targets but not with the accuracy and survival rate of human controlled units.  Clearing an island quickly or defending against an incoming airstrike are virtually exclusively human roles.  Flying the Manta fast jet is exciting, The Albatross is slow but long ranged, the Razorbill is a small fast, nimble killing machine but hard to learn at first, The Petrel is a armored range extender for your ground forces but also a deadly gun platform.

Controlling units from the operator screens on the bridge is probably what you'll do most of the time.

## Navigation & Weapons

The ship needs to move, and it needs to defend itself. Skilled helm control can mean the difference between being hit by a full salvo of 160mm shells or escaping unscathed. Knowing how and when to use the ships defensive weapons is essential, landing and launching aircraft on the deck successfully when away from shallow water is one of the most important tasks.&#x20;


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