I say 6. Subs really come into their own late game and being able to put a fully healthy sub on the map with a bit of placement choice is pretty strong
To you from failing hands we throw the torch be yours to hold it high. -In Flanders Fields. John McCrea
Slow 2 - At the beginning of your Sea Movement phase, roll a die. On a 2 or less, this unit gets -1 speed this turn. Sub Rendezvous - This unit may begin the game undeployed, along with up to one of your Submarines. Set the undeployed Ship and Submarine aside. They are out of play. Deploy them on turn 2 or turn 3 at the end of the Air Return phase. The Ship may be deployed in any sector on your side of the map. The Submarine may be deployed in a sector local or adjacent to the Ship. Torpedo Replenishment - During the Submarine Attack phase, one friendly submarine within range 2 may reroll its Torpedo attack. Commerce Raider - This unit rolls one extra attack die when making Gunnery attacks against Auxiliary units.
Aikoku Maru and two sister passenger/cargo vessels were requisitioned from the Osaka Shipping Line by the IJN for conversion to armed merchant cruisers. Aikoku Maru sank three merchant ships, including one attacked and forced to scuttle by one of her floatplanes. She captured two other merchant ships. In 1942, Aikoku Maru was refitted to carry torpedoes enabling her to also serve as a submarine tender. She supported submarines in the western Indian Ocean while continuing to attack merchant shipping. After an additional refit in late 1943, Aikoku Maru was primarily used as a transport supporting operations around New Guinea.
Doing a search turns up "passenger cargo", "passenger-cargo," and "passenger/cargo." I think I got the dash from the source material. But the slash seems to be the most common.
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Aikoku Maru Class: Hokoku Maru Class Commissioned: 5 September 1941 Fate: Sank, 16 February 1944 Displacement: 10,438 (grt) Length(OA): 527 ft 7 in Beam: 66 ft 3 in Speed: 20.9 knots Armament: 8 x 5.5 in/50, 2 x 3 in HA guns, 4 x 25mm AA, 4 x 13.5mm MG (2 x 2) 4 x 21 in TT (2 x II)
Slow 2 - At the beginning of your Sea Movement phase, roll a die. On a 2 or less, this unit gets -1 speed this turn. Sub Rendezvous - This unit may begin the game undeployed, along with up to one of your Submarines. Set the undeployed Ship and Submarine aside. They are out of play. Deploy them on turn 2 or turn 3 at the end of the Air Return phase. The Ship may be deployed in any sector on your side of the map. The Submarine may be deployed in a sector local or adjacent to the Ship. Torpedo Replenishment - During the Submarine Attack phase, one friendly submarine within range 2 may reroll its Torpedo attack. Commerce Raider - This unit rolls one extra attack die when making Gunnery attacks against Auxiliary units.
-------------------------------------------------------------------------------------------------------------- Aikoku Maru and two sister passenger/cargo vessels were requisitioned from the Osaka Shipping Line by the IJN for conversion to armed merchant cruisers. Aikoku Maru sank three merchant ships, including one attacked and forced to scuttle by one of her floatplanes. She captured two other merchant ships. In 1942, Aikoku Maru was refitted to carry torpedoes enabling her to also serve as a submarine tender. She supported submarines in the western Indian Ocean while continuing to attack merchant shipping. After an additional refit in late 1943, Aikoku Maru was primarily used as a transport supporting operations around New Guinea.
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Class limit: 3
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