HEARTS OF IRON DARKEST HOURa few convoys to do this andmay find it easier to set up afew larger depots somewhereclose, possibly Hawaii,Midway or Wake Island, andthen have smaller convoysship goods from there to thevarious forward naval basesyou are using in the theatre.Remember that allies mayoccasionally rebase theirvessels to your naval portfacilities and that they will beexpecting you to meet theirprovisioning needs.The mission range valueprohibits you from ordering afleet to perform duties beyondits maximum range; however,it will allow you to move yourfleets within that rangerestriction even if you are outof supplies and oil, theassumption being that a bareminimum of food and fuel canbe scrounged to keep themmoving.Operating without thefull availability of supplies andfuel will greatly reduce yourmovement speed and willvery quickly cause your fleetto become disorganised.Engaging enemy vesselswhen you are operating inunder-supplied conditions is avery good way to suffer rapiddefeat and lose a lot of ships.DeployingFlotillas fromthe Force PoolDeployment of flotillas is donein the same way that landdivisions are deployed, exceptthat the allowable locationswill be limited to provinceswith naval bases. You mayattach a flotilla to an existingfleet or deploy it to a suitableprovince’s naval base. Thenewly deployed flotilla will usethe base assignment of thefleet to which it has beenadded, or the base to whichyou have directly deployed it.Warning: Naval vesselscannot use strategicredeployment to move to adifferent theatre of operations,so choose yourdeployment locationcarefully if you wish toavoid being forced to sailhalf-way around the world tomove into position.AttachingCarrier AirGroupsCarrier Air Groups representan air wing that has bothfighter and torpedo planecapabilities and is able tobase itself on an aircraftcarrier. These are effectivelytreated as a “naval brigade”and are attached in exactly thesame way that land brigadesare attached to divisions. ACAG may only be attached toan aircraft carrier and a carriermay only act as a base for oneCAG at a time. Without aCAG, a carrier effectivelyloses its military value. SinceCAGs are aircraft, a carrier’seffectiveness is also greatlyhampered by adverseweather conditions.Reinforcement,Upgrading andObsolescenceAs mentioned above, a fleetmay be resupplied during itsmissions, but must return to itsassigned naval baseand remain there for a while ifyou wish to repair any damagethat your flotillas have sustainedand to upgrade to anynew technologies. Thisrequires an appropriate allocationof IC to time, as well asreinforcements and upgrades,respectively. The amount oftime required to completethese tasks depends on thesize of the base and on thenumber of flotillas that arebased there, even if some ofthem aren’t in port at themoment.New technologies will begin tomake improved ship designsavailable, and unlike landunits, your existing navalvessels cannot be upgraded.You may wish to keep anobsolescent flotilla in activeservice for a while, particularlyif it is highly experienced. Youmay also decide to mothball(disband) it to recoup some ofthe manpower for yournational pool and free upresources for newer, moreadvanced vessels. CAGs andother naval brigades aretreated as an air force unit forupgrade purposes, and areable to be fully upgraded,given enough time andresources.Selecting andCombiningFlotillasFlotillas are assembled intoand removed from fleets in thesame way that land forces aremanaged, but you should takeparticular care to ensure thatyou include at least onescreening vessel for eachcapital ship in a fleet to avoidincurring combat penalties.The variety of options forselecting fleets is virtuallyidentical as well, except thatthe listing of all national fleetsis accessed through the NavalForces Hot Button. When youclick on the button, the displayin the information panel willchange to provide a completelisting of all naval bases thatcurrently belong to yournation. You will see twonumbers beside the base’sname, representing the basesize and its current operationalsize. Below each base’sname, you will see a list of thefleets that are currentlyassigned to use this as theirhome port, as well as theirsize and a graphic representationof their current strengthand organisation. Justbecause a fleet is listed under132
HEARTS OF IRON DARKEST HOURa base does not mean that it iscurrently located there. Itonly indicates that this is theirhome naval base assignment.Allied naval bases will notnormally appear on thisdisplay; however, if you haveassigned one of your fleets toan allied base, it will beincluded in the list untilsuch time as you reassign thefleet to a different location.If a fleet is carrying out amission, its mission box willprovide a summary of themission and a tooltip will giveyou additional details of themission’s parameters. Youmay click directly on the fleetname to select the fleetand center it on the map, oryou may click on the missionbox to assign it a missiondirectly from this interface.If a small red combat iconappears in this listing, yourfleet is engaged in battle andthus might be worth lookingat, if you weren’t previouslyaware of this.Basic NavalMovementBasic naval movement is doneusing the normal gamecontrols, but in some ways iseven easier since sea zones,the naval equivalent of aprovince, aren’t subject tonational control. Right-clickingin any sea zone will order yourfleet to move there andattempt to engage any enemyvessels it encounters. If youmove multiple sea zones, yourfleet will also engage anyenemies it meets along theway. There are only twolimitations on sea movement:Fleet range: You cannotexceed the maximumrange of the “worst” flotillain the fleet. Darkest Hourmakes this simple toavoid by prohibiting anyorder that would take afleet out of range of itsassigned base. When afleet is selected, you willsee a tooltip for each seazone that displays thefleet’s range and thedistance from the fleet’snaval base to that seazone.Denied Zones: There areseveral sea zones thatrepresent very narrow straits,canals, or channels. Enemycontrol of the adjacentprovince will deny your fleetpassage through that zone.These include the Strait ofGibraltar, the Panama Canal,Suez Canal, Kiel Canal andSea of Marmara.If you wish to move your fleetto a province that contains aport or a naval base, simplyright-click on the province.Because there are a severalpossible options in the waythat a fleet and province can“interact”, you will see anabbreviated list of theseorders. Select the move optionto enter the harbour. Even ifthe province contains a navalbase, this will not rebase yourfleets, nor will a base or a portto which you move be able tooffer you fuel or supplies whenyou arrive. Ports cannot meetthe needs of military vesselsand you must use the rebaseoption to allow a naval base tooffer you supply.As you will soon discover inthe Naval Combat section,opposing fleets do notnecessarily engage when theyare both in the same seazone. Each zone represents afairly large expanse of waterand it is entirely possiblethat two fleets may simply failto detect one another’spresence unless they haveexcellent spotting capabilities.Even when you have spottedan enemy fleet, it is rarely safeto assume that you’ve sightedits entire complementof ships.Rebasing aFleetYou may assign a fleet to adifferent naval base by issuingit an order to rebase. If youselect a fleet and right-click ona province that contains anaval base belonging to you orto an ally, the rebase option133