SUBSIM Radio Room Forums

SUBSIM Radio Room Forums (https://www.subsim.com/radioroom/index.php)
-   Silent Hunter 4: Wolves of the Pacific (https://www.subsim.com/radioroom/forumdisplay.php?f=202)
-   -   Crew Selection? (https://www.subsim.com/radioroom/showthread.php?t=239699)

NZSharkbait 01-17-19 06:35 PM

Crew Selection?
 
Just a few random questions about selecting a crew at the start of a war patrol...



1) How does one select an efficient crew for, say, the forward torpedo tube compartment? Obviously, crew members who have specialised in torpedoes and have good mechanical skils are essential, but does such a crew need to have a CPO, Ensign or Lieutenant with a high leadership score in charge? What about other compartments, such as the control room?



2) Is it worth having extra crew members to make up a dedicated damage control team, or is it easier to reallocate crew members from other compartments when damage is inflicted?


3) Is it better to have dedicated gun and AA crews, or, again, reallocate crew members with high gunnery scores when the positions need to be filled?



So far, I've been able to put together reasonably efficient crews, but I'm interested in seeing how other SH4 players start and/or develop a crew.

merc4ulfate 01-17-19 07:04 PM

Quote:

Originally Posted by NZSharkbait (Post 2587111)
Just a few random questions about selecting a crew at the start of a war patrol...



1) How does one select an efficient crew for, say, the forward torpedo tube compartment? Obviously, crew members who have specialized in torpedoes and have good mechanical skills are essential, but does such a crew need to have a CPO, Ensign or Lieutenant with a high leadership score in charge? What about other compartments, such as the control room?



2) Is it worth having extra crew members to make up a dedicated damage control team, or is it easier to reallocate crew members from other compartments when damage is inflicted?


3) Is it better to have dedicated gun and AA crews, or, again, reallocate crew members with high gunnery scores when the positions need to be filled?



So far, I've been able to put together reasonably efficient crews, but I'm interested in seeing how other SH4 players start and/or develop a crew.

1. I add them by specialty and rank. Engine specialist in engine room or repair party. Start with the highest rank first then fill it out.

2. I keep enough extra to fill in the DC party because I think the fact you have to move them manually around is silly but you can not change that. A captain should order it and its done with the most efficient members of the crew or have a dedicated group.

3. You can do either but those who have the weapons specialty will of course increase the efficiency of those positions over those with simply a higher gunnery score.

fireftr18 01-17-19 10:24 PM

Quote:

Originally Posted by NZSharkbait (Post 2587111)
Just a few random questions about selecting a crew at the start of a war patrol...

1) How does one select an efficient crew for, say, the forward torpedo tube compartment? Obviously, crew members who have specialised in torpedoes and have good mechanical skils are essential, but does such a crew need to have a CPO, Ensign or Lieutenant with a high leadership score in charge? What about other compartments, such as the control room?

2) Is it worth having extra crew members to make up a dedicated damage control team, or is it easier to reallocate crew members from other compartments when damage is inflicted?

3) Is it better to have dedicated gun and AA crews, or, again, reallocate crew members with high gunnery scores when the positions need to be filled?

So far, I've been able to put together reasonably efficient crews, but I'm interested in seeing how other SH4 players start and/or develop a crew.

1. Crew assignments in the game is an issue that has been greatly discussed. There is no real answer, because the game instructions are very vague on it. The consensus is mechanical skill for engines, torpedoes, and repair. Electrical as a secondary for repair. Guns secondary for torpedoes. Leadership skill for control room, with mechanical as a secondary skill. Electrical skill for conning tower, with watch as a secondary skill. Watch skill for watch (duh). Obviously gun skill for guns, with watch as a secondary skill. It is helpful to have crew members with the specialty that goes with the station/compartment. A crew member that has high leadership skill with the proper specialty is great, or high skill for the compartment and leadership specialty. If this sounds confusing, that's because it is.

2&3. You can do it how you want. Some like to move crew members around depending on need. I like to have the all the compartments full.

KaleunMarco 01-18-19 12:50 AM

Quote:

Originally Posted by NZSharkbait (Post 2587111)
Just a few random questions about selecting a crew at the start of a war patrol...



1) How does one select an efficient crew for, say, the forward torpedo tube compartment? Obviously, crew members who have specialised in torpedoes and have good mechanical skils are essential, but does such a crew need to have a CPO, Ensign or Lieutenant with a high leadership score in charge? What about other compartments, such as the control room?



2) Is it worth having extra crew members to make up a dedicated damage control team, or is it easier to reallocate crew members from other compartments when damage is inflicted?


3) Is it better to have dedicated gun and AA crews, or, again, reallocate crew members with high gunnery scores when the positions need to be filled?



So far, I've been able to put together reasonably efficient crews, but I'm interested in seeing how other SH4 players start and/or develop a crew.

i agree with merc4ulfate. i am out of town at the moment otherwise i would reference some of my notes that have a bit more detail.
i used to operate with a short crew and move people around from watch to DC, etc but it got to be a PITA. now i operate with 65-70 crew and do less moving.
try it out each way and see what you like.
it's supposed to be fun.
:salute:

NZSharkbait 01-18-19 06:30 PM

Thanks all, that's about what I was expecting. :yeah:


One thing I do at the outset of a new career or war patrol, is to dismiss those "preset" crew members who are potential deadbeats and replace them with more competent personnel: for instance, I can't see the point of having a seaman 3rd class mustered as a watchman, when he has a mere 10 watch points and his other "abilities" aren't much better - I much prefer replacing him with a seaman 3rd class who has 50 watch points, plus some other reasonable point scores, particularly when he costs 0 renown points.


All times are GMT -5. The time now is 05:03 AM.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright © 1995- 2024 Subsim®
"Subsim" is a registered trademark, all rights reserved.