View Full Version : Medic or No Medic?
Montbrun
04-01-06, 03:35 PM
I just got through re-watching the "Uncut" 5-hour version of "Das Boot." It apears that, in the movie, the Hydrophone Operator also does double-duty as the boat's Medic. This leads me to my question:
Do you guys usually include a PO Medic in your crew, or is it not worth the crew space, given the mechanics of the game?
Tonnage_Ace
04-01-06, 04:07 PM
Good question, but given the fact that getting injured is a rare occurrence compared to getting outright killed on a u-boat, I don't have one. Although I might've needed one if crabs were modelled in the game :yep:
I had 2 crew members injured and 1 dead... (a DD excellent hit in my sub's bridge) they were in their watch duty finishing a submerged attack.
In my sub I got 2 medics (one is an officer and the other is a petty-officer)
The 2 crew members injured remained injured until I returned to base 10 days after their injuries.
The dead... well... overboard in a ceremony.
I wonder if a medic does anything...
Tonnage_Ace
04-01-06, 04:58 PM
I had 2 crew members injured and 1 dead... (a DD excellent hit in my sub's bridge) they were in their watch duty finishing a submerged attack.
In my sub I got 2 medics (one is an officer and the other is a petty-officer)
The 2 crew members injured remained injured until I returned to base 10 days after their injuries.
The dead... well... overboard in a ceremony.
I wonder if a medic does anything...
They do. But I've only ever had a medic once, and he was a petty officer I kept in the bow quarters for accidents. That was my first career and being that I only ever used him once the entire career, I figured his spot could be better utilized.
The load-out I've come up with which is perfect in my eyes is this:
4 officers, all helmsmen and watchmen, the other slot is taken by:
-one repair
-one gunner(for reloading speed increase, I never let my crew shoot, however)
-one flak(again, for reloading purposes, I always let my crew shoot)
-one torpedoman
13 petty officers
-five torpedomen
-five engineers
-two sonarmen
-one watchmen(he was given to me, otherwise I may simply discharge him in the future)
23 sailors for assorted tasks
Mind you, this is for a VIIB, in larger subs I may need more sailors but that's just to accomodate the minimum requirements. The officers and petty officers are the most important when choosing what their classification is.
I just got through re-watching the "Uncut" 5-hour version of "Das Boot." It apears that, in the movie, the Hydrophone Operator also does double-duty as the boat's Medic. This leads me to my question:
Do you guys usually include a PO Medic in your crew, or is it not worth the crew space, given the mechanics of the game?
Usually what i do is at the end of some patrol, 4th or 5th patrol give the specialty of medic to one of my command room officers...
it's usefull depending how injured your mam gets... :rock:
VonHelsching
04-01-06, 08:20 PM
My suggestion: One medic petty oficer and one officer.
Dont medics also help crew recover from exhaustion faster ?
Moved to general discussion :hmm:
Rosencrantz
04-02-06, 12:46 PM
Well, I put my medic to handle the sonar - even if I got qualified ones.
My suggestion: One medic petty oficer and one officer.
Got my vote. :yep:
Suicide Charlie
04-02-06, 01:37 PM
I like to split my crew up into at least two seperate shifts, minus Officers since they can handle fatigue better and there's only 5 of them.
I try as much as I can to fully load out my Officers and crew. Their qualifications go like this.
CE
- Repair
- Machinist
(probadly add helmsman to this as soon as I can)
NA-
Helmsman
WP
- Torpedoman
- Gunner
- Helmsman
WO
- Watchman
- Gunner
- Flak
The fifth officer I use as a "roamer"
- Machinist
- Repair
- Medic
I use him for damage control.
I also have at least two PO's for important tasks.
- 2 radiomen to either switch off on sonar or one on sonar and one on the radio
- 2 Machinists to switch off shifts and both working to try to sap every last knot of speed if I need if
- 3 Torpedomen, I don't know why three but it's just what I've been using. I usually use them all at the same time and then back into the bow quarters they go.
- 1-2 PO's with helmsmen qualification
- 1 high ranking PO with watch/gunner/flak qualifications
That usually leaves me with about 3-4 unqualified PO's to shift about the bot for extra manpower.
paul_mtl
04-02-06, 05:18 PM
Often I leave one medic petty officer in crew quarters.
For officers, is the qualification order important ?
tycho102
04-03-06, 09:25 AM
No, the order doesn't matter. Except for the fact that their rank *does* matter, in terms of effectiveness, so you'll want to make sure you're promoting the qualified people at the time you need them most. If you're going to be shooting down planes, then you'll definately want a couple of qualified medic chiefs, and a pair of officers.
Of course, later on, their job description will change a bit (about the time 3cm radar is introduced).
Medics make fatigue regenerate faster. It pays to have an officer or two (helmsmen) qualified as medics, since you're usually going to have an officer taking a nap with the rest of the scrubbies, all through your career. Might as well make him useful. :rotfl:
The medic petty officer is one of the last people I promote. You're better off adding an officer with the qualification, first, than using a promotion on an enlisted. Too many other people need to be promoted before that chief medic.
I had my doubts as to the usefulness of the medics until recently. I decided to gun it out with an armed merchant from close range and my gunner was injured. I replaced him with another and same thing happened before we shot up the merchant. I put both wounded guys into the rest compartment and put a medic there too. In a short while the two injured guys were healed!
It was a mixed blessing since I really wanted to see the wound badge, but since the crew was healthy when we docked, no wound badge.
SH3 Commander will let you get around that situation of you wish.
The crew management section means you can award them the wound badge (or just about any badge if you think they earned it). Just make a note of their names and award them via SH3 Commander prior to the next patrol.
MarshalLaw
04-04-06, 08:47 AM
Some of those PO's need to be repair. I lost a boat due to heavy flooding, because of a lack of enough repair personel. Needed the bar completely green across to have a chance, Could only get it about 90% with one repair PO & one officer.
I go with 3 now. :up:
Laughing Swordfish
04-04-06, 02:00 PM
Prevention is better than cure when choosing your crew,
But I wouldn't let our Doc, Oscar, go for the world. And if you're in a u-boat for a long time, you wouldn't either.
Artificial game play optimising be dammned.
LS, U-46
Heibges
04-04-06, 03:24 PM
Officers
LI Machinist, Repair, Helm
IWO Helm Watch Torpedo
IIWO Watch Torpedo Gunner/Flak
IIIW0 Watch Helm Repair
Warrant Officers
6x Machinists
1x Torpedoman
2x Radio Operators
1x Medic
1x Gunner
2x Watchmen
2x Helmsman
Graafenstein
04-04-06, 06:14 PM
No medics, but quite a lot of repair POs.
http://img2.glowfoto.com/images/2006/04/04-1611386326T.jpg (http://www.glowfoto.com/viewimage.php?img=04-161138L&y=2006&m=04&t=jpg&rand=6326&srv=img2)
No medics, but quite a lot of repair POs.
I hope your repair POs can fix a banged up crewman. :smug:
vBulletin® v3.8.11, Copyright ©2000-2025, vBulletin Solutions Inc.