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View Full Version : How do you assign qualifications to your crew?


Zero Niner
10-15-06, 09:50 PM
Just want to know how others set their crew over time.
With me being in a Type VIIB currently, here's what I aim to achieve in the long term, and my thinking behind the set-up:

Officers
Chief Engr - Helm, Machinist, Repair (stereotypical image of a chief engineer)
Navigator - Helm, Torpedo, Repair (he can be assigned to either torpedo compartment to speed up loading as needed, or he can take charge of damage control if the CE is unavailable)
Weapons Officer - Helm, Torpedo, Gunnery (I leave the station unmanned except during battle stations. With the navigator, I have 2 torp-qualified officers & the torp compartments can both be manned at the same time. Gunnery is as a back up to the Watch Officer)
Watch Officer - Watch, Gunnery, Flak Gun (he takes charge of surface action, directing the crew as needed)
5th officer - Watch (to alternate with #4), machinist (alternate to CE to man either diesel or electric engines), torpedo (in case weapons officer or navigator is unavailable, and I need both torp compartments manned).

Petty Officers
There are a total of 16 POs slots available. Here're the specialities I intend to bestow upon them:

4 x machinist - to man the engine room, 2 per shift
3 x torpedo - to man the torp compartments, as needed. In a pinch, 2 will go to the bow and 1 to the stern. Or they could be assigned to only one (depends on situation). Resting at other times.
2 x watch - alternate shifts
2 x repair - the more the merrier, if we need them you'll really need 'em ;)
The rest I just need one of each:
Sonar
Medic
Gunnery NCO
Flak gunner
Helmsman - this will be the most senior NCO on the boat, stationed at the control room.

What do you think, and how do you set it up?

bookworm_020
10-15-06, 10:06 PM
Ditch the helmsman and one of the watch qualifications from your list. I would have and extra torpedo and a extra flak.

The gunnery for the weapons officer I'd change to repair. You have a watch officer and a petty officer with gunnery qualifications. That should be enough. This will also give some flexablity when, at a later stage (if you make it), you need to change your layout of your sub so it has no deck gun. You can then replace this crew member with one with a flack qualification, as this is eaiser than replacing an experienced officer.

Play around, you might find a better combination that what you have listed. Having as many officers and petty officers listed with repair qualifications is a good idea, I learnt that the hard way!:doh:

Zero Niner
10-15-06, 10:38 PM
But only one officer can be assigned to damage control, so I'm thinking that 2 officers with repair should be sufficient.

Does removing the deck gun make any difference, in game? I'm running SH3 with TGW 1.1a.

Coda
10-15-06, 10:48 PM
I use SH3 Commander and qualify everyone on the second patrol. Then I set fatigue to zero.

I'm captain of the boat, I rely on my 1st officer and chiefs to babysit and train the crew. I know, unrealistic, but it works for me. :)

bookworm_020
10-16-06, 12:39 AM
Having more than one officer for damage control is a good idea. Despite there being only space for one officer in the damage party, moving an officer to a compartment with damage will help the compartment be repaired faster.

The is useful when you have two or damaged compartments (a regular thing under depth charge attack)

Zero Niner
10-16-06, 03:14 AM
Is the helm qualification important? Does it make a difference to say, crash diving times?

Hybris
10-16-06, 05:28 AM
I don't think so because I have never seen a petty officer with a helmsmen qualification. I wonder if giving a officer a radio qualification means you operate the radio without any one being there?:hmm:

Jimbuna
10-16-06, 12:34 PM
Is the helm qualification important? Does it make a difference to say, crash diving times?

IMO the helmesman qualification is the only one you don't really need :yep:

Coda
10-16-06, 01:12 PM
I wonder if giving a officer a radio qualification means you operate the radio without any one being there?:hmm:

Nope. Pull someone from the slot and it turns the station off. I clear the room when leaving port, and go to snorkel depth, just to shut them up and use TC.