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-   -   1st. try at a carrer partrol (https://www.subsim.com/radioroom/showthread.php?t=103178)

danurve 01-05-07 01:00 AM

1st. try at a carrer partrol
 
Got out of the harbor in a nice old issued cramped IIA in the dark. Rain all the while for the most part in heavy seas. Got buzzed by a pair of planes twice but periscope dives avoided damage. Any close contacts were freindlys so after the patrol I decide to buzz a harbor. Found three merchants. Now green crew or not perhaps the weather affected their ability - I dunno. I practicaly had to be within 200 meters before it was spotted. On top of that like a bone head I hit the first one only 250m away. One wasited torp down I backed off and finished it with two more. Found another docked ship - circled about and took it down. Strange lack of patrols or defences, I was surfaced. Hey wait a minute there's another tucked away between two peirs! I backed up and angled out ok for a close 350m stern shot. But the torp bounced off the end and blew up on the bottom - DOH I forgot to set impact pistol. On my way out there sits a C3, nuttin I can do about it. To top it off on my plotted course a few hours out Im along side another merchant, no deck gun and no torps.
Take a picture why don't I...:damn:

Docked at homeport with little trouble and got some renown, and medals! Only 2? How was, I mean what, .. I figgured deck out the whole crew so I started with two of the seamen and ran out. Bernard must have stashed the rest. Oh and upgraded one PO to a medic.

Sure I can start another one but let me ask - who would you give these medals to, or what would be logic for crew improvment?

IRONxMortlock 01-05-07 01:05 AM

I now use SH3Commander to manage my crew, their qualifications and promotions however when I played without SH3C I would give promotions and medals to the members of the crew who were most vital.

First qualificaitons you get you should make radiomen and decorate the crap out of them.
________
Nichosexy

Jimbuna 01-05-07 12:02 PM

Are radiomen mor important than the flack gunners, machinists, sonarman and torpedomen ? :hmm:

mookiemookie 01-05-07 12:10 PM

Early war you can do without the flak gunners, and since you're in a Type II, deck gunners are right out. That leaves you with torpedomen, machinists, repairmen and radiomen. (Helmsmen are a waste...I have no idea what the helmsman qualification does, and I suspect it doesn't do anything at all).

Usually, the game will start you out with at least a couple machinists, torpedomen and watchmen. Since those areas are somewhat covered, I make getting a radioman a priority. You want someone who can work those hydrophones well. Once I have one of those, I'll make one of my officers a repairman and then I fill out the rest of the crew as needed.

AVGWarhawk 01-05-07 12:10 PM

Early war I work on making my officers as best as they can be. Original crew recruitment I spend renown on officer that are gunners and torpedomen. I also get one good watch officer and build him up as a torpedomen. I use the cannon and flak guns myself and I know I'm awesome with them:shifty: so I usually do not add anymore. I then work on a good repair officer.

Medals. I know war patrol medals do not increase renown but the others do so I give these to my officers to build more endurance, etc. A strong officer in any compartment helps like no other!!:know: My seamen crew get any leftovers....sorry for them....


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