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Whats your Crew Qualifications?
Hello everyone,
was wondering what people think is the best kind of crew to have? As in regards to the qualifications.. Such as how many torpedeo men, gunners, flak gunners, medics, repair men, machinests etc.. Currently I have 2 machinests, 2 sonar men, 1 medic, 3 torpedo men, 1 flak gunner, 1 watchman. Plus I have 9 other men in which I can qualify for something. But unsure as to whats best or what to choose next.. Also what qualifications do you have your officers set to? Currently I have three officers who are helsmen only. One officer who is a torpedeo man, repair man, machinest. One officer who is watchman, flak gunner, torpedeo man. My sub is U-108 type IXB and the date is September 5 1940. So any advice, thoughts or what crew you currently runing with would be great :). Thanks.. |
Re: Whats your Crew Qualifications?
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I'm in a VIIC and my crew looks like this:
Officer 1 & 2: Watch, Deck gun, Flak Gun Officer 3 & 4: Helmsman, Torpedo, Repair Officer 5: Machinist, Repair (The typical old salt of a chief engineer) For the Non-Coms it breaks down like this: 2 x Torpedomen 2 x Sonar 2 x Machinist 2 x Watch 1 x medic (for giggles) 1 x repair The rest of my crew is compromised of 22 sailors. The 2 WO (including the non-coms and sailors with them) are on 4 hour shifts. The rest of the crew are on 8 hour shifts. Of course, right now I'm far from having all these quals. Hell, getting a crew like that (without Sub Commander) would take upwards to 11 missions. Probably more. |
I've actually only done 6 patrols and my quals look like that... Except I have something like four or five torp mens, only one watchman, and my offs are a lot less qualified (Watch/gun, repair/flak/machinist, torp/helm, torp, helm/torp, helm). A lot of the torpmen came with the boat when I upgraded.
What's the point of the medic? Do they improve resting times? Is it worth having WOs qualified in gunnery and flak gunnery? And what's up with the promotions? Half the boat was eligible, but I only had three to award. |
im in a XIB and its something like this :
Officer1-watch, deck gun, flak gun Officer2-Helm, torpedo Officer3-Helm, repair, medic Officer4-Helm Officer5-Machine, repair, torpedo Petty Officers 2xwatch 1xdeck gun 2xflak gun 2xradio 4xrepair 3xmachineist 5xtorpedo |
Here is my officers, boat is Typ VIIb (4+12+27=43)
LI - Maschinist/Mechaniker/Steuerman I WO - Wachgänger/Torpedo/Mechaniker II WO - wachgänger/Schutze/Flakschutze Obersteuerman - Steuerman/Sanitäter Here's my compartments & crews Hecktorp Raum (Torpedo-Personal), only in battle stations 1 Matrose (Mechaniker) Diesel u E Masch Raum (Technisches Personal) 2+2 Maschinist 5+5 Matrose Zentrale (Zentrale-Personal) 1+1 Steuerman 2+2 Matrose Brucke (Seemännisches Personal) 1+1+1 Wachgänger 3+3+3 Matrose Funk u Horchraum (Funk-Personal) 1+1 Funkmaat 1+1 Funker Bugtorpedoraum (Torpedo-Personal) , only in battle stations 1 Torpedo(Mechaniker)maat "Bugraumpresident" 1 Matrose (Mechaniker) Naturally when I need to reload torpedoes, I use offduty watches and maschinist with I WO. And when all are in battle stations, all available hands are ready to work in damage control. They all fit easily in the boat and all have their own places. Maates have their bunks in Unteroffizierraum and Matrosen are placed in Bug(torpedo)raum. Only Maate who is not placed in Unteroffizierraum is Torpedo(Mechaniker)maat -->"Bugraumpresident" I use "Living crew mod" and 8 hour shifts (no matter what the TC is). So for some compartments have two and some have 3 shifts. I need to micromanage the shifts every 8 hour, but it doesen't bother me anymore. I take it as a u-boat "rutine". At the beginning it was quite unpleasent... I also gave all the men in my boat a "qualification" (via SH commander) to see immediately where each one belong. I'm pretty sure that Kriegsmarine didn't sent any recruits straight in combat patrols. They were well trained for their jobs, just not that experiensed. So that's why the pre-qualifications. Besides, there is the experiense bar that grows after every patrol.. I wish that someone would be able to make a program where you could set crew shifts automatically. |
For my VIIC/42
OFFICERS 1x watch,deck gun,flack 1x nav 1xengineer 2x torpedos Petty Officers 1xsonar 4xflack guns 1x sonar 2x damage control 1xmedic 7x torpedos |
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Thanks for your replies its interesting to see what other people have setup in their boats :).
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Since then I have always had a medic constantly in the rest area. Then when one of my crew is wounded I have placed him in the rest area and low and hehold he has recovered :). As from what I can tell if you have your WO's qualified in gunnery and flak gunnery they seem to help with the reloading of both guns. Not to sure if they help in accuracy though. As I am still testing this out. But I have noticed a big difference in the time it takes to re-load the guns. I really love this game and I have started to play it all over again with various mods. I am still figuring out which mods I like the best though. But I guess thats half of the fun. |
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