Quote:
Originally Posted by Jace11
I'm a real obsessive compulsive when it comes to this.
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Heheh, I wasn't gonna post, cause I'm the same way.
I go for:
Two Petty Officers in Radio room, both have Radio. (These are the first two qualifications I assign!)
Watch officer: Watch, Repair, Flak (Watch officer gets repair as soon as sonar/radio guys get their qualifications).
Engine Room has an officer with Mechanical, Repair and Medic. Two PO's in each engine room with Mechanical, the officer moves between the rooms on his own, both stay fully crewed, if I have enough men.
CE: Machinist, Helm, Repair
NO: Helm, Medic, Repair
WP: Helm, Torpedo, Gunner
Both planesmen are Petty Officers, and have helm, as does the ballast guy. (guess that's what you call him),
In the torpedo room, I have two PO's with Torpedo, and an officer with Torpedo, Repair, and Medic.
Engine Room has an officer with Mechanical, Repair and Medic. Two PO's in each engine room with Mechanical, the officer moves between the rooms on his own, both stay fully crewed.
On the tower, I have one Petty officer with Watch, and 3 crewman. I try to get enough PO's to have one flak gunner for each flak gun I have, and one for the deck gun, if any.
Any petty officers I have left get Repair. Oh, and I keep a medic PO permanantly assigned in each berthing compartment.
Takes a while getting all those qualifications, but when done, repairs are virtually automatic in most compartments. Bonus though, if submerged getting depth charged, my watch officer is free, doing nothing, so he leads a repair team which I place those PO's with repair ability, and a bunch of sailors, and I move them to the room with worst damage or flooding. Works extremely well for me.
This is the crew for my XXI (actually WAS the crew for my now dead career

), but when using an IX I try to do similar, and I get as close as I can to the same setup on a VII, as well. In all cases, I fill the boat with max people.