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Old 01-05-07, 12:10 PM   #4
mookiemookie
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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.
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