![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
|
![]() |
#1 |
Torpedoman
![]() Join Date: Feb 2006
Location: Raleigh, NC
Posts: 115
Downloads: 52
Uploads: 0
|
![]()
I just got through re-watching the "Uncut" 5-hour version of "Das Boot." It apears that, in the movie, the Hydrophone Operator also does double-duty as the boat's Medic. This leads me to my question:
Do you guys usually include a PO Medic in your crew, or is it not worth the crew space, given the mechanics of the game?
__________________
\"Ein U-boot ohne Sehrohr ist heute angekomman - A U-Boat without a periscope arrived today.\" - Message sent to Gunther Prien in U-47 during the Norwegian Campaign by Karl Doenitz to tell Prien about the birth of his second daughter... |
![]() |
![]() |
![]() |
#2 |
XO
![]() Join Date: Jan 2006
Location: Vancouver
Posts: 411
Downloads: 5
Uploads: 0
|
![]()
Good question, but given the fact that getting injured is a rare occurrence compared to getting outright killed on a u-boat, I don't have one. Although I might've needed one if crabs were modelled in the game
![]() |
![]() |
![]() |
![]() |
#3 |
Commander
![]() Join Date: Mar 2006
Location: on a rock surrounded by water, that people call it UK
Posts: 473
Downloads: 31
Uploads: 0
|
![]()
I had 2 crew members injured and 1 dead... (a DD excellent hit in my sub's bridge) they were in their watch duty finishing a submerged attack.
In my sub I got 2 medics (one is an officer and the other is a petty-officer) The 2 crew members injured remained injured until I returned to base 10 days after their injuries. The dead... well... overboard in a ceremony. I wonder if a medic does anything... |
![]() |
![]() |
![]() |
#4 | |
XO
![]() Join Date: Jan 2006
Location: Vancouver
Posts: 411
Downloads: 5
Uploads: 0
|
![]() Quote:
The load-out I've come up with which is perfect in my eyes is this: 4 officers, all helmsmen and watchmen, the other slot is taken by: -one repair -one gunner(for reloading speed increase, I never let my crew shoot, however) -one flak(again, for reloading purposes, I always let my crew shoot) -one torpedoman 13 petty officers -five torpedomen -five engineers -two sonarmen -one watchmen(he was given to me, otherwise I may simply discharge him in the future) 23 sailors for assorted tasks Mind you, this is for a VIIB, in larger subs I may need more sailors but that's just to accomodate the minimum requirements. The officers and petty officers are the most important when choosing what their classification is. |
|
![]() |
![]() |
![]() |
#5 | |
Admiral
![]() Join Date: Jan 2006
Location: Spain , Crossing Gibraltar!
Posts: 2,292
Downloads: 202
Uploads: 1
|
![]() Quote:
Usually what i do is at the end of some patrol, 4th or 5th patrol give the specialty of medic to one of my command room officers... it's usefull depending how injured your mam gets... ![]() |
|
![]() |
![]() |
![]() |
#6 |
Ace of the Deep
![]() Join Date: Aug 2005
Location: Athens, Greece
Posts: 1,025
Downloads: 0
Uploads: 0
|
![]()
My suggestion: One medic petty oficer and one officer.
|
![]() |
![]() |
![]() |
#7 |
Torpedoman
![]() Join Date: Mar 2005
Posts: 111
Downloads: 5
Uploads: 0
|
![]()
Dont medics also help crew recover from exhaustion faster ?
|
![]() |
![]() |
![]() |
#8 |
Navy Seal
![]() |
![]()
Moved to general discussion :hmm:
|
![]() |
![]() |
![]() |
#9 |
Grey Wolf
![]() Join Date: Dec 2004
Location: Finland
Posts: 758
Downloads: 78
Uploads: 0
|
![]()
Well, I put my medic to handle the sonar - even if I got qualified ones.
|
![]() |
![]() |
![]() |
#10 | |
Lucky Jack
![]() |
![]() Quote:
![]()
__________________
Dr Who rest in peace 1963-2017. ![]() To borrow Davros saying...I NAME YOU CHIBNALL THE DESTROYER OF DR WHO YOU KILLED IT! ![]() |
|
![]() |
![]() |
![]() |
#11 |
Wild Night in Bangkok
![]() Join Date: Mar 2006
Location: San Diego, CA
Posts: 179
Downloads: 0
Uploads: 0
|
![]()
I like to split my crew up into at least two seperate shifts, minus Officers since they can handle fatigue better and there's only 5 of them.
I try as much as I can to fully load out my Officers and crew. Their qualifications go like this. CE - Repair - Machinist (probadly add helmsman to this as soon as I can) NA- Helmsman WP - Torpedoman - Gunner - Helmsman WO - Watchman - Gunner - Flak The fifth officer I use as a "roamer" - Machinist - Repair - Medic I use him for damage control. I also have at least two PO's for important tasks. - 2 radiomen to either switch off on sonar or one on sonar and one on the radio - 2 Machinists to switch off shifts and both working to try to sap every last knot of speed if I need if - 3 Torpedomen, I don't know why three but it's just what I've been using. I usually use them all at the same time and then back into the bow quarters they go. - 1-2 PO's with helmsmen qualification - 1 high ranking PO with watch/gunner/flak qualifications That usually leaves me with about 3-4 unqualified PO's to shift about the bot for extra manpower.
__________________
![]() |
![]() |
![]() |
![]() |
#12 |
Swabbie
![]() Join Date: Mar 2006
Location: Canada
Posts: 5
Downloads: 0
Uploads: 0
|
![]()
Often I leave one medic petty officer in crew quarters.
For officers, is the qualification order important ? |
![]() |
![]() |
![]() |
#13 |
Ace of the Deep
![]() Join Date: May 2005
Posts: 1,100
Downloads: 0
Uploads: 0
|
![]()
No, the order doesn't matter. Except for the fact that their rank *does* matter, in terms of effectiveness, so you'll want to make sure you're promoting the qualified people at the time you need them most. If you're going to be shooting down planes, then you'll definately want a couple of qualified medic chiefs, and a pair of officers.
Of course, later on, their job description will change a bit (about the time 3cm radar is introduced). Medics make fatigue regenerate faster. It pays to have an officer or two (helmsmen) qualified as medics, since you're usually going to have an officer taking a nap with the rest of the scrubbies, all through your career. Might as well make him useful. :rotfl: The medic petty officer is one of the last people I promote. You're better off adding an officer with the qualification, first, than using a promotion on an enlisted. Too many other people need to be promoted before that chief medic. |
![]() |
![]() |
![]() |
#14 |
Sparky
![]() Join Date: Mar 2006
Posts: 151
Downloads: 0
Uploads: 0
|
![]()
I had my doubts as to the usefulness of the medics until recently. I decided to gun it out with an armed merchant from close range and my gunner was injured. I replaced him with another and same thing happened before we shot up the merchant. I put both wounded guys into the rest compartment and put a medic there too. In a short while the two injured guys were healed!
It was a mixed blessing since I really wanted to see the wound badge, but since the crew was healthy when we docked, no wound badge. |
![]() |
![]() |
![]() |
#15 |
Watch
![]() Join Date: Jul 2003
Location: Davy Jone's Locker
Posts: 15
Downloads: 0
Uploads: 0
|
![]()
SH3 Commander will let you get around that situation of you wish.
The crew management section means you can award them the wound badge (or just about any badge if you think they earned it). Just make a note of their names and award them via SH3 Commander prior to the next patrol. |
![]() |
![]() |
![]() |
|
|