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Old 03-04-10, 07:58 AM   #1
RConch
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Default What combo of skills for officers

I am always looking for an edge in this simulation.
I set up my officers this way:
"Outside" officers are watchmen, machinist, and flak\gunner as the three skills.
"Inside" officers are helm, torpedo, repair as the three skills.
What other combos do you guys use if any?
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Old 03-04-10, 08:10 AM   #2
Paul Riley
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I tend to use this setup.

1st Watch Officer - Watch + Flak Gunner + Medic

Chief Engineer - Machinist + Helmsman + Repair (even though the helmsman skill is minimal !)

Navigator - Helmsman + Machinist (helps with the Chief's jobs when Chief is away doing repairs) 3rd space free for whatever I see fit at the time.

Torpedo Officer - Torpedoman + deck gun + FREE SLOT

*When the space is available I will also recruit a 5th officer who shall act as a dedicated engine officer,who works in either the diesel or electrics compartment.He will have skills as Machinist + Repair + FREE SLOT *

NOTE - My setup can change at any time depending on my immediate situation and current priorities.
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Old 03-04-10, 08:16 AM   #3
RConch
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I use a PO for the medic and also the leader of my gun crew.
Is there any increased value in an officer as a medic?
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Old 03-04-10, 08:36 AM   #4
Paul Riley
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Interesting point.I asked someone the same thing ages ago about the helmsman skill,because I used to appoint the WO in the control room as a helmsman (I wanted to max out the helmsmen available to try to decrease dive times when under air attack!),but was later told that the extra skills in helmsman are not taken into account,therefore rendered useless.He would probably be better suited as a medic or torpedoman in that case.
Stick around,someone will clarify this for you.
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Old 03-04-10, 04:00 PM   #5
Jimbuna
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Quote:
Originally Posted by Rconch View Post
I use a PO for the medic and also the leader of my gun crew.
Is there any increased value in an officer as a medic?
many debates have ensued regarding the usefulness of having a medic at all considering the crew are killed far more often than simply wounded/injured.

There are supporters to both positive and negative medic attributes.

Personally I don't believe there is any benefit in carrying a medic, similarly a helmsman.
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Old 03-04-10, 04:23 PM   #6
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I thought medics helped with crew fatigue in the compartment where they are?
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Old 03-04-10, 09:14 PM   #7
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Quote:
Originally Posted by maillemaker View Post
I thought medics helped with crew fatigue in the compartment where they are?
Sorry.
He does not help the crew sleep "more productively".
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Old 03-05-10, 12:39 PM   #8
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Quote:
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I thought medics helped with crew fatigue in the compartment where they are?
As already stated by Snestorm...I'm afraid not.
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