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Old 11-24-05, 08:41 PM   #1
CybaGirl
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Default 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..
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Old 11-24-05, 09:19 PM   #2
U-104
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Default Re: Whats your Crew Qualifications?

Quote:
Originally Posted by CybaGirl
My sub is U-108 type IXB
Hey, that's my current boat! :|\
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Old 11-24-05, 09:53 PM   #3
Nedlam
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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.
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Old 11-24-05, 10:40 PM   #4
Etienne
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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.
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Old 11-25-05, 05:31 AM   #5
davidaspy
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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
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Old 11-25-05, 07:22 AM   #6
Krupp
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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.
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Old 11-25-05, 07:47 AM   #7
andy_311
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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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Old 11-25-05, 09:50 AM   #8
Inajira
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Quote:
What's the point of the medic? Do they improve resting times?
Would also be keen to find this out.
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Old 11-25-05, 09:50 AM   #9
Nedlam
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Quote:
What's the point of the medic? Do they improve resting times?
They help wounded crew recover quicker. They will recover on their own. I just like the "idea" of having a medic onboard.

Quote:
Is it worth having WOs qualified in gunnery and flak gunnery?
Theoretically, they will help whovever is on the deck gun/flak gun shoot straighter

Quote:
And what's up with the promotions? Half the boat was eligible, but I only had three to award.
BdU hands them out as they see fit. Look at it like this: Experience in the game is an actual number you can look at. In RL qualified people have to wait sometimes before they're "experience" is recognized and then are rewarded.
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Old 11-25-05, 06:48 PM   #10
CybaGirl
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Thanks for your replies its interesting to see what other people have setup in their boats .

Quote:
Originally Posted by Etienne
What's the point of the medic? Do they improve resting times?

Is it worth having WOs qualified in gunnery and flak gunnery?
I never use to bother with a medic myself. Till one day one of my crew was wounded in a raid. I then moved him down below in the rest area but later he died ..

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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