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Old 03-07-10, 05:45 AM   #16
KL-alfman
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...naughty woman



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Old 03-07-10, 08:12 AM   #17
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...naughty woman
What? It's their new Emergency Waveside Assistance service.
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Old 03-07-10, 09:31 AM   #18
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yeah yeah
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Old 03-07-10, 07:18 PM   #19
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As already stated by Snestorm...I'm afraid not.
Having been a lurker for more than a year, this is my first post. And while I’m still a pretty wet behind the ears (cough) submariner, I have learned enough to defer to Jimbuna’s expertise on all matters watery. However, this debate sent me scurrying off to retrieve this passage, which I had a vague recollection of, from the wonderful, lovingly produced, GWX manual.
From page 73 :"Crew Quarters: Ahhh, relaxation in the smell of damp... The crew recovers from fatigue here, but more slowly than in stock Silent Hunter III, though a medic in the compartment will increase the recovery rate. Being in the crew quarters will always reduce fatigue regardless of what else is happening in the U-boat‘s environment or inside the U-boat."
Not sure if this is correct, but thought it might prove interesting.

Good hunting all!
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Old 03-07-10, 08:54 PM   #20
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OMG, someone actually RTFM!

Welcome aboard, Shiver!
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Old 03-07-10, 09:18 PM   #21
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As already stated by Snestorm...I'm afraid not.
They will certainly help if you have wounded. Put a medic in the compartment with someone wounded and as long as they are not too far gone they will recover over time. Dunno about fatigue, I play with it off. I'm not a nursemaid and the PO's should be doing that job anyway.

Wounds and fatigue are separate values for each crewman.
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Old 03-08-10, 05:09 AM   #22
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Dunno about fatigue, I play with it off. I'm not a nursemaid and the PO's should be doing that job anyway.
Amen to that.
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Old 03-08-10, 07:58 AM   #23
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Originally Posted by frau kaleun View Post
OMG, someone actually RTFM!

Welcome aboard, Shiver!
Cheers Fra! Now don't be too alarmed by my having RTFM - I don't make a habit of it!!! I'm a man afterall so it's against my nature. Just that one was such a great piece of work and really puts the drivel most companies produce to shame.
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Old 03-08-10, 09:09 AM   #24
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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.
I'll simply refer back to my original post....and I've certainly never witnessed anyone recovering mid patrol.

Might happen, might not

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Old 11-18-10, 06:37 AM   #25
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They do recover mid patrol. Had 2 on my last patrol - the watch officer and a sailor. Both recovered from 25% to full endurance and the "bandage" icon disappeared. No wound badges were offered as medals. I have a PO medic.

GWX3.0
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Old 11-18-10, 10:18 AM   #26
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N

E

C

R

O

!

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Old 11-18-10, 10:52 AM   #27
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I have a Watch Officer with Watch, FlaK and Deck Gun skills. That way, he can stay on deck and boost all three stations.

The navigator can be a helmsman and medic.

My weapon officer can be a helmsman and torpedoman.

The chief engineer can be a helmsman and mechanic.

One officer is a mechanic and repairman. Comes in handy.

3 radio/sonarmen, so that there is always at least one position filled at all times.
4 torpedomen.
4 mechanics.
1 repairman.
2 FlaK.
1 deckgunner.
1 watch.

And regular sailors.

I'm officer heavy, but it works.
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Old 11-18-10, 12:36 PM   #28
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Quote:
Originally Posted by Missing Name View Post
I have a Watch Officer with Watch, FlaK and Deck Gun skills. That way, he can stay on deck and boost all three stations.

The navigator can be a helmsman and medic.

My weapon officer can be a helmsman and torpedoman.

The chief engineer can be a helmsman and mechanic.

One officer is a mechanic and repairman. Comes in handy.
The helmsman qualification doesn't work, so you gain nothing by using it. For "eye-candy/realism", giving the qualification to your Chief of the Boat (senior petty officer) is a nice touch perhaps, but my COB is always a watchman (though stationed in the control space).

I divide my officers into Line and Engineering.

The three line officers draw from the Watch, Deck, Flak, Torpedo, Repair qualification pool.

The two engineering officers draw from the Engineering, Torpedo and Repair pool.

How many qualifications each gets (1 to 3) depends on rank and number of patrols. The third qualification is always Repair, if they have not gotten it already.
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Old 11-18-10, 08:13 PM   #29
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After studying type VII crew rosters I try to make them as realistic as possible within silent hunter III limitations.

LI: Oberleutnant with repair, machinist and helmsman.
IWO: Oberleutnant/leutnant with watchman, torpedoman and if promoted helmsman
IIWO: Oberleutnant/leutnant with watchman, gunner and if promoted flak gunner
Obersteuermann/IIIWO: Oberfähnrich with helmsman

3 POs with machinist
3 POs with repair = engine room POs

1 PO with radioman
1 PO with medic = radio POs

2 POs with helmsman = controlroom mechanics

3 POs with watchman = sailing crew POs

1 PO with torpedoman

I also haul 1 or two nonspecialist POs as officer trainees and sometimes extra officers as LI in training or watchofficer in training.

Last edited by Obltn Strand; 11-18-10 at 08:42 PM.
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Old 11-19-10, 01:52 AM   #30
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I carry a medic, I imagine that crews get injured by accident and someone needs to pass out the medical alcohol soaked cotton balls in leu of a shower.
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