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Old 04-12-07, 01:52 PM   #1
Herr Russ
Officer
 
Join Date: Oct 2006
Location: San Diego, CA.
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The quals just increase the readiness in that particular space ie: Lookout (Star) makes the bar almost solid green so you can have less people on watch or unqualified ones.. Machinist (Gear) ,increases engineering readiness, but doesn't do anything in the torpedo room, etc...

Does that help or are you looking for further info??
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Old 04-12-07, 03:49 PM   #2
scrag
Medic
 
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Default Multiple hats

Warrant Officers - 1 Main Gun (keep in mind the gunnery one becomes useless with the XXI class), 1 Flak, 1 medic, 1 helms, 1 radio, 1 sonar, 3 repair man and around a 60/40 percent split with Torpedo and Machinest Mate.
Officers - each has 3 quals he can hold
Weaps - Torp/Watch/Gun or Torp/Sonar/Watch
Engineer - Machinest/repair/watch
Navigator - watch/helm/repair or medic
Exec - Watch/Medic/helm
AWEAPS - Sonar/Torp/Machinist

Of course these are suggestions and have worked well for me - the effect of a torpedo qualified officer significantly reduces reload time. It reduces manning on key areas and allows for greater rest, faster response.
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Old 04-13-07, 12:15 PM   #3
Heibges
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LI-Helm, Machinist, Repair
IWO-Watch, Helm, Torpedo
IIWO-Watch, Helm, Gunnery
IIIWO-Watch, Flak, Repair

Machinist x6
Radio/Sonar x2
Helm x2
Watch x2
Torpedo x2
Medic x1
Gunner (or Flak) x1
__________________
U.Kdt.Hdb B. I. 28) This possibility of using the hydrophone to help in detecting surface ships should, however, be restricted to those cases where the submarine is unavoidably compelled to stay below the surface.

http://www.hackworth.com/
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Old 04-13-07, 01:26 PM   #4
TheJaguar
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Default Scrag

Hey Scrag you wrote that one of your officers has a sonar qual. Does it help as no officer can be in the sonar room?
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