I would recommend the following: BO - Ghost a random sailor (remove all sailors starting at level 1). BO ability doesn't contribute much to SD/Repair so you're better off saving his weight for the other sailors, especially when they get fat.
Torpers - IIRC, torp ability caps faster than gunners do, so +11 torp should be sufficient. If you've read adalberts guide on ability and want to min/max your crew, +12 or elites are ideal.
Planesman - Elite or 15/10/10 (pot/res/rep) or better would be my ideal planesman. Class normally but also note that if you class to chief planesman, you start losing repair and soft defense every time they level up. Take that into consideration when you get there.
Sonarman - This is (imo) the most commonly misclassed sailor. You can be a sonarman starting at level 12, but you can gain so much more repair and soft defense by keeping him as a support sailor from 12 to whenever you start driving a sub. If you class him to 2nd sonarman at 12, you gain only 1 sonar ability and lose 8 repair/restore per level up. IIRC, this is also true when you class to 1st sonarman and chief sonarman. For that reason, I would recommend not classing beyond 2nd sonarman. 14/10/12 pot/res/rep would be my ideal sonarman.
2 Engineers - Elites or 10/12 repair/engineer would be ideal given you will only have 2 on board. Also think about getting a 3rd if SDE releases SS5 and you get an extra support slot for it.
For the gun slot I would recommend dropping a repairer in there. Gunner would be helpful against a gunless CV, but having a repairer increases your survivability against BB's which should be your primary target.
Lastly, I would recommend skipping SS1 and consider skipping SS2 for a couple of reasons. SS1 is painful. SS2 is better but SS3 is where the fun begins. More importantly, this allows you keep your sonarman a support sailor longer for extra soft defense/repair and you can AA in emerald/sirius/tiger/furious on the way up for experts/vets.
Hope this helps!
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