12. 13. 2012 17:03
i read several topics about ss crew but there are something i still confuse about
-about skeleton sailor,i'm not sure u guys means no more rookie or just no vet??
-do any sailor need boost??
12. 13. 2012 17:41
for the usn ss you need-two torpers(base 12 or better best) -1 sonar(base 15+)-1 planesman(base 15+)-1 Restore +12 for max SD goes on gun slot-rest Engys +12 or elite.You should boost them all if you can. skeletons crew generally means 100+vets and nothing else except maybe some experts but mainly vets and no rookies. you should only do this to your BO which for SS should be completely skeleton. so basically 1 rookie and nothing else as he is not needed for guide lines/being able to see subs. the only other sailor you should make a skeleton would be the sonarman and only at later levels.(70+) but for him you should have 109+ vets and about 100 experts or so and nothing else. (no rookies)
12. 13. 2012 18:07
12. 13. 2012 18:36
12. 13. 2012 19:15
What I'm doing with my sub crew is delay classing the sonarman until SS5 level. I'm keeping him a support sailor to increase the amount of repair and SD he provides.He's +12 restore and +13 potential.With a boost/100 vets/ 100 rookies, he'll provide over 200 SD at SS5. No need to trim his recruits since he'll be lighter than a properly classed sonarman anyways.The sonar range he'll provide isn't affected too greatly.
12. 13. 2012 19:38
12. 13. 2012 19:41
12. 13. 2012 20:21
i rather run a restore on my SS rather then a Rep as with a restore you can hope to reach 900 SD which is otherwise impossible except with a very high crew. i had IJN ss4 and had a Restore and had 900 SD with that and 3 engys. comes in handy in an ss fight and when taking HH. and for the +15 for sonar its more of a choice. it does cap rather early compared to some other stuff but at low levels it helps a lot.