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  • SS crew help

    08. 10. 2011 08:11


Invinciblor
I want to start a second KM BO soon to open up more options as my primary BO gets closer to SS2.

The problem is that I'm having a really hard time finding out exactly what slots are on each U-boat. The ship tree and the shipyard at trainworld.us don't have specifics on slots. This is what I've found online so far:

SS1 (Type II) sailor slots: 1 BO, 2 support, 1 front torpedo, 1 rear mine-layer
SS2 (Type VIIA) sailor slots: 1 BO, 3 support, 1 fore torpedoman, 1 aft torpedoman, 1 deck gunner
SS3 (Type VIIC) sailor slots: 1 BO, 3 support, 1 fore torpedoman, 1 aft torpedoman, 1 deck gunner
SS4 (Type U) sailor slots: 1 BO, 3 support, 1 fore torpedoman, 1 aft torpedoman, 2 deck gunners

I would like to know exactly what weapons are on each sailor slot for each sub, so that I can make a final plan based on all the information out there. There's a lot of "you should have these sailors" lists around, but most people have just been giving me directions and not explanations.  Thanks in advance to those folks who can help me out with this info.

Edit (08. 23. 2011 15:15 PST): added in specific info that I was asking for.

 

  • Re : SS crew help

    08. 10. 2011 09:20


Invinciblor
After doing some reading about the type VIIs and the U-flak, this is what I've guessed at for the R/T slot sailors:

SS1: 1 torpedo sailor for front tubes, 1 torp sailor for rear mine layer
SS2: 1 torp sailor for front tubes, 1 torp sailor for rear tube, 1 gunner (or is it an AA gunner?) for deck gun
SS3: 2 torp sailors like SS2, still 1 gunner (or AA?)
SS4: 2 torp sailors same as SS2/3, 2 gunners for front/back deck guns (heavy gunners or AA gunners?)

I'm still undecided about whether I even want to use the guns, but I plan to level enough sailors up so I can decide that later. Is my R/T sailor slot breakdown correct? Are the KM SS gunners supposed to follow the heavy gunner path or the AA gunner path (so I can know which base stats to worry about)?

  • Re : SS crew help

    08. 10. 2011 10:51


NIborGER
first of all the gunns are used by "normal gunners" so those for the heavy artillerie not the aa ones. Well deckgun use it or not to do is well a question without a ultimate answer.
The 3rd support slot must be filled with an engy. thats for sure.
The r-slots well 3 valid options exist.
1.Gunner. especially for ss4 making it extremly unique and funny...got 8k creds with it :D
2.Repairer. Very usefull on ss4 because only from 6-7mil+ability reload speed gets good.
(only a very good solution if u got very high lvl good vetted reps. otherwise its hard to get beyond 6-7mil rep ability and thus u get stuck with a low reprate. for ss2/3 well i have a rep with 200vets full experts boosted +12 giving 5mil rep ability.)
3.Restorer. On ss2/3 very good to reach high SD and the better choice if u got just at lvl repairer and u dont want to use guns/want to become less fragile.

  • Re : SS crew help

    08. 10. 2011 10:58


Blazer4show
Trainworld will show you all the information you need for a ship.

Shipyard | New Design Shipyard Details Page | Ship Data in Full Details Format (english or spanish)

From the page that comes up choose the nation on the top right of the column and choose a ship. The page will then show you sailors on Board. First number is what is on the ship, () number shows you support slots. Some common sense is needed, but fairly simple to determine outside of a couple of ships. 1 onboard ship sailor will be the BO, in the case of many/most subs 2 will be torpers, and the remainder will be R slots.

  • Re : SS crew help

    08. 10. 2011 11:18


Invinciblor
Originally Posted by Blazer4show
Some common sense is needed, but fairly simple to determine outside of a couple of ships. 1 onboard ship sailor will be the BO, in the case of many/most subs 2 will be torpers, and the remainder will be R slots.


Yeah I'm with you as far as where to find info at trainworld, I was looking at those specs as well as the armament listings for the subs. It doesn't have any relevant information that I didn't already have in my original post. I just didn't know for sure what kind of sailor slots there are on each sub. Last thing I want is to start leveling specific sailors up on an assumption... afterall, flak guns are historically AA, and that's the role that real U-Flak I subs had in WWII, so common sense would suggest I level up AA gunners. Plus, the mine launcher really threw me for a loop on the Type II.

Originally Posted by NlborGER
first of all the gunns are used by "normal gunners" so those for the heavy artillerie not the aa ones.


Awesome, thanks. I'm assuming then that the SS2 has one sailor slot for the gun and the SS3/4 both have two gunner slots?

And yeah, the forums are thick with information about whether to use the guns, or go with repairs/restorers. I'm probably going to level one of each and a pair of gunners to add to my crew of torpedo men and sonar/planes/engineer. I'll be able to switch between configurations and if I settle on one or the other, I will have two sailors I can sell off. The only question now is whether to use 11/11, 12/9 or 9/12 gunners. How do SS guns handle? Do U-Flak I subs fare better using DD tactics (rush + broadside spam) or BB tactics (max range, accurate salvos)?

  • Re : SS crew help

    08. 10. 2011 12:38


NIborGER
u may be disapointed but just 1 r-slot for ss3 but yes 2r-slots for ss4
Furthermore may wait 1-2days before stating your sub crew project. this week ss5 should be released on testserver and just a general advice: combine sub crew with bb crew. especially for getting high lvl supporters and to avide grinding missing sailors later.

  • Re : SS crew help

    08. 21. 2011 04:59


SSN762
This doesnt mention sonar or planesman at all. both are needed for an effective ss or am I wasting my time grinding away on this?

  • Re : SS crew help

    08. 23. 2011 13:41


xristi4n
Originally Posted by SSN762

This doesnt mention sonar or planesman at all. both are needed for an effective ss or am I wasting my time grinding away on this?


this youu cant move :bo, sonarman, planesman, 1 enginer 2 torpedoman in KM SS. In R slot 2 gunners or repairs you choose

  • Re : SS crew help

    08. 23. 2011 15:12


Invinciblor
Originally Posted by SSN762

This doesnt mention sonar or planesman at all. both are needed for an effective ss or am I wasting my time grinding away on this?


It does, but it's buried in one of the posts. I was mostly just wanting to know exactly what spaces for sailors were on each sub, so this thread was a specific question and not a general "what should I level for my sub" question.

xristi4n fell into the old "let me just tell you what crew I think you should have" habit, which is exactly what I didn't want when I asked my original questions.

Sonar and planesmen go into support slots, and they are _very_ important for subs (though technically not required). The bottom line is that SS4 will have three support slots, 2 T-sailor slots with torpedo mounts, and 2 R-sailor slots with deck guns.

What I ended up doing with my KM crew is this:
BB BO
SS BO
Torpedo man
Torpedo man
Planesman
Sonar
Engineer
Gunner
Gunner
Repair
Restore
Engineer

The "BB BO" is only there to give me a CA to grind my sailors on instead of trying to level sailors on a sub. When I reach SS4 I'll be able to choose whether to use gunners or repair/restore on the R slots, and if SS5 gets another support slot I will have enough engineers to fill them.

To reiterate, this thread's purpose was just for sub crew slot information so I could make my decision on my own instead of being told what to have.

  • Re : SS crew help

    09. 12. 2011 09:52


Mortee
I'll grab this thread instead of opening a new one.
I need to know what should I boost in a SS crew. I heard that torpos get caped in the later stages... what about the sonar and the air guys? And the stat for those last two? Should I get tehm High Potential? or Decent Potential with good repair/restore abilities?
These questions are keeping me from boosting anything lol!

  • Re : SS crew help

    09. 12. 2011 11:52


Invinciblor
Originally Posted by Mortee

I'll grab this thread instead of opening a new one.
I need to know what should I boost in a SS crew. I heard that torpos get caped in the later stages... what about the sonar and the air guys? And the stat for those last two? Should I get tehm High Potential? or Decent Potential with good repair/restore abilities?
These questions are keeping me from boosting anything lol!


Sonar is a tricky question. What I do is use a +14/x/x pot/rep/res to start with, while leveling a +13/11/11 support sailor delay-classed all the way up to about 60. I use the +14 sonar man on my SS1 and SS2, while leveling the other guy on my gunship crew. At 60 I class the support to 1st sonar and enjoy a ton of repair/restore.

The thing about sonar is, a very bad sonar man is still 80% as effective as as very good one. Sonar true ability works in steps (plateaus, soft caps, or whatever you want to call them) I think they start at *roughly* 650k, 850k, etc and get up around 1.3M and then 2M. Don't quote me on that, because those numbers are old and I don't remember them well--google is your friend. No sonar at all means you get about 3.5 pips of sight while submerged (pips being the interval markers on your guidelines). A sonar man with 0 <= TA < ~650k gets something like 8.5 pips. Each TA step you reach adds a little bit more. A boosted 13/11/11 sonar man will easily reach the 2nd last step at SS5 levels.

So you have three choices with sonar. If you're BB/CV hunting, you either want to ghost him completely or build him for SD and repair. Seeing that BB a little sooner isn't a big deal. If you prefer ASW (which is KM's natural talent) you may want to go for the sonar cap, so you can spot enemy subs a little before they spot you.


Planesman is quite important. This is the only sailor I boost, personally. Were I to start over, I would use an elite instead of a +14/10/10 pot/rep/res.


I was just testing the KM SS5 on the test server. Torpedo cap is about 854k TA. Don't boost them. +12 is enough; even +10 will cap.


Don't trim your engineers or repairman. You may want them boosted, depending on whether you can afford it... these sailors will be shared with your BB crew, so whatever is good enough for your BB should be good enough for your SS too.

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