

Gunners / Nav / Repair - It's moot, really. If he and the pilot are the last two standing, his gunnery skill is the only thing that will shake their tail and get them home.

Can fill in at the nav or engie station in a pinch. Radioman / Gunner - need him in his seat to call out targets and spitfire escorts. The math doesn't lie! Also, he's the de facto bombardier. Engie leaving a vacant gun to go repair something = exposed flank = dead bomber. Lightly-armored engie on a gun = dead engie = dead bomber. Gives a bearing, then jumps on the nearby front gun until we see the blue of the Channel.Įngineer / Medic - too busy running all over the plane to even consider manning a gun.

Takes one of the the central turrets and stays there. Pilot / Nav - the only reason he should ever leave his seat is if he's the last man standing and trying to get a quick bearing at high altitude.īombardier / Gunner - full-time gunner. Together with the fact that high level gunnery skills are by far the most useful in the game (yes, better than spitfire escort), while others are completely redundant, this is what's worked for me: You also need your engineer to be free to scramble around the wing and pick up people / put out fires non-stop. For the last critical mission, you pretty much need all 4 guns manned at the same time if you want to survive the trip home.
