You can gain extra XP by bombing recon objectives. Focus first on dropping the bomb cause you only have a split second to get it right(especially with naval targets). Then as soon as you hit release, snap the photo as the bombs are falling to the target. It seems to work on every recon target except a submarine because subs dive immediately after you snap the photo. Note that destroying a recon target before the photo is taken will fail you. So far i’ve noticed that you will get these amounts of xp for various targets (I just discovered this today so dont quote me on the XP amounts) Torp boats : 250 xp Subs: 400 xp Battleships: 400 xp Bases: 1250 xp Flak barges: cant recall Also if you have multiple recon objectives in close proximity you can complete all of them in one shot at medium altitude. But you wouldn’t wanna do that cause then you can’t use the recon waypoints as bombing run markers and you cant farm the extra XP
Don't underestimate the value of the call Mustangs or Spitfires skill for the wireless operator - I usually hit this a minute or so before the main target so I have escorts when I'm aiming my bombs. On those annoying missions where you have to hit moving ships, use the navigator's custom marker skill to line up along the length of the ship.
A few tips on secondary skills for the Lancaster. The Engineer is the only one who has the chance to be a pilot, something to consider. Make your navigator a backup Engineer as he/she is close to the pedals, and this allows you to leave the Engineer on his ventricle turret. Make your RO a backup navigator, in situations when fuel is very low and you have to keep leaning it out, that RO can switch between the Radio room and navigators' post. This makes sure you get your plane home when fuel gets really low. For the B-17 make you Ball turret a backup Radio Operator and your Radio Operator a backup gunner. When you RO is in sick bay for an extended period of time, your ball gunner can man the Radio room keeping an eye on approaching enemy fighters and even hitting the auto tag before he/she goes back to his/her gun position. Making your navigator and one of the waist gunners a backup medic is important. Allowing first aid to gunners and the pilot without them leaving their post.
I usually just make my crew all very heavily armoured because unless it’s 100% speed or around there you can’t really notice I think for me at least the upper middle and the rear turrets are the most important but overall these tips are really good
This video is going to help so much! Thank you! I wonder if people parachuted out of planes over England when their landing gear was damaged in real life.
I like to make engineer second as a pilot as he's the only one who can train it as a secondary skill so if the pilot dies or is downed they can take control. It's also important in disaster scenarios when the pilot is down because you need at least level 1 in pilot to be able to emergency land, bail out, and abort mission
Interesting take. I'll keep it in mind on my playthough - Although I also love my engineer as a gunner because the extra firepower has saved me so many times!
@@roguebrothersalso, if your bomber explodes, someone dies, something horrible happens which might discourage your playthrough, there’s a split second where you can quit to main menu and everything will be fine.
I usually prefer to have my navigator in the turret, especially when returning to england. Cause then I know where to go exactly and point the custom navigation marker there, and I got my engineer on the pedals to react fast if my kerosene leaks or my engines catch fire.
@@TheGenRo shows all open windows on screen at once, I just click the X on Bomber Crew in this view. It's also a useful way to switch what window is being shown on screen
Yeah the whole "They'll be around the same level"-thing seems to be wrong. Lost my first crew of decently skilled people and all I got to replace them was level 1s.