本帖最后由 championzhao 于 2009-7-12 18:49 编辑
4 A$ ^( \+ b0 R& {1 n
" F, S" c) s f- o1 }5 Y懒得翻译了,自己看下吧8 ^2 z( ]8 o p3 q7 F2 m
' T6 ?0 X4 n* `" x* Y v
Victory Points$ B9 O. ~& `8 Y8 f
- At the end of game, VPs are summed up with points for holding Bases, and then compared to determine which side won.
7 n/ F# D7 b. N; m5 V8 G& D6 l- Points are awarded in following ways:! M) W9 \. \( V4 o
- Aircraft Destroyed: 1 VP per 1 plane.
0 d {) h& f o! r4 T2 m6 v - Allied LCUs (squads, vehicles, or guns): - Phillipino / Chinese: 1 VP for every 12 items destroyed.- I7 M' E+ g- V/ W; d' o
- Soviet: 1 VP for every 6 items destroyed.
' G' X5 c7 Q4 Z - All Other Allied: 1 VP for every 3 items destroyed.
- q0 N& x" o& r( X. A - Japanese LCUs (squads, vehicles, or guns): 1 VP for every 6 items destroyed./ Z- i- M6 V$ A7 ?' q! \
- Sunk Ships - Generally, VPs for sinking a ship = durability of ship.4 ~5 \9 K: G% z% }( r6 `
- CV, CVL = durability + 3 * A/C capacity.
9 }, V, W5 S( L- c" ]9 p - CVE = durability + 2 * A/C capacity.. x% {; y1 X8 a2 h' L3 r
- CS = durability + A/C capacity.
2 ^4 C, o; s6 C! B9 F2 [ - BB, BC = durability * 1.33.
, n/ ?' V0 p# g - LST, LCI, PG, ML = durability / 2.
# H1 j) x* \0 Y' P/ K; ] - AP, AK, TK, AO, LSD = durability / 2.
9 E! W& ^( l8 A1 a4 r - SS = durability / 3.& j' f. o) j+ |( U: Q4 z0 h i
- Scuttled ships = standard VP - 10%.
. v3 g& k( N1 S$ U9 i4 K$ W; Z - Barges = 0 VP., e. ~8 `+ H% w( {( ]* P/ S& S
6 p: T+ I* e$ _3 x# m - Damaged Ships - In some scenarios VP’s are awarded for ships with Sys dmg at the end of game.* s* M9 m, w3 k6 [
- VPs awarded = normal VPs for sinking * [ (system damage / 2) / 100) ].
& ~! ~( w, e) t/ G0 W Z - In scenarios allowing VPs for damaged ships, they cannot be sent offmap for repairs.
$ w0 ]3 z2 F6 G+ c' j3 W - In these scenarios, Intel Screen lists total number of each side's damaged ships and their VPs.* [: J2 t) i+ \- f4 d
- Control of Base - Each Base has basic VP level for Allied ownership and Japanese ownership.
. j) T9 W. y$ g |8 D3 \ - Final VP value for holding a Base is calculated by following formula:! i( m. q9 \4 w8 n; a: ~
Final VP = Basic VP * [ Port size + (Airfield size * 2) ]
6 p' W& u; b$ R3 \2 p; i7 K' @- Basic VPs & Final VPs for each side are displayed when mouse is placed over a Base (Basic VP
# K# R2 r1 I4 ^0 S2 b7 q- y4 ? value is in parenthesis).
5 d" M, Q$ e8 g1 v$ J. f C( G - Final VPs are awarded at the end of game only if Base's Supplies >= required Supply level.
4 K2 p# `. b( B- W! Y - If Supplies are lower than required, rewarded Final VPs are also lower.
) v9 W1 c; b3 [1 V+ T - If Supplies in a Base = 0, rewarded VPs = 25% of a Final VP for fully supplied Base.
5 C* A' N$ V) m \3 z( q - Industry damage: - VPs are awarded for any kind of Industry, including Manpower.7 \( X5 u9 K+ {) K, s7 G& h
- 2 VPs awarded per damaged point.
1 j! a! ?" C( @+ E - 20 VPs awarded per destroyed point (item destroyed when damaged will yield 18 more VPs).
( W9 B5 A/ N3 `6 e$ x* z8 j; G! y. Y - Industry can only be destroyed by firestorms / A-bombs, but can be damaged by any type of
+ ]) e1 s4 f" ~3 n- i4 B$ q/ E6 x attack (including firestorms / A-bombs).( o& d+ E+ h. R! a3 E/ k+ z1 b- C" B
- Industry VP scoring is cumulative - if Industry hex is bombed, damaged, repaired, then bombed $ F+ a4 C! ]& r! P$ f# ~; j9 M
again, player keeps earning VPs as long as Industry hex keeps repairing itself.2 k# w; n! ]0 A1 K
- For Allies, Industry VPs are scored only for bombing mainland Japan.
* D* J8 |" F- J. d' A+ R - For Japanese, Industry VPs are scored only for bombing N. America, Australia or Hawaii. |