本帖最后由 championzhao 于 2009-7-12 18:49 编辑 ; M$ h1 O8 G( N x, @5 W
6 O5 j/ g# p$ Z: G6 {懒得翻译了,自己看下吧
: E/ d- @1 q/ Q$ E+ D1 L& t0 h
3 R! @2 o' f* U% {. J- _% x# \, g$ ZVictory Points1 V1 H# k7 u8 g" O- T
- At the end of game, VPs are summed up with points for holding Bases, and then compared to determine which side won.6 e5 Y- p2 _- U: P4 t% A
- Points are awarded in following ways:
: z7 [" c6 m" g% S6 _6 A; w - Aircraft Destroyed: 1 VP per 1 plane.
2 x0 q4 a$ q' n6 o i n, [ - Allied LCUs (squads, vehicles, or guns): - Phillipino / Chinese: 1 VP for every 12 items destroyed.9 D/ k( U0 e! |- u) {5 ~2 R1 n
- Soviet: 1 VP for every 6 items destroyed.
4 P5 \, p% |9 N6 i, F - All Other Allied: 1 VP for every 3 items destroyed.3 ~2 N' J2 L. ^
- Japanese LCUs (squads, vehicles, or guns): 1 VP for every 6 items destroyed.! @4 G. @2 `" o C0 W1 [% S5 v" X5 ]
- Sunk Ships - Generally, VPs for sinking a ship = durability of ship./ n( \5 M) {8 ] V
- CV, CVL = durability + 3 * A/C capacity.& O0 Z Y _9 _, G ?9 \* R" r0 L
- CVE = durability + 2 * A/C capacity.4 c1 `# O! Q {6 h
- CS = durability + A/C capacity.
/ W3 r$ J; Z/ j# Y5 ?7 N - BB, BC = durability * 1.33.
" t9 I1 L; z2 t# u4 d4 Z - LST, LCI, PG, ML = durability / 2.
$ X; E0 T) i- U9 L i: M: ~ - AP, AK, TK, AO, LSD = durability / 2.
( `* H# F3 x6 p4 u1 b4 M: I - SS = durability / 3.
: e8 @8 u* Q! o/ o3 ?; ]) W; O7 o' r- ^ - Scuttled ships = standard VP - 10%.
) t+ d4 f5 e0 E9 b- ~. r( q/ Z - Barges = 0 VP.( T5 Z, L, i9 G
1 E+ z* j4 c8 c! A6 H& D - Damaged Ships - In some scenarios VP’s are awarded for ships with Sys dmg at the end of game.! a# ~3 f) p7 e3 M
- VPs awarded = normal VPs for sinking * [ (system damage / 2) / 100) ]. ( \1 A+ p0 S# g* x# z- u* f
- In scenarios allowing VPs for damaged ships, they cannot be sent offmap for repairs.
5 v. \" ^! |: Y) h) G* X( `! k - In these scenarios, Intel Screen lists total number of each side's damaged ships and their VPs.
0 v9 D/ s+ n, W& | - Control of Base - Each Base has basic VP level for Allied ownership and Japanese ownership.# y1 W8 v( g9 x# h z# m
- Final VP value for holding a Base is calculated by following formula:1 t' |$ V, t9 a4 [
Final VP = Basic VP * [ Port size + (Airfield size * 2) ]: e! q' @5 R' Q9 h; d! l
- Basic VPs & Final VPs for each side are displayed when mouse is placed over a Base (Basic VP % r* U4 P! B* |/ |6 d3 g* v
value is in parenthesis).6 ?% t$ b3 x* a. |* m4 i$ K
- Final VPs are awarded at the end of game only if Base's Supplies >= required Supply level.
1 g* P$ b5 E f( W - If Supplies are lower than required, rewarded Final VPs are also lower.( U. H7 |, z+ D! w* L% F. t
- If Supplies in a Base = 0, rewarded VPs = 25% of a Final VP for fully supplied Base.; t6 l' k( H# c4 q5 l* h
- Industry damage: - VPs are awarded for any kind of Industry, including Manpower.4 }' t; f- d8 ?# l/ r t9 c+ a
- 2 VPs awarded per damaged point.
$ }1 f; V' D% ?& d - 20 VPs awarded per destroyed point (item destroyed when damaged will yield 18 more VPs).4 K# N' y9 }( m( i0 L/ K
- Industry can only be destroyed by firestorms / A-bombs, but can be damaged by any type of
* [# P% Y7 D' g% C4 t: Z3 Y7 `4 i! a attack (including firestorms / A-bombs).
: J* Z+ L7 y$ |1 Z$ ^) N- Industry VP scoring is cumulative - if Industry hex is bombed, damaged, repaired, then bombed ; h8 B+ J4 H* ~; M" H
again, player keeps earning VPs as long as Industry hex keeps repairing itself.
0 X' \: l/ i, Z - For Allies, Industry VPs are scored only for bombing mainland Japan.- c7 [8 ]. k3 {1 g0 {
- For Japanese, Industry VPs are scored only for bombing N. America, Australia or Hawaii. |