本帖最后由 championzhao 于 2009-7-12 18:49 编辑
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) ?* O6 c' w' T* m8 P3 M( c懒得翻译了,自己看下吧* F" d3 c2 \3 [" r
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Victory Points
6 `* u7 G" `6 @$ u" c/ n/ q9 H- At the end of game, VPs are summed up with points for holding Bases, and then compared to determine which side won.& q0 V8 X2 J! P% T. [% V- G
- Points are awarded in following ways:
3 x t. k; g9 k. v2 F0 H - Aircraft Destroyed: 1 VP per 1 plane.
6 Z. N0 Q4 C+ Y6 g$ F4 P - Allied LCUs (squads, vehicles, or guns): - Phillipino / Chinese: 1 VP for every 12 items destroyed.
# r, V5 X4 f% n5 \ - Soviet: 1 VP for every 6 items destroyed.
4 p/ l2 [0 n7 F1 y+ n0 @ - All Other Allied: 1 VP for every 3 items destroyed.
/ I4 n$ s+ O6 Y6 Y! E - Japanese LCUs (squads, vehicles, or guns): 1 VP for every 6 items destroyed.
& T) w9 i! R* i* H) H( U - Sunk Ships - Generally, VPs for sinking a ship = durability of ship.- E. y6 [$ b, x' U# K
- CV, CVL = durability + 3 * A/C capacity.- A$ z9 m% `# X4 [2 a+ j
- CVE = durability + 2 * A/C capacity./ `& z+ C, K% u& } Y# P. V# u
- CS = durability + A/C capacity.1 n1 W! ]+ g% D6 i& F- w
- BB, BC = durability * 1.33.
1 E$ M7 ]' d% @* X. J6 K - LST, LCI, PG, ML = durability / 2.
' I4 W, z" |' k8 r* P5 ~3 s6 V+ r9 L9 z - AP, AK, TK, AO, LSD = durability / 2.
: I% p- i& Y! O9 o1 g+ }; \ - SS = durability / 3.
1 A0 D! C# d3 E1 n. L5 f; |5 q D - Scuttled ships = standard VP - 10%.1 i) j" \7 i" a: q) s4 C5 s) b
- Barges = 0 VP.
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( {+ n* R2 l! ^# u; N - Damaged Ships - In some scenarios VP’s are awarded for ships with Sys dmg at the end of game.4 F7 w, Y7 `2 R! O8 `
- VPs awarded = normal VPs for sinking * [ (system damage / 2) / 100) ].
0 ], T* o6 Z. L8 R9 F - In scenarios allowing VPs for damaged ships, they cannot be sent offmap for repairs.7 q c$ u7 r3 D( U7 U
- In these scenarios, Intel Screen lists total number of each side's damaged ships and their VPs.. b0 ~ l: V: ]/ p; m
- Control of Base - Each Base has basic VP level for Allied ownership and Japanese ownership.
$ P: k8 {4 z% ~" @1 C - Final VP value for holding a Base is calculated by following formula:& B5 _" K1 Q i# n& N1 W9 z
Final VP = Basic VP * [ Port size + (Airfield size * 2) ]0 G" |) ^4 M2 A/ D7 `8 T5 _4 s
- Basic VPs & Final VPs for each side are displayed when mouse is placed over a Base (Basic VP 4 \/ X7 _- c2 e8 U4 ?/ {& ]. m# U
value is in parenthesis).- F/ ]: W: p( e! H m+ E8 ~ z4 h
- Final VPs are awarded at the end of game only if Base's Supplies >= required Supply level. k' |" m( S5 n$ c* i8 u
- If Supplies are lower than required, rewarded Final VPs are also lower.
# D- m2 O3 v$ V$ s - If Supplies in a Base = 0, rewarded VPs = 25% of a Final VP for fully supplied Base.* u- d4 B: \, L; G$ Y! S
- Industry damage: - VPs are awarded for any kind of Industry, including Manpower.
$ O3 F# N7 w% ] - 2 VPs awarded per damaged point.
2 ~$ h4 Q: j( [* q$ c - 20 VPs awarded per destroyed point (item destroyed when damaged will yield 18 more VPs).
, q# H. P/ `3 m4 H: F2 N - Industry can only be destroyed by firestorms / A-bombs, but can be damaged by any type of ! |* w3 f _, y3 `5 a3 E) R
attack (including firestorms / A-bombs).
% i& [! V& J9 G% B- Y- Industry VP scoring is cumulative - if Industry hex is bombed, damaged, repaired, then bombed / C) `# H6 m3 |$ {/ O& L
again, player keeps earning VPs as long as Industry hex keeps repairing itself.
% k3 B" f3 { O# |) P2 Q - For Allies, Industry VPs are scored only for bombing mainland Japan." Q4 Q; ^" U. P! ?! R
- For Japanese, Industry VPs are scored only for bombing N. America, Australia or Hawaii. |