本帖最后由 championzhao 于 2009-7-12 18:49 编辑 2 g! X: _% H2 P1 r1 P! e
* k% d3 V3 ]7 X* W5 Z9 d( F懒得翻译了,自己看下吧/ g9 O$ C7 q$ J/ U! G& `$ O
% \( S( h+ t R2 P0 `- _- v" @Victory Points( c+ P6 \1 {3 }2 L" Y9 U
- At the end of game, VPs are summed up with points for holding Bases, and then compared to determine which side won.
# m9 @# `% D& R- Points are awarded in following ways:6 g5 F/ p# h& y
- Aircraft Destroyed: 1 VP per 1 plane.
* L! A( y R" g* t - Allied LCUs (squads, vehicles, or guns): - Phillipino / Chinese: 1 VP for every 12 items destroyed.' u& f' p& H; t$ u" |$ H! g
- Soviet: 1 VP for every 6 items destroyed.
( Q! v& y) Y) x) J - All Other Allied: 1 VP for every 3 items destroyed.
# o @) d) J/ ]) |' l - Japanese LCUs (squads, vehicles, or guns): 1 VP for every 6 items destroyed.
* c' _. T4 C& U' g! s1 M" i, d3 h - Sunk Ships - Generally, VPs for sinking a ship = durability of ship.- M& O/ x; N# H
- CV, CVL = durability + 3 * A/C capacity.
0 i; [2 P; z; r% p1 D - CVE = durability + 2 * A/C capacity.9 Y& p7 L. F6 q; X
- CS = durability + A/C capacity.& U8 P, ^3 D6 o0 d9 n+ a8 N8 t8 v
- BB, BC = durability * 1.33.$ D! z1 {9 a1 W% x5 ]- }
- LST, LCI, PG, ML = durability / 2.
; b) x' U9 v c3 `* n - AP, AK, TK, AO, LSD = durability / 2.. I: p2 }, \( d
- SS = durability / 3.7 D: w2 B) m3 ^+ t9 w) g3 J- d
- Scuttled ships = standard VP - 10%.
0 g9 G2 G0 U$ [' p6 s2 J( j - Barges = 0 VP.
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- Damaged Ships - In some scenarios VP’s are awarded for ships with Sys dmg at the end of game.
7 V+ W r6 e+ }+ @ - VPs awarded = normal VPs for sinking * [ (system damage / 2) / 100) ]. . Q: T' e( f7 s- T
- In scenarios allowing VPs for damaged ships, they cannot be sent offmap for repairs.* O1 {' K, G+ S& u
- In these scenarios, Intel Screen lists total number of each side's damaged ships and their VPs.
& V( ]0 v+ ]0 R* z2 t. ]" T9 O: ` - Control of Base - Each Base has basic VP level for Allied ownership and Japanese ownership.) }# d9 T% H9 [; J
- Final VP value for holding a Base is calculated by following formula:, b' Z6 F6 K# S
Final VP = Basic VP * [ Port size + (Airfield size * 2) ]
4 c0 I" y4 i' U/ w' {) }0 P- Basic VPs & Final VPs for each side are displayed when mouse is placed over a Base (Basic VP 7 Y% d- B: P! ` V
value is in parenthesis).9 x0 O0 d! X, L; q" I6 m! F: k- m E8 ?
- Final VPs are awarded at the end of game only if Base's Supplies >= required Supply level.1 w, |) H* s, V3 m1 N6 Y
- If Supplies are lower than required, rewarded Final VPs are also lower.
5 c( a6 {9 i: `) {9 m4 Z - If Supplies in a Base = 0, rewarded VPs = 25% of a Final VP for fully supplied Base.
" Z& u. r! V) }" g* I - Industry damage: - VPs are awarded for any kind of Industry, including Manpower.) v" Q6 z O5 F1 X1 y% B( a
- 2 VPs awarded per damaged point.
- g. Q( L) M0 A - 20 VPs awarded per destroyed point (item destroyed when damaged will yield 18 more VPs).
' ]4 G; F0 }1 B% \ - Industry can only be destroyed by firestorms / A-bombs, but can be damaged by any type of / {" {8 o' V) R6 K% V$ ?
attack (including firestorms / A-bombs).
# C8 @2 `$ T# T8 c* Z- Industry VP scoring is cumulative - if Industry hex is bombed, damaged, repaired, then bombed
6 E2 ?" d* r. s6 S6 _2 u0 i again, player keeps earning VPs as long as Industry hex keeps repairing itself.$ n& t+ B# Z5 L6 O
- For Allies, Industry VPs are scored only for bombing mainland Japan.) g1 T7 W- h, n; U, `9 k
- For Japanese, Industry VPs are scored only for bombing N. America, Australia or Hawaii. |