本帖最后由 championzhao 于 2009-7-12 18:49 编辑
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5 X, j4 Z& v: c, [( _8 `懒得翻译了,自己看下吧+ w# X" v% ?7 r! Y
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Victory Points& B% U. y0 P Z% w: X$ a
- At the end of game, VPs are summed up with points for holding Bases, and then compared to determine which side won.
# f/ W; r" e5 A4 G# o! s, A- Points are awarded in following ways:8 f6 q) p1 p3 \ B& N
- Aircraft Destroyed: 1 VP per 1 plane.
7 B: u4 X# \" N H4 p - Allied LCUs (squads, vehicles, or guns): - Phillipino / Chinese: 1 VP for every 12 items destroyed.
9 Z- H9 ^9 b" [* `4 S5 N - Soviet: 1 VP for every 6 items destroyed.
0 A2 \$ r( p! G1 D3 R9 y. V. G; n - All Other Allied: 1 VP for every 3 items destroyed.
3 L( b" H8 [5 W3 u - Japanese LCUs (squads, vehicles, or guns): 1 VP for every 6 items destroyed. E& _8 s9 Q: o: v, H
- Sunk Ships - Generally, VPs for sinking a ship = durability of ship.
- r# f1 P' f0 T8 A. I' ^ - CV, CVL = durability + 3 * A/C capacity.! u' F4 E( F' H+ H7 \1 J9 J4 b
- CVE = durability + 2 * A/C capacity.; ~* p3 n, _7 Q6 n4 X3 l
- CS = durability + A/C capacity.
8 r2 K4 h& D5 A$ Z3 \ - BB, BC = durability * 1.33.& t# `2 t* C2 x0 R
- LST, LCI, PG, ML = durability / 2.' c# s) V$ F7 c6 s) R( L5 ~* Z
- AP, AK, TK, AO, LSD = durability / 2.; `2 Y0 c: U! @( S
- SS = durability / 3.
4 J! ]) B4 p6 s! F- x; ` - Scuttled ships = standard VP - 10%. q5 q8 }9 M% e% @9 I9 N1 ~
- Barges = 0 VP.( {% }, j4 _; e* R+ ~, c2 t; D8 N
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- Damaged Ships - In some scenarios VP’s are awarded for ships with Sys dmg at the end of game.3 o7 g( N! T& S1 c$ c- ^
- VPs awarded = normal VPs for sinking * [ (system damage / 2) / 100) ]. 8 P9 T2 p/ M6 x4 g: l
- In scenarios allowing VPs for damaged ships, they cannot be sent offmap for repairs.% V+ r! P: a% @6 V
- In these scenarios, Intel Screen lists total number of each side's damaged ships and their VPs.& ~# ?: A, v. U
- Control of Base - Each Base has basic VP level for Allied ownership and Japanese ownership.
+ t0 B3 d0 c/ \5 l( J - Final VP value for holding a Base is calculated by following formula:
& g$ n8 C) u! |1 s" ^6 R- d# i Final VP = Basic VP * [ Port size + (Airfield size * 2) ]" q3 \. |6 T8 I- k" l
- Basic VPs & Final VPs for each side are displayed when mouse is placed over a Base (Basic VP
0 Z3 t- H, W. P5 v( O# q( Q. W value is in parenthesis).
2 q( n: s+ `4 ^ - Final VPs are awarded at the end of game only if Base's Supplies >= required Supply level.9 y P! P+ P" ?0 o- U R, Z9 c$ x; L3 o1 p
- If Supplies are lower than required, rewarded Final VPs are also lower.+ S+ W. { X' i k0 d- [
- If Supplies in a Base = 0, rewarded VPs = 25% of a Final VP for fully supplied Base.& l6 |, L, x4 Q! R* }# l
- Industry damage: - VPs are awarded for any kind of Industry, including Manpower.$ B0 o9 g' c w" P _% X; _/ p
- 2 VPs awarded per damaged point.
3 e$ o% w0 G! Q1 l* U! Y - 20 VPs awarded per destroyed point (item destroyed when damaged will yield 18 more VPs).* v1 Q9 @ A; M, h: D2 {
- Industry can only be destroyed by firestorms / A-bombs, but can be damaged by any type of S( s7 C8 m& T1 u
attack (including firestorms / A-bombs).
' f* R- i5 I* V: n- Industry VP scoring is cumulative - if Industry hex is bombed, damaged, repaired, then bombed
9 c, W# s5 h+ w. }7 q! q again, player keeps earning VPs as long as Industry hex keeps repairing itself.2 \9 _8 W5 k6 R' x6 A( @
- For Allies, Industry VPs are scored only for bombing mainland Japan.& Z( z9 h9 Y' g% v
- For Japanese, Industry VPs are scored only for bombing N. America, Australia or Hawaii. |