本帖最后由 championzhao 于 2009-7-12 18:49 编辑 1 z Y6 L9 v' Z" H
# V$ Y% n. K! J+ ^ U5 j懒得翻译了,自己看下吧
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3 P: B; b3 b) x) a8 @Victory Points
& M b4 H5 t/ r, o, e2 ]( }* u- At the end of game, VPs are summed up with points for holding Bases, and then compared to determine which side won.
0 }+ }# W0 L7 O- Points are awarded in following ways:5 ]& r5 a9 }" k1 I3 j' j
- Aircraft Destroyed: 1 VP per 1 plane.
9 \2 |$ @$ J5 `5 x O - Allied LCUs (squads, vehicles, or guns): - Phillipino / Chinese: 1 VP for every 12 items destroyed. C# p2 i- @( C7 s! w7 I
- Soviet: 1 VP for every 6 items destroyed.
3 g- u- w8 o# s7 Z) v# ^. N( M - All Other Allied: 1 VP for every 3 items destroyed.5 L2 C) U8 }8 L! Z
- Japanese LCUs (squads, vehicles, or guns): 1 VP for every 6 items destroyed.
% K& q% k$ K# j, {7 } - Sunk Ships - Generally, VPs for sinking a ship = durability of ship.4 |3 ^( J4 _9 C" ~- I. w7 A/ }1 D% H
- CV, CVL = durability + 3 * A/C capacity.
) ]. f% a: Q5 g4 W - CVE = durability + 2 * A/C capacity. T9 t& [. I) b$ Z+ `7 F
- CS = durability + A/C capacity.
0 \; y4 c$ l! ?3 x6 v: a - BB, BC = durability * 1.33.% k9 P8 u! P+ m( ]1 e
- LST, LCI, PG, ML = durability / 2.1 r, V, g Q' @4 o J
- AP, AK, TK, AO, LSD = durability / 2.
, W) | \$ n! i [, t - SS = durability / 3.
1 i' }7 K! H0 c' h: T5 V l - Scuttled ships = standard VP - 10%.
( P# z0 ~0 @& H* M% U; Z, K - Barges = 0 VP.; F# c- o+ j( @9 Y# g) D
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- Damaged Ships - In some scenarios VP’s are awarded for ships with Sys dmg at the end of game.* ]9 t+ U9 P' {& a. i" L0 _: v
- VPs awarded = normal VPs for sinking * [ (system damage / 2) / 100) ].
( ?$ Y% O; |! M# X" p( l - In scenarios allowing VPs for damaged ships, they cannot be sent offmap for repairs.
& ]& K3 x% L& v a3 \3 L - In these scenarios, Intel Screen lists total number of each side's damaged ships and their VPs.8 r5 Z0 Z7 p2 Y' r
- Control of Base - Each Base has basic VP level for Allied ownership and Japanese ownership.
1 b1 o" ?9 g x" h! n6 { - Final VP value for holding a Base is calculated by following formula:3 m/ R! I; A8 ], w( G
Final VP = Basic VP * [ Port size + (Airfield size * 2) ]
: Q+ o( B! K. o# i9 w2 m4 O3 u- Basic VPs & Final VPs for each side are displayed when mouse is placed over a Base (Basic VP
- o9 h3 {6 q, N! k' f9 u value is in parenthesis).
. d! R3 V' m* q: Y. x4 D/ _ - Final VPs are awarded at the end of game only if Base's Supplies >= required Supply level.5 _5 |5 M0 K" v& `; i% {1 w
- If Supplies are lower than required, rewarded Final VPs are also lower.8 _9 N1 c+ C7 w% p1 O9 U8 O$ [
- If Supplies in a Base = 0, rewarded VPs = 25% of a Final VP for fully supplied Base." W) T* c' u9 o8 O2 \1 N+ a ~
- Industry damage: - VPs are awarded for any kind of Industry, including Manpower.
" f5 q7 o) l4 L1 f- g) l" t/ I - 2 VPs awarded per damaged point.9 R9 I5 z; \# O
- 20 VPs awarded per destroyed point (item destroyed when damaged will yield 18 more VPs).- u3 u/ `/ Y5 d
- Industry can only be destroyed by firestorms / A-bombs, but can be damaged by any type of
2 S* d4 b; H* ^: t attack (including firestorms / A-bombs).
. s8 R" y* Q! P. O# t1 X- Industry VP scoring is cumulative - if Industry hex is bombed, damaged, repaired, then bombed ( W4 b" @2 U$ B3 I
again, player keeps earning VPs as long as Industry hex keeps repairing itself.
k( j9 G0 V2 z - For Allies, Industry VPs are scored only for bombing mainland Japan.
9 a$ l/ j. @/ G x8 |% a0 x - For Japanese, Industry VPs are scored only for bombing N. America, Australia or Hawaii. |