本帖最后由 championzhao 于 2009-7-12 18:49 编辑
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0 D& q8 |' z' x8 g4 [, v/ `6 @" X懒得翻译了,自己看下吧5 M& s# q- ?6 a* V& [, v
9 A1 h8 C. ?$ \$ @Victory Points
6 Y' ]! t* O7 b( W! r8 Y- At the end of game, VPs are summed up with points for holding Bases, and then compared to determine which side won.
5 Z1 x' }2 d: F4 h3 ], g$ [6 E- Points are awarded in following ways:; ]3 P- Q$ d2 B
- Aircraft Destroyed: 1 VP per 1 plane.
& V+ r/ S, `% T4 j5 f - Allied LCUs (squads, vehicles, or guns): - Phillipino / Chinese: 1 VP for every 12 items destroyed.7 l/ m3 ^7 M2 b( c o, ]2 h
- Soviet: 1 VP for every 6 items destroyed.
" l" v- N# X$ q9 V- v8 E' d - All Other Allied: 1 VP for every 3 items destroyed.
u6 l# U. A, D; N8 W7 G7 n - Japanese LCUs (squads, vehicles, or guns): 1 VP for every 6 items destroyed.2 x: I0 c# v+ X* o9 H( b/ D" ^
- Sunk Ships - Generally, VPs for sinking a ship = durability of ship.) l. t- G; l' w: Z4 Q" y
- CV, CVL = durability + 3 * A/C capacity.1 J) d: L, K5 g P3 M5 E) x) p* i- V. W
- CVE = durability + 2 * A/C capacity.
. `1 b4 ]8 y! u - CS = durability + A/C capacity.2 G: R' U5 s. w" t) e# j ?' i Z
- BB, BC = durability * 1.33.
" n$ v9 ^" `5 O6 {7 P$ ^- O0 ?* @3 i5 l+ M - LST, LCI, PG, ML = durability / 2.5 W# u4 D6 u/ T
- AP, AK, TK, AO, LSD = durability / 2.
3 i3 ^" Q q: K5 ^; D0 H0 @3 W - SS = durability / 3.
4 M/ B0 u. v/ o0 \' { - Scuttled ships = standard VP - 10%.' M9 E" z- e- ~8 w; g4 f, e) ^
- 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." B2 n; s, f% b1 ~5 I
- VPs awarded = normal VPs for sinking * [ (system damage / 2) / 100) ]. 8 H) U3 W$ J A/ m# I1 A
- In scenarios allowing VPs for damaged ships, they cannot be sent offmap for repairs.
( ~8 K4 I& D$ D7 d$ }' ] - In these scenarios, Intel Screen lists total number of each side's damaged ships and their VPs.
' E* B$ m% E+ [. p2 k& x1 P) x - Control of Base - Each Base has basic VP level for Allied ownership and Japanese ownership.. T$ w$ @( n) \+ }5 U
- Final VP value for holding a Base is calculated by following formula:3 g% D' ~: h) R0 {; C
Final VP = Basic VP * [ Port size + (Airfield size * 2) ]
& [6 ^. Z: z( R, U! {) `- Basic VPs & Final VPs for each side are displayed when mouse is placed over a Base (Basic VP ' A2 ]8 J8 z! L6 f4 d* n
value is in parenthesis).
0 w j- N* n" c3 ~/ |, \ - Final VPs are awarded at the end of game only if Base's Supplies >= required Supply level.( d/ L6 G8 ^9 d' s; I; v" }
- If Supplies are lower than required, rewarded Final VPs are also lower./ X% [% P) U. ^3 \* C, F
- If Supplies in a Base = 0, rewarded VPs = 25% of a Final VP for fully supplied Base.
3 s/ C" A8 l8 B - Industry damage: - VPs are awarded for any kind of Industry, including Manpower.
2 z8 O/ ]; _+ e: q - 2 VPs awarded per damaged point.
! k! ]2 k# E9 w2 O - 20 VPs awarded per destroyed point (item destroyed when damaged will yield 18 more VPs).
{3 h! T; ^8 ]# A. v' x - Industry can only be destroyed by firestorms / A-bombs, but can be damaged by any type of 4 z, x+ g1 _3 L
attack (including firestorms / A-bombs).6 Z7 `7 `9 E( }' L( E f; K
- Industry VP scoring is cumulative - if Industry hex is bombed, damaged, repaired, then bombed 4 B( v! V5 H$ ?. @; R( x! r
again, player keeps earning VPs as long as Industry hex keeps repairing itself.
1 o7 q; f( z( T+ W; V3 I/ W* y - For Allies, Industry VPs are scored only for bombing mainland Japan., x) O( }$ S* S: u
- For Japanese, Industry VPs are scored only for bombing N. America, Australia or Hawaii. |