本帖最后由 championzhao 于 2009-7-12 18:49 编辑
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]+ D8 [6 {3 A. }1 j0 C懒得翻译了,自己看下吧( e6 z2 b1 B5 [# x: t0 |
/ s( {8 x2 E% W8 E; q, D: eVictory Points
" U8 L6 i1 L `# n- At the end of game, VPs are summed up with points for holding Bases, and then compared to determine which side won." b/ b% P5 i; k' p
- Points are awarded in following ways:
1 B8 u! Z2 ^7 C - Aircraft Destroyed: 1 VP per 1 plane.8 l5 z, e$ h/ `1 d6 K2 i
- Allied LCUs (squads, vehicles, or guns): - Phillipino / Chinese: 1 VP for every 12 items destroyed.
' w& ?' ]- f+ g- h; s - Soviet: 1 VP for every 6 items destroyed.' g0 E$ C& g. q/ f" N; O
- All Other Allied: 1 VP for every 3 items destroyed.
$ l. v! E4 B# |, _ - Japanese LCUs (squads, vehicles, or guns): 1 VP for every 6 items destroyed.
, j6 G3 V% ?! v+ R1 n# m' i" i - Sunk Ships - Generally, VPs for sinking a ship = durability of ship.
( T1 ]% A- S% q3 g) F$ ~7 w - CV, CVL = durability + 3 * A/C capacity.' }7 W! }* J' a5 z5 X( k% k. n
- CVE = durability + 2 * A/C capacity.* T: O8 K9 R! t$ s" I
- CS = durability + A/C capacity., @2 O4 `9 x% c% N8 l! }8 O
- BB, BC = durability * 1.33.
+ j& T$ e& \7 b0 t! Y2 a* Z - LST, LCI, PG, ML = durability / 2.+ r0 B0 \# A8 L% P! E
- AP, AK, TK, AO, LSD = durability / 2.. F7 z4 z, e4 `' e6 U
- SS = durability / 3.
: @ s3 y8 ]2 v1 R: k- v+ p - Scuttled ships = standard VP - 10%.
6 _& J4 x8 |/ n$ L. Q/ H - Barges = 0 VP.' X4 F, c8 |8 q! G# l, e
1 O4 h- a& [! ?' W) H, ^$ D - Damaged Ships - In some scenarios VP’s are awarded for ships with Sys dmg at the end of game./ Y) o$ j7 [7 Z. }$ }- z
- VPs awarded = normal VPs for sinking * [ (system damage / 2) / 100) ]. * V% c) @0 x- [) z" t: S8 X0 I
- In scenarios allowing VPs for damaged ships, they cannot be sent offmap for repairs.
, o7 Q( H( S" J1 o - In these scenarios, Intel Screen lists total number of each side's damaged ships and their VPs., g1 ~! d* n7 _3 J
- Control of Base - Each Base has basic VP level for Allied ownership and Japanese ownership.
+ o9 `8 A" n+ C2 X - Final VP value for holding a Base is calculated by following formula:! u+ g) n3 X: O6 |, d% y
Final VP = Basic VP * [ Port size + (Airfield size * 2) ]
\5 o s8 s9 p. G. F- Basic VPs & Final VPs for each side are displayed when mouse is placed over a Base (Basic VP : v% C6 ? R( T, [& `; j
value is in parenthesis).* z- E E. O( A2 p3 A
- Final VPs are awarded at the end of game only if Base's Supplies >= required Supply level.
8 k# a; Y9 n; X: m6 {1 ? - If Supplies are lower than required, rewarded Final VPs are also lower.
+ N7 C9 E# u1 T+ ~ - If Supplies in a Base = 0, rewarded VPs = 25% of a Final VP for fully supplied Base.
5 \! u; q0 K7 j. C( ~. s( w) [ - Industry damage: - VPs are awarded for any kind of Industry, including Manpower.1 L$ r. g, r( j2 ]2 O) r# W8 [3 i d
- 2 VPs awarded per damaged point.4 W+ N! M2 T$ u9 Q% W- u7 ?2 \8 L
- 20 VPs awarded per destroyed point (item destroyed when damaged will yield 18 more VPs).% ]5 x6 k* R9 T7 e* ~; |
- Industry can only be destroyed by firestorms / A-bombs, but can be damaged by any type of
; S" m. e7 ?3 V6 p- f. W2 A+ ] attack (including firestorms / A-bombs).* t( V; L' ]6 q: b W# D! e* W
- Industry VP scoring is cumulative - if Industry hex is bombed, damaged, repaired, then bombed
! q0 n: ?4 k# w3 c! y9 ]4 B2 D again, player keeps earning VPs as long as Industry hex keeps repairing itself.
9 [8 L _3 g* i) G) n - For Allies, Industry VPs are scored only for bombing mainland Japan.; M- f" u; B" s
- For Japanese, Industry VPs are scored only for bombing N. America, Australia or Hawaii. |