本帖最后由 championzhao 于 2009-7-12 18:49 编辑
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; ?' s4 X. c# E0 W懒得翻译了,自己看下吧
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& m7 Y' a: f3 @/ h0 C. g% `Victory Points
- M9 x" V; K) a- At the end of game, VPs are summed up with points for holding Bases, and then compared to determine which side won.2 R: c3 K& u7 o: [& Y7 Y: b
- Points are awarded in following ways:; w1 e* t9 T4 M6 C- S, E
- Aircraft Destroyed: 1 VP per 1 plane.# @6 W# H( g9 [. R& F" M/ i
- Allied LCUs (squads, vehicles, or guns): - Phillipino / Chinese: 1 VP for every 12 items destroyed.5 o6 |7 x. A" _
- Soviet: 1 VP for every 6 items destroyed.
U, e+ @/ f+ E( ]5 ] - All Other Allied: 1 VP for every 3 items destroyed.# ]0 d+ T3 x+ d7 O
- Japanese LCUs (squads, vehicles, or guns): 1 VP for every 6 items destroyed.8 u4 F- u, g0 X1 |/ m/ i/ Q# V4 f' e
- Sunk Ships - Generally, VPs for sinking a ship = durability of ship. X; \0 a( F R) u: a" A1 G; {8 W
- CV, CVL = durability + 3 * A/C capacity.
e; h% [+ t( D" O( ~0 O$ D F$ [ - CVE = durability + 2 * A/C capacity.
; q0 ^& r8 v4 d. M& @/ z - CS = durability + A/C capacity.$ A4 C2 `. {% i: _/ N0 E$ J
- BB, BC = durability * 1.33.. ?4 j; l, q! t+ |! Y" |. ~
- LST, LCI, PG, ML = durability / 2.
3 s$ Z. j! A* A( x6 p" C - AP, AK, TK, AO, LSD = durability / 2.
* ^! y/ c2 B6 v6 i - SS = durability / 3.
* o, c7 _3 z2 l$ I( ~ - Scuttled ships = standard VP - 10%./ k9 o: _2 ?. g# p- J2 h
- Barges = 0 VP.. }! z! Z: P* C8 o* W& N. G
3 L3 T( ]' Y. ~& }. n3 g% w) A- W K8 x - Damaged Ships - In some scenarios VP’s are awarded for ships with Sys dmg at the end of game.& c% {( F9 [' T- R% A, ~
- VPs awarded = normal VPs for sinking * [ (system damage / 2) / 100) ].
6 r0 F- [! Y5 }4 b Q; `! ~% m/ g - In scenarios allowing VPs for damaged ships, they cannot be sent offmap for repairs.
" M2 V4 F6 Y+ M% s: U0 V. U+ b - In these scenarios, Intel Screen lists total number of each side's damaged ships and their VPs.- B- w. G- _" f
- Control of Base - Each Base has basic VP level for Allied ownership and Japanese ownership.
6 e O& B- ?9 J4 S - Final VP value for holding a Base is calculated by following formula:
4 o3 \1 D; W5 B: y, G2 A% l Final VP = Basic VP * [ Port size + (Airfield size * 2) ]9 q, W' `3 L; M E+ d
- Basic VPs & Final VPs for each side are displayed when mouse is placed over a Base (Basic VP
r6 G; i' c1 Y; C: Z3 W+ ^7 N value is in parenthesis).& t) |+ E, [# ~3 u6 J' C$ Z' t6 N
- Final VPs are awarded at the end of game only if Base's Supplies >= required Supply level.! i. E/ H* E8 ?5 C, L- l3 S
- If Supplies are lower than required, rewarded Final VPs are also lower./ \% _/ _3 n9 b, O, I5 g9 T
- If Supplies in a Base = 0, rewarded VPs = 25% of a Final VP for fully supplied Base.
" ?8 \% Y4 V4 p& N - Industry damage: - VPs are awarded for any kind of Industry, including Manpower.
! a1 r4 h( [5 p! m9 S! ^# e4 E7 U - 2 VPs awarded per damaged point.
2 e- i" j' w) o5 {, u; c% f - 20 VPs awarded per destroyed point (item destroyed when damaged will yield 18 more VPs).
& Q4 B, q) \$ m6 {. | - Industry can only be destroyed by firestorms / A-bombs, but can be damaged by any type of 4 u$ Z* Q/ T% g' Y, T
attack (including firestorms / A-bombs).0 B: F) r/ ^5 b1 ]6 F' c
- Industry VP scoring is cumulative - if Industry hex is bombed, damaged, repaired, then bombed
; O8 j9 J( x/ s3 O again, player keeps earning VPs as long as Industry hex keeps repairing itself.# O' W/ |+ Q5 ^! ]2 A
- For Allies, Industry VPs are scored only for bombing mainland Japan.
+ v9 M* v6 v& | F - For Japanese, Industry VPs are scored only for bombing N. America, Australia or Hawaii. |