本帖最后由 championzhao 于 2009-7-12 18:49 编辑 ' a' w% q6 L( D1 N1 {; Q7 x
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懒得翻译了,自己看下吧+ p1 C- B) x) f$ w3 t
( b! z7 C3 `5 m, `Victory Points$ N5 _9 ^; H" Z1 s) V7 l+ b
- At the end of game, VPs are summed up with points for holding Bases, and then compared to determine which side won., f! i- }: Z H0 K6 C% B0 a& I
- Points are awarded in following ways:+ ?7 Q/ z* ~6 R2 e4 X
- Aircraft Destroyed: 1 VP per 1 plane.: D( k" m( [5 p2 Z) ~' q
- Allied LCUs (squads, vehicles, or guns): - Phillipino / Chinese: 1 VP for every 12 items destroyed.$ X9 w" ~6 g, a) j0 E) `6 h
- Soviet: 1 VP for every 6 items destroyed.
/ M+ c% z w9 c- s6 F6 j7 K - All Other Allied: 1 VP for every 3 items destroyed., m7 P3 u7 z$ J8 l, m* g2 z
- Japanese LCUs (squads, vehicles, or guns): 1 VP for every 6 items destroyed.
# F* M6 M( }2 l d, y5 V7 f4 `, H9 G - Sunk Ships - Generally, VPs for sinking a ship = durability of ship.. O7 Z+ T8 {/ V5 n2 x, E
- CV, CVL = durability + 3 * A/C capacity.
/ b" T( C7 B1 [2 U' h* z" @% w - CVE = durability + 2 * A/C capacity.
. Q" D0 i, |3 y1 \8 m! [( @/ J) H' J - CS = durability + A/C capacity./ H3 I0 f0 _; D% L3 o
- BB, BC = durability * 1.33.6 U9 h( ?8 U0 d/ }5 r# V4 E
- LST, LCI, PG, ML = durability / 2.9 }# a1 s& h% E4 b- y3 ]! e
- AP, AK, TK, AO, LSD = durability / 2.* V* |, D4 Z' D K8 m
- SS = durability / 3.
) ^3 _1 t+ J, F$ Y) [7 f - Scuttled ships = standard VP - 10%.
7 z q" ^, H' x - Barges = 0 VP.( V* e2 I; V% x3 Y
% s. S: h! k4 Y9 H9 ~ - Damaged Ships - In some scenarios VP’s are awarded for ships with Sys dmg at the end of game.0 r4 n% w7 J! ?! A# z
- VPs awarded = normal VPs for sinking * [ (system damage / 2) / 100) ]. . ^: h' {5 E( p& }; e+ z% U! s
- In scenarios allowing VPs for damaged ships, they cannot be sent offmap for repairs.6 Z# ^; n; c( [9 n; v
- In these scenarios, Intel Screen lists total number of each side's damaged ships and their VPs.2 X$ X. ?5 z) o4 d( d- l: ^) P* s8 C
- Control of Base - Each Base has basic VP level for Allied ownership and Japanese ownership.- K3 ^0 p( X, i) c5 r8 h
- Final VP value for holding a Base is calculated by following formula:, j! S. D5 M2 G+ m7 G, _, @
Final VP = Basic VP * [ Port size + (Airfield size * 2) ]
8 P# G& t& {( O/ M6 Z- Basic VPs & Final VPs for each side are displayed when mouse is placed over a Base (Basic VP i8 W$ C7 I; m" r
value is in parenthesis).
Y5 }- M0 M- j* Z* u% N! Z - Final VPs are awarded at the end of game only if Base's Supplies >= required Supply level.
# X: ]% k, H ]; g7 i - If Supplies are lower than required, rewarded Final VPs are also lower.
6 C$ h) D9 r& W+ t( O* X5 f9 } - If Supplies in a Base = 0, rewarded VPs = 25% of a Final VP for fully supplied Base., d; G& Q5 `+ |; p6 y& C6 ~! _! ^, c" ~/ X
- Industry damage: - VPs are awarded for any kind of Industry, including Manpower.
$ `* }; g5 S' Y" H& ` - 2 VPs awarded per damaged point.- {: |3 a- \/ }! J O1 s8 x3 v/ O6 }4 f
- 20 VPs awarded per destroyed point (item destroyed when damaged will yield 18 more VPs).
3 X1 N+ r i/ E0 B1 p& C - Industry can only be destroyed by firestorms / A-bombs, but can be damaged by any type of 5 e9 j9 f- |1 `. V d) @& p
attack (including firestorms / A-bombs).3 r) O3 N. n/ l6 N, M# f
- Industry VP scoring is cumulative - if Industry hex is bombed, damaged, repaired, then bombed b5 V; S: z6 F. x9 x! M. M- ?
again, player keeps earning VPs as long as Industry hex keeps repairing itself.; p% v6 u# ^* V4 H0 y) d6 `
- For Allies, Industry VPs are scored only for bombing mainland Japan.1 D2 F/ e+ w4 s
- For Japanese, Industry VPs are scored only for bombing N. America, Australia or Hawaii. |