The player turn is divided into four phases: initial, movement, combat and
exploitation phases. Different commands and options are available in each phase.
Commands that are always
available
Initial phase
Movement phase
Reaction phase
Combat phase
Exploitation phase
Setup mode
Basic commands that are available regardless of the game phase.
File Menu:
Command |
Btn |
Description |
New... |
|
Start new game (see below). |
Open... |
|
Load previously saved game scenario |
Save |
|
Save current scenario (see below). |
Save As. |
- |
Save current scenario with new name |
Exit |
- |
Exit JET |
You will be asked name of the map file (".map")
and the staring turn. When you start new game all hexes are allied owned and
all railroads have wide gauge. You should first change hex ownership's and rail
gauges to reflect the situation. Use setup mode for
this.
JET saves scenarios using filename extensions ".scn". Saved scenarios can be sent to other players via e-mail. Scenario files are quite large, so it's good idea to compress them with program like zip, arj or rar before sending them.
Note that map is not saved to the scenario file, only name of the map file. All players should have exactly the same map file installed to avoid confusion. Otherwise you may see other type of hexes in your map than your opponent does!
Jet generates backup files every time you save the game under same name (File->Save
command). If you use File->Save As command then no backup file is
created. Backup file has filename extension ".bak". For example if
you save the scenario to the file named "jun2-41.scn" then backup
file named "jun2-41.bak" is created.
Options Menu:
Command |
Btn |
Description |
End Phase |
- |
End current game phase and switch to next one. |
Setup Mode |
|
Enter/exit special setup mode (see Setup Mode) |
Change Player |
|
Switch to phasing or non-phasing player (see below). |
Time Jump |
- |
Jump to another phase/turn/month/year. You can enter destination date to appearing dialog box. |
Roll a die |
- |
Rolls one six sided die and tell you the result. |
Repaint Map |
|
Draw map graphics again. In addition calculate some cached values like corps strengths. If you feel that there's something wrong in the map, then try this. |
Show/Hide Hex Owner |
- |
Show or hide hex owner indicator. |
Show/Hide Paths |
|
Enables/disables path display. If enabled when you select unit(s) you will see path they have traveled on the map. Use this to check enemy movements! |
View CRT |
- |
Shows you the currently used CRT. |
Change CRT |
- |
Allows you to specify new CRT, see below. |
Show/Hide Combat Markers |
- |
Shows or hides combat markets, see below. |
Repl. Pool |
- |
Show current player's replacement pool. You can rebuild units and create units to replacement pool too. |
Air Repl. Pool |
- |
Show current player's air replacement pool. You can rebuild air groups from the air replacement pool too. |
View Statistics |
- |
Show information like number of counters and total combat strength. |
View Losses |
- |
Show losses that both sides have suffered. |
Settings... |
- |
Show a dialog box that lets you to configure game setting. |
Rules |
- |
Allows you to change various rules to suit different Europa games, see below. |
JET allows you to manipulate only your own counters. If non-phasing player needs to do something, then player must be changed to non-phasing one by selecting "Options->Change Player" command. After non-phasing player is finished player must be changed back to phasing one.
Note that what non-phasing player can do depends on rules you have selected. If you are using traditional rules (Fire in the East style), there is not much non-phasing player is allowed to do, but new air mission and naval rules require that non-phasing player participates game quite often.
Active player is always displayed in the window caption.
When the phasing player plans combats during his movement phase combat marker indicators will appear to the map. Obviously these markers would reveal all the plans to the enemy when he gets the scenario file in the reaction phase. For this reason it is possible to hide all the combat markers. When you select the "Hide Combat Markers" command JET will ask you a password. After this combat markers will not be displayed. In addition attack orders in the unit list are not displayed.
When you later select "Show Combat Markers" command JET will ask you to re-enter the password. If you fail to enter the correct password combat markers will not be displayed.
Password may be up to 50 characters long and it may contain any characters.
When player turn ends combat markers are automatically displayed and password
is cleared.
JET allows you to tweak CRT freely. CRT's are stored to normal text files. When you start new game, you are asked name of the CRT file. Later, if you wish to alter the CRT you can either:
First method is a bit dangerous, because CRT is altered in every game that uses that CRT file (this may be desired effect too, of course!). After editing the CRT file you must load the scenario again.
Second method is safer if you are not sure what you are doing. You can take copy of existing CRT file and edit it.
CRT file format is very simple, necessary instructions are stored to all CRT files that with the distribution.
NOTE: if you are playing PBM game, make sure both players are using same CRT!
Even though all Europa games use same basic system there are some differences between individual games. Some of these differences can be handled by selecting appropriate rules from the rules dialog box. Click through tab sheets and see what options are available.
Select appropriate rules before you start playing. Even though possible, it is not recommended to change some rules after you have started playing. For example if you have played initial phase with traditional airfield capacity rules and you switch to new airfield capacity rules during movement phase all your air groups will be operative. In this case you must manually make air groups that exceed airfield capacity inoperative.
Rules are not yet documented here, sorry...
Help Menu:
Command |
Btn |
Description |
Contents |
- |
Show this help |
About |
- |
Show some information about program and it's copyright |
You can change weather conditions (Misc.->Set Weather). Note that you can set any weather; JET doesn't ensure that you follow Europa weather tables. You can also specify whether rivers and water hex sides are frozen.
In initial phase you can do things you do in the standard Europa initial phase. You can create, remove and modify any unit. Note that you are responsible of following Europa rules; JET doesn't ensure that you do that. For example Europa rules say that you can only upgrade units in friendly cities, but JET let's you upgrade any unit.
You can freely place resource points to any hex.
You can start construction of fort or permanent airfield. To do this first
select unit with construction capabilities (refer your Europa documentation for
these kind of units) and select appropriate command.
Units Menu:
Command |
Btn |
Description |
New |
|
Create new combat unit to the selected hex. |
Air Group |
|
Create new air group. Selected hex must contain airfield. |
Ship |
|
Create new ship to the selected hex. |
Positional AA |
|
Create some positional AA points to the selected hex. |
Resource Point |
|
Create some new resource points to the selected hex. |
Hex Menu:
Command |
Btn |
Description |
Change Hex Owner |
- |
Change owner of the selected hex from axis to allied or allied to axis. |
Make hex Neutral |
- |
Make selected hex neutral (neither axis or allied). |
Change Supply Status |
- |
Toggle selected hex supply status between supplied and unsupplied. For more details see below. |
Re-gauge Rail |
- |
Re-gauge rail to different gauge. |
Misc. Menu:
Command |
Btn |
Description |
Toggle Air Group Operative Status |
- |
Change status of the selected air group between operative and inoperative. |
Set Weather |
- |
Set weather conditions for all weather zones. |
Update Supply Status |
- |
Update supply status of all units in the map. For more details see below. |
JET offers you some tools for bookkeeping of units supply status. JET keeps track of units:
Unit has three possible supply statuses: in regular supply, in special supply and out of supply. Out of supply turns is number of player turns unit has been out of supply. You can manually change these values from unit properties dialog box during initial phase or while in setup mode.
Supply lines
Unfortunately current version of JET doesn't know how to trace supply lines.
This means that you must manually show what hexes are out of supply. For this
you must select the hex and then use Hex->Change Supply Status
command. This command has shortcut key 's'. Out of supply indicator will
appear/disappear in the hex when you select this command.
Supply line calculation should be done in the beginning of every initial phase. Note that you should always set supply status of both friendly and enemy owned hexes. Supply status indicator is black for axis owned hexes and red for allied owned hexes.
Calculating unit's supply status
After you have marked all hexes that are out of supply you can select Misc.->Update
Supply Status command. This will update supply status of all units in the
map. When calculating supply status JET checks for every unit if the hex
it occupies is out of supply. If so, unit is marked unsupplied and units out of
supply turn counter is incremented. Out of supply indicator will appear above
counter. If hex is in regular/special supply then unit is marked as being in
regular/special supply.
It's safe to select Misc.->Update Supply Status command several times. For example let's say you have U2 unit that is in hex that is in regular supply. Now you select Misc.->Update Supply Status command and unit will become supplied. Then you notice that the hex unit occupies is out of supply after all. Now you just mark hex as being out of supply, select Misc.->Update Supply Status command and unit is U2 again.
When initial phase begins, JET automatically increments out of supply turns
of all units that were marked as being out of supply during previous player
turn. If units was in regular supply then it's out of supply turn counter is
zeroed.
In the movement phase you can move your units, as you would expect.
Available commands in the air menu depend on what air mission rule you have selected. If you are using traditional air mission rules you can only fly above target hex and leave your planes there. Non-phasing player may attack them with interceptors during reaction phase if he wishes. Missions are resolved in combat phase.
If you are using new air mission rules then air missions are resolved immediately when they are started. In this case Fly-menu contains commands for fighting air combat, firing AA and resolving bombings. If non-phasing player wishes to fly any air missions (including interception) Options->Change Player command must be used. Air combat, AA firing and bombing are described in Reaction phase help.
Move Menu:
Command |
Btn |
Description |
Unit Mover |
|
Show/hide modeless unit mover dialog box. |
Tactical Movement |
|
Switch to tactical movement mode. |
Administrative Movement |
|
Switch to administrative movement mode. |
Strategic Movement |
|
Switch to strategic movement mode. |
<direction> |
- |
Move all selected units to this direction, or order them to attack to this direction. For more details see below. |
Board Train |
|
Load selected ground units to the train in order to use operative train movement. |
Leave Train |
|
Unload selected units from the train in order to use normal tactical movement. |
Undo Movement |
|
Return selected units to the hexes where they were when the current phase started and restore their movement points back to maximum. For more details see below. |
Fly Menu (for more details see below):
Command |
Btn |
Description |
Takeoff |
|
Selected planes will takeoff from the airfield. After this you can move them around. |
Stage |
|
Selected planes will use below airfield to stage. This will extend their range but consumes airfield capacity. |
Land |
|
Land planes and end their mission. Do this to end transfer mission, other missions require that planes are flying during combat phase. |
Assign Mission |
|
Set mission that planes will execute in the following combat phase. |
If using new air mission rules:
Command |
Btn |
Description |
Fight Air Combat |
|
Selected planes will takeoff from the airfield. After this you can move them around. |
Fire AA |
|
Selected planes will use below airfield to stage. This will extend their range but consumes airfield capacity. |
Resolve Bombing |
|
Land planes and end their mission. Do this to end transfer mission, other missions require that planes are flying during combat phase. |
Orders Menu:
Command |
Btn |
Description |
Break Rail |
|
Selected unit will spend some MP's to break railroad in the selected hex. |
Damage Airfield |
|
Selected unit will spend some MP's to give 1 hit of damage to the airfield in the selected hex. |
Build Temporary Airfield |
|
Selected engineer unit will build temporary airfield to the hex. |
Repair |
|
Selected engineer unit will repair damaged railroad or airfield. If there are both damaged airfield and railroad in the hex you will be asked which one you want to fix. |
Re-gauge Railroad |
|
Selected railroad engineer will re-gauge railroad in the selected hex. NOTE: if you have selected normal engineer unit too then quick construction will be used. |
Note: bridge breaking and repairing can only be done in setup mode.
Misc. Menu:
Command |
Btn |
Description |
Hex Info |
- |
Show some info about the selected hex (like MP's required to enter and combat effects). |
Combat Info |
- |
If you have ordered your forces to attack the selected hex then you can use this command to view current combat odds and die modifier. This may help you to decide whether you need more/less forces to attack. |
Toggle Attack Supply |
- |
Toggles unit's attack supply status on/off. If you are using attack supply rule (see Options->Rules->Combat) then units without attack supply are halved when attacking. |
Cancel Attack |
- |
Clear attack orders from all units that were ordered to attack the selected hex. |
Cancel Air Attack |
- |
Clear attack orders from all planes that are in the selected hex. |
In addition to menu commands you can move your units by pressing
keys in the numpad (group of numeric keys in the right side of your keyboard).
Just make sure your NumLock is on and press keys described below.
Movement keys:
Key |
Direction |
7 |
Northwest |
4 |
West |
1 |
Southwest |
9 |
Northeast |
6 |
East |
3 |
Southeast |
If you are using laptop computer that has no separate numpad, then you can use unit mover dialog box. It contains buttons that you can click to move units to corresponding direction.
MP calculation
JET calculates MP's for all units while they are moving and prevents you from
moving units if they don't have enough MP's. JET also automatically changes hex
owner while you move your units to enemy territory. If you find that JET
calculates MP's wrong you can quickly correct things with Move->Increase/Decrease
MP's commands.
Note that if you don't like automatic MP calculation you can disable it from rules dialog box.
MP calculation depends on movement method you have selected (tactical/administrative/strategic). JET tries to ensure that you follow restrictions of particular movement method (i.e.. you can't move adjacent enemy units in administrative movement) and that one unit uses only one movement method in movement phase.
You can do overruns simply by moving against an enemy stack. If your stack
is strong enough to make an overrun JET will ask you whether you want to do it.
Enemy units are eliminated and your MP's adjusted accordingly if you choose to
make an overrun.
If you move against an enemy stack but your stack is not strong enough to make an overrun, then you will be asked if you wish to order your units to attack enemy stack in the following combat phase. If you answer, "Yes" then combat indicator will appear in the top of the enemy stack. You can then inspect current odds and possible results by selecting "Combat Info" command. You can later order more forces to attack enemy or clear attack orders. Note that this attack planning is for your convenience only, you are not required to actually fight any combat that you planned. You can also plan combats in combat phase.
For more information about combat odds calculation done by JET, see combat phase help.
You can always undo any movement with "Undo" command. However this will not undo following things:
For example if you undo movement that caused an overrun,
then you must manually add destroyed enemy units to the hex they occupied. Use setup mode for this.
Air mission are executed in following steps:
1. |
|
Takeoff. At this time you must select mission category (bombing, transfer, interception, etc.). |
2. |
|
Move mission force. Patrol attacks are not implemented, you must do them by yourself. |
3. |
|
At target hex assign mission to bombers (rail line, airbase, etc.) |
If you are using traditional air rules (see Options->Rules->Air)
then following steps take place in reaction phase. If you are using new
on-demand air rules then following steps take place immediately.
4. |
|
Takeoff with some interceptors (select "Interception" mission). |
5. |
|
Move interceptors to hex that contains mission force. |
6. |
|
Fight air combat (select interceptors you want to attack with first). For more information see below. |
7. |
|
Move remaining interceptors back to base and land them. |
8. |
|
Fire AA against mission force (if there is any in target hex). For more information see below. |
9. |
|
Resolve bombing (every time you bomb selected bombers will combine their bombing strength to single attack). If you are flying GS or DAS just leave planes over the hex and their bombing strength will be added to combat strength. For more information see below. |
If you are using traditional air rules (see Options->Rules->Air)
then following steps take place in exploitation phase.
10. |
|
Fly mission force back to home. |
11. |
|
Land. |
You don't have to assign missions at step 3 if you don't want to reveal your plans to your opponent. You can do it between steps 7 and 8 too (just before firing AA).
Reaction phase is special phase that appears only if you are using traditional air mission rules. It comes right after movement phase and before combat phase. In traditional air mission rules phasing player flies his air groups during movement phase but doesn't resolve any air missions. His air groups remain in the air above target hex when movement phase ends.
In the reaction phase non-phasing player can fly interceptors to fight phasing player air missions (phasing player has assigned air missions during movement phase). Non-phasing player resolves any air combats. In the end of the reaction phase all the fighters of non-phasing player must land.
In the combat phase phasing player resolves all the air missions.
If you are using new "on demand" air mission rules air missions are resolved immediately, and thus there is no need for the reaction phase.
If you are playing play-by-mail game then the phasing player should save the scenario in the end of the movement phase and send it to non-phasing player. Non-phasing player should save the scenario in the end of the reaction phase and send it back to phasing player.
Fly Menu:
Command |
Btn |
Description |
Takeoff |
|
Selected planes will takeoff from the airfield. At this point you must select mission type for them. After this you can move them around. |
Fight Air Combat |
|
Selected interceptors will attack enemy planes in the hex and air combat follows. For more details see below. |
Land |
|
Land planes and end their mission. Planes will become inoperative. |
Undo Movement |
|
Return selected planes to the hexes where they were when the current phase started and restore their movement points back to maximum. |
If there are enemy planes flying more than one mission (for example some planes flying ground support and some planes bombing ships) then you will be prompted, which mission you, wish to intercept. Please note that you can attack each mission force only once. If there are planes flying only one mission then your fighters will automatically intercept that mission.
When air combat begins air combat dialog box will appear. There you can see all participating planes (mission force, escorts and interceptors). You must now select target for every interceptor. Do this by first clicking interceptor and then clicking target plane. After you have selected target for every interceptor click "Ok" button to start fighting. At this point computer will select target for every un-attacked escort.
While fighting air combat computer will show you who is shooting who and what are the odds and asks you whether you wish then let the computer to do the die rolling (click "Yes") or do it by yourself (click "No"). If you select "No" you must roll two dies and type results in the dialog box that will appear. After this computer will show you combat results. This procedure is repeated for each attack.
Orders Menu:
Command |
Btn |
Description |
Fire AA |
|
Use this command to fire AA against attacking planes. For more details see below. |
Resolve Bombing |
|
Selected planes will bomb their targets. For more details see below. |
Resolve Combat |
|
If you have ordered your forces to attack the selected hex the ground combat will be fought. For more details see below. |
Advance |
|
Advance selected victorious units to the captured hex. |
Destroy Units |
|
Destroy unit (or reduce it to cadre if it has one) in order to satisfy combat losses. Units will be moved to replacement pool. |
AA is fired against all non-escort planes at one time even if they have different missions. For every plane you will be given opportunity to modify AA strength and die modifier in case you have your own house rules or you find out that JET calculates something wrong. You can type in die rolls or let computer to do the die rolling.
Remember that you can fire AA against planes flying DAS too. JET calculates
AA strength according to standard rules.
All selected planes will make one combined bombing in which their bombing strengths is summed. If there are several possible targets (for example several enemy planes in the air base) you will be prompted which target to bomb.
Note that you must assign bombing mission for plane before you can resolve
one. So if JET tells you that the there are no attacking planes then you must
first assign missions for your planes.
When you start ground combat ground combat dialog box will appear. There you can see combat strengths and die modifier calculated by JET. Unfortunately these numbers may not always be correct. Below is explanation what JET calculates and what it does not. If you notice that calculated values are incorrect you are free to modify them at this point.
Combat strengths
Following things are considered while calculating combat strengths:
Following things are NOT considered at the moment, you must simulate them by placing appropriate status markers to the hex.
Warships firing naval gunfire support.
Note that JET doesn't place any limits to amount of artillery or ground support, you must make sure you follow rules of the game you are playing.
Die modifier
Following things are considered while calculating die modifier:
NOTE: Europa rules allow you to calculate half-AEC capable units as AEC-neutral ones. JET only calculates two choices; all half-AEC units as half-AEC, and all half-AEC units as AEC-neutral. JET chooses combination that gives better AEC ratio. AEC and engineer modifier are used always when possible.
Following things are NOT considered at the moment, you must apply them manually:
Resolving combat
Before resolving combat you should always check (and update if necessary)
isolation status of all participating units. This should be done because JET
keeps separate logs for isolated and non-isolated losses. When unit is
destroyed or cadre losses are logged based on unit's isolation status.
You can specify die roll by yourself or you can let the computer to roll a die by clicking radio buttons in the bottom of the ground combat dialog box. After you have finished click "Ok" button.
In case combat result requires defender to destroy all units (DE, HX, EX), computer will do it automatically.
If you have selected "Automatic DH" rule: If the combat result is DH computer will select enemy units that were destroyed. Algorithm is used to find minimum combination of destroyed units that will satisfy losses. If there are several combinations that satisfy minimum losses then random combination is selected.
If you have selected "Automatic DR" rule: If any defending unit is required to retreat computer will find retreat direction for it. ZOC's will be avoided but otherwise unit will retreat to random direction. If unit must retreat to ZOC or it can't retreat at all it is eliminated.
In case attacker takes losses player is required to destroy his units to satisfy these losses, computer will not do it. Also, if attacker is required to retreat player is responsible of it, computer won't retreat attacker units.
In exploitation phase only motorized units can move. All other units have their movement points set to zero.
If you are using traditional air mission rules then air groups that participated air missions during combat phase must fly back to friendly airfield during exploitation phase. Planes flying DAS are exception; they stay over hex they are defending during enemy turn. They must be landed in enemy exploitation phase. If there are any non-phasing player planes flying DAS, phasing player should send scenario file to the non-phasing player after he has done all exploitation phase operations but before he actually ends exploitation phase (by Options->End Phase command).
If you are using new air mission rules then you can fly air missions during exploitation phase too.
Commands available in the exploitation phase are subsets of commands available in the movement phase. See movement phase help for more info.
When exploitation phase ends player turn ends too. If you are playing
play-by-mail game this is when you should save the scenario and send it to your
opponent.
In the setup mode you have full control over all of your counters. Note that you can still control only your own counters, in order to control enemy counters in the setup mode you must select Options->Change Player command.
You can enter setup mode any time by selecting Options->Setup Mode command. You can exit setup mode by selecting Options->Setup Mode again or by selecting Options->End Phase command.
You probably need setup mode when you are starting a new game. Default hex owners and rail gauges may be wrong, so you need to set them in the setup mode. You can also correct mistakes made by JET during game play.
Most of the commands available in the setup mode are also available in the initial phase. See initial phase help for information about those commands. Note that some commands work a little bit different way in the setup mode than they do in normal mode:
Special entries will appear to the Hex menu in the Setup mode. This menu contains commands that let you manipulate various hex properties that are normally calculated by JET (for example if you successfully bomb air base it's hit count will increase). If you find that JET does something wrong or that JET lacks some functionality you can use this menu to modify hex as you need (for example change number of bombing hits in the airbase).
Units Menu (in addition of Initial Phase Units Menu):
Command |
Btn |
Description |
Teleport Units(s) |
|
Move selected units to any hex. See below. Shortcut key is 't'. |
Misc. Menu (in addition of Initial Phase Misc. Menu):
Command |
Btn |
Description |
Change Hex Owner |
|
Change hex owner from axis to allied or allied to axis. Shortcut key is 'o'. |
Make Hex Neutral |
|
Make hex neutral (neither axis or allied). Shortcut key is 'n'. |
Note that shortcut keys for changing hex ownerships ('o' and 'n') work even if you are not in the setup mode.
Hex Menu:
Command |
Btn |
Description |
Airbase Hits |
- |
Adjust number of airbus hits in the selected hex. |
Airbase Usage |
- |
Adjust airbus usage level in the selected hex. |
Port Hits |
- |
Adjust number of port hits in the selected hex. |
Port Usage |
- |
Adjust port usage level in the selected hex. |
Harassment Hits |
- |
Adjust number of harassment hits in the selected hex. |
Mines |
- |
Adjust number of mine points in the selected sea hex. |
Repair Rail |
- |
Magically repair the rail in the selected hex. |
Break Rail |
- |
Magically break the rail in the selected hex. |
Repair Bridge |
- |
Magically break the bridge adjacent to the selected hex, see below. |
Break Bridge |
- |
Magically break rail adjacent to the selected hex. |
By teleporting you can move any unit to any hex. First
select units you wish to teleport, and then teleport command. Note that after
this teleport button in the toolbar will appear pressed. Now you can click any
hex and selected units will be magically transferred to that hex. This is handy
when you doing initial setup. Note that shortcut key 't' works even when you
are not in the setup mode.
Commands for bridge manipulation are only available in the setup mode. You must first select a hex that is adjacent to the bridge and then appropriate bridge manipulation command. If there are several bridges adjacent to the hex JET will ask you which bridge you wish to break or repair.
Even though bridges can only be manipulated in the setup-mode JET will include
effects of bridge breaks in MP calculation in movement and exploitation phases.