The idea behind JET
What's implemented?
What's not yet implemented?
What will never be implemented?
JET (Jet Europa Tool) is a computer aid for GR/D’s Europa game system. JET does not (and probably never will) contain all the rules and details for the Europa system, as JET was intended as an aid for Europa players. The goals of JET are as follows:
How is it possible to play Europa if large parts of the rules are not
implemented? The answer is the "Setup Mode”. JET has a special “Setup
Mode” where you have full control over all the counters. This special mode
allows players to perform tasks that JET does not support. For example, JET
doesn't have the capability to calculate amphibious landings on it’s own. Therefore the player could teleport the
landing units to the hex in “Setup Mode”, perform all the calculations required
by Europa (even the die rolling), and while still in “Setup Mode” change the
stats of the affected landing units (i.e., loss of Movement Points and/or enemy
units destroyed), just like playing Europa without JET.
Items implemented in this version of JET.
Map
- Graphical Europa like map display, which can be configured to show Corps
markers and/or individual units. -
Two separate sets of terrain tiles for the map display.
- All hex types and hex sides included in Europa, Glory, and TGW (exception: no
difference between sea and lake hex sides).
- Railroads (narrow and wide gauges), low volume railroads, and roads (all
three types can now be broken).
- Cities, ports, fortifications, resource points, and reference points.
- Weather zones covering the entire front or fronts.
- Europa Map hex numbering (for both normal and rotated maps).
- International and internal/political borders.
- Graphical map editor for map creation and scenario editing.
Counters
- Land units, including Horse and Coastal Artillery (WOR).
- Air groups.
- New SOS type naval units with BB’s, BP’s, and River Flotillas added to new
Task Force Type Naval System.
- Kwangtung, MSF, MNF, and Shantung Naval Unit Factions.
- Resource points.
- Forts and airfields (temporary and 3/6/9/12 capacity permanent).
- Hit markers (rail, airfield, port, coastal fortification, harassment).
- Allied and Axis Mines.
- Status markers (number of points + textual description, may be included in combat/AA
strengths).
- Notes (textual notes that can be placed to map)
- Counters missing: capitals, factories, and movement counters. Notes can
represent these counters.
Basic operations
- Scenario file loading and saving.
- Configurable number of turns per month.
- Configurable RE sizes.
- Configurable ZOC's.
- Configurable CRT.
- You can change several rules to suit the game you are playing.
- Single replacement pools, one per side.
- Supply effects for combat and movement abilities.
- Stacking limit checks.
Initial phase actions
- Unit isolation and supply status updating
- Creating, modifying and deleting all types of counters.
- Weather selection.
- Start of constructing fort and permanent airfield (engineers required).
- Air missions.
Movement phase actions
- Land unit movement and movement point (MP) calculation
* tactical movement
- MP calculation (hex type and hex sides)
- weather affects on MP calculation
- overruns
- rail breaking
- airfield damaging
- hex ownership changing as units move
* operational train movement
- MP calculation (entering train + traveling in train)
- rail gauge must match
- rail or bridge hit stops movement
- Player is informed about consumed rail capacity when
boarding train
* administrative movement
- MP calculation
- selectable: fite style (only clear terrain allowed)
or sf style (all but mountains allowed)
* strategic train movement
- MP calculation (200 hexes)
- rail gauge must match
- rail or bridge hit stops movement
* Naval movement
* path recording
* rail only unit movement
* harassment hits affects movement
* units may use only one type of movement
(tactical/administrative/strategic) in one turn.
* Undoing movement (units return to their original location, MP's are
restored)
* allocating units to combat (my moving against enemy stack if enemy
stack is too strong to be overrun)
- Air group movement
* MP calculation
* staging
* assigning missions (escort, bombing etc.)
* airfield capacity calculation (including staging) if selected
* undoing movement
* air combat and mission resolution if using on-demand air mission
rules.
- Construction work
* rail re-gauging by RR engineers
* railroad/airfield repairing
* building of temporary airfields
* quick construction by selecting two engineers to do the job
Air/Reaction phase actions
- fighter may scramble from attacked airfield
- non phasing player moves interceptors
- air combat
* picking targets for interceptors
* fighters in escort mission may jettison their bombs if phasing player
has ordered so
* combat odd calculations including die modifiers
* die rolling: by computer or by player
* air CRT
* combat result effects: returned or aborted bay not continue their
mission, killed are removed from the play
- check that all interceptors are landed when phase ends
Combat phase actions
- AA fire
* die modifier calculation
* strength adjustable, die rolling by computer or by player
* combat result effects
- tactical bombing
* plane and ship bombing: you may pick the target
* harassment bombing: harassment hits are delivered to target hex/hexes.
*GS/DAS: GS and DAS is added to combat ratio calculations
- you may allocate units to attacks
- you may cancel any air or ground attack
- ground combat
* support calculation
* combat ratio and die modifier calculation per Europa rules
* strengths and modifier freely adjustable by player
* die rolling: by player or by computer
* CRT
* elimination of destroyed defender units. Option: in case of DH
computer calculates minimal losses
* option: computer calculates retreat direction for retreating defender
units
* Political polices.
* Units that can't retreat are eliminated
* retreating of rail only units: must be able to use railroad
- victorious attacker may advance to the conquered hex
* rail only units must use railroad
Exploitation phase actions
- motorized units may move
* only tactical movement available
* rail breaking, airfield damaging
* overruns
* undoing movement
- all airplanes must land at airfields (or be eliminated) (except DAS mission)
Setup phase actions
- unit manipulation (as in initial phase)
- weather settings
- enemy unit manipulation (Options->Change Side)
- free change of hex ownership
- free creation of forts and airfields
- free rail re-gauging
- teleporting units (moving without any limits)
- adjusting of airfield capacity usage and all hit levels
The following items are not implemented in this version of JET.
-Order of battle's
- Air landings and amphibious assaults.
- Some nations may be still missing.
- Partisan rules.
- Missing features: forward edge of sea ice (WW), dotted
Vichy France border (SF).
- Resource point usage.
- Retreat: make overrun if possible (advanced rule)
- patrol attacks.
- Anything else that is not mentioned in 'What's
implemented'
Some things will probably never be implemented into JET.
- SF strategic air war.
- Victory point calculations / victory conditions
- nation surrendering
- rail nets, rail capacity calculations