Hi,
There is a manual in your Matrix/ JTCS/ manuals folder on your HDD.
3) Exit Objectives: An objective initially listing a value of “0” is an “exit objective” for the side corresponding to the color of the objective. Each unit of that side exited from such an objective is worth VPs to that side. To exit a unit from the map (whether from an objective hex or not) move the unit into the map edge hex, and press the “Remove Units” button (or select the unit, then select Remove From Map from the “Units” pop-down menu). As units are exited off an exit objective the current number of VPs exited from that objective are immediately tallied and reflected by the new number shown on that objective.
Note: If a unit is removed from the map edge hex that is not an exit objective no VPs are awarded, but neither does the exiting side lose VPs for such a removed unit; this is a way to deny VPs to your enemy if the unit has no recourse but to exit. A removed unit cannot be reentered during that scenario
5.15 Air Attacks
At the start of each turn you will be informed of how many Air Attacks you have remaining for use during the entire scenario (which also includes the current turn). If you use all of your listed Air Attacks in one turn, you will not have any to use in following turns. Due to the importance and strength of Air Attacks, it is usually wise to be conservative in their usage. Not every scenario will have Air Attacks.
To call for an Air Attack, select (“Hot Spot”) the location you wish to attack by left-clicking on it once. Then simply press the Air Attack button on the Tool Bar. A crosshairs icon will be placed in the selected location (the same icon used to denote an “on call” indirect fire attack).
Note that only one Air Attack may be plotted per location. If you want more than one Air Attack to hit in the same area, simply plot the additional one in a nearby location.
IMPORTANT: Once plotted, an Air Attack cannot be cancelled nor re-plotted, so be sure to have the proper location selected when you plot the attack.
Each Air Attack has been individually modeled with unique “hard” and “soft” attack values,
as well as an individual defense value. The number of strength points that a given Air Attack represents varies depending upon that plane type.
A plotted Air Attack has a 65% chance of arrival on each turn (and each turn thereafter
until it arrives). An arriving Air Attack will not always attack the target you pick; it will “search” for a proper target within about a five hex radius of its plotted hex. The more targets that there are within that radius the less likely it is that the Air Attack will hit the plotted location. There is even a slight chance that an Air Attack may make a mistake and attack a “friendly” unit! Therefore, it is advisable not to request an Air Attack in an area that has a lot of friendly units.
If a side has more than one type of air attack assigned to it, the Air Attack that arrives is randomly determined from the “pool” of air attacks for that side (as determined by the scenario designer). The types and number of Air Attack still available to a side in a scenario
(if any) can be viewed by selecting “Available Air Support” from the Status pop-down menu. This information is not shown for the opposing side if Fog of War is on.
Smoke Ammunition: An unit capable of firing Smoke ammunition displays a small “smoke” icon in the icon bar on the left side of its Info Box. Engineer infantry, as well as many (but not all) units capable of indirect fire can “lay smoke”. Laying smoke is similar to firing normally, except the Alt key must be depressed when you right-click on the target hex.
Movement value of units and ground : select unit and F2