NOTICE: This page only shows CAMPAIGN SPECIFIC rules and exceptions from the general rules!
Here is a link to
GENERIC DOCUMENTATION
...also see
TERMS and MARKERS,
Battle Support Explained,
FAQ, and
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JUNO-SWORD specific documentation
Night time: Reduces Allied movement more than German movement, Artillery will be less effective for both sides, and aerial functions will not be available.
Airdrop supply: Tap a desired hexagon to try to drop a supply source there. The location of this under-fire drop varies, so in the worst case it lands on a hexagon under the enemy rule. The amount of supplies per airdrop supply varies and it is shown on the resource once it has been dropped in play. Airdrop supplies in enemy-held hexagons might get destroyed.
BRIDGES: German immobile defences protecting bridges will be reinforced from time to time if there is no Allied presence nearby.
GERMAN AND AXIS UNIT TYPES:
German Infantry: Regular Werhmacht infantry battalion. Usually most +1 HP replacements arrive as basic infantry.
German Static Infantry: Slightly weaker Werhmacht infantry battalion. Loses an extra MP from time to time to reflect lower level of motorization.
OST Battalion: Weak infantry unit, more likely to withdraw or scatter under pressure.
Panzergrenadiers: German Motorized Infantry battalion. Extra movement compared to regular infantry.
German Tank Unit : German panzer battalion with Panzer IV tanks.
WSS Tank Unit : WSS panzer battalion with Panzer V (Panther) tanks.
WSS battalion : Motorized elite units, less likely to withdraw or scatter under pressure.
Antitank Gun unit - Slow and relative weak unit that gets a big bonus vs armored units, and a small penalty for fighting against infantry. Slightly better at defending than at attack. Bonus vs immobile units. Poor line-of-sight.
Dugout : Immobile defense structure on key locations like river crossings.
Artillery: Bombards nearby units (miss, MP hit, HP hit), can relocate, and sometimes manages to escape if enemy unit moves over it. Capturing might give some resources as a reward.
AI Commander: Supports enemy units in combat and provides extra MPs to combat troops just like a General commanded by the player does. Chance of capturing the enemy commander (moving into the same hexagon) is roughly 50 percent, partly depending on the MPs of that commander (if you push a commander back several times and it has negative MPs it will be easier to capture).
ALLIED (BRITISH AND CANADIAN) UNIT TYPES:
British Airborne: Strong British paratrooper battalion. Deployed right at the start of the campaign.
Infantry: Regular Allied (British or Canadian) infantry unit (usually battalion).
Tank unit: Regular Allied (British or Canadian) armored formation. +1 HP replacements can be only usd on their specific nationality.
Commando: British Royal Marines Commando units covering the edges of the landing beaches and supposed to be the first to link up with the troops carrying out the Operation Deadstick.
Operation Deadstick Units: Two special low HP units carrying out the capture of the key bridges. These units will be removed from the play soon after a land route between the bridges and one of the two landing beaches has been established.
Artillery: Tap enemy unit to bombard it (this action requires full move points). Bombardment can result in a loss of HP, loss of MPs, increase in Fatigue, or be ineffective (IE). Operational range is shown with a circle when the unit is selected. If attacked by an enemy unit this type of unit might withdraw multiple hexagons and lose extra MPs.
Supply Depot (top of the map, located over water): Deliver the requested resources to player over the coming turns.
Airdrop Supplies: Each airdrop supply gives supply for 1-3 airborne units (each airborne unit which does not have an open route to supply city must have a route to airdrop supply or it is considered out-of-supply).
Generals/Commanders and their actions: See generic guide for the regular features of this unit type.