JUNO-SWORD by Joni Nuutinen

LINKS:
⊕ Play Store
⊕ Amazon
⊕ free turn-limited at Amazon
⊕ free local turn-limited APK to sideload
The scenario starts with the battalions of the British 6th Airborne Division making a nighttime drop to secure the key bridges. In the second phase British & Canadian troops with Commando units land on Juno and Sword beaches and secure the area. The third phase is expanding the bridgeheads and linking up with the paratroopers holding the bridges. The fourth stage is seizing Caen, that German armed forces defend with a handful of elite Panzer Divisions.
⊕ Taking place in: 1944-06
⊕ Map size: 2000 = 50 x 40 hexagons
⊕ Specials: British side of D-Day at battalion level. Paratroops plus glider landings of Operation Deadstick to capture key bridges. Night, Decide what resources to request from Depots.
⊕ Released: 2021-01
WELCOME:
You are in command of the Allied force carrying out the eastern part of the 1944 Normandy landings (Juno and Sword beaches and 6th Airborne landing). The scenario starts with the battalions of the British 6th Airborne Division dropping during the night to secure the key bridges in the area and destroy German artillery concentrations. In the next phase, morning of June 6th, British and Canadian troops plus Commando units start landing and securing the beachheads. The third phase is expanding the controlled area and linking up with the paratroopers holding the bridges. The fourth phase is seizing the crucial city of Caen, that German armed forces end up defending with a handful of elite Panzer Divisions.
VICTORY CONDITIONS: Control over 100 Victory Points (VPs, which are gained from the cities). A total of 110 in play in this particular campaign.
CAMPAIGN SPECIFIC FEATURES: Resources can be requested from the Supply Depots located at the top of the map. Units need either route to Airdrop Supply or one of the Landing Beaches (Juno or Sword). Time scale will slowly accelerate from the 2-hours to 6-hours per turn to more realistically reflect the arrival of reinforcements for the later stages of the battle of Caen.
Airdrop supply number shows the number of units it can supply or how many turns it can supply one unit. Artillery consumes supply, while General does not but still needs a route to supply source. Units with most HP have priority over low HP units.
QUICK TIPS: Settings: You can change hexagon size, city icons, unit icons, and many other aspects from settings (via the main menu), from scenario-wide, or via the four round buttons in the upper-left corner of the gaming view. Unit markings: Lower left corner shows HPs (Hit Points), upper left corner shows the number of MPs (move points), right side has several type of markings: warnings on red, attached resources on white, ground information (what's under unit icon) is marked on green. Zooms buttons (Z) are located on upper-left corner. Combat core concepts: adjacent units critically support each other in battle; encircling is often more efficient than using brute-force direct attacks.
CAMPAIGN NOTES:
Victory Condition: Control over 100 Victory Points (VPs, which are gained from the cities). A total of 110 in play in this particular campaign.
Beach: Move point and combat penalty when moving from a beach hexagon up to the normal ground level.
Time scale will slowly accelerate from the 2-hours to 6-hours per turn to more realistically reflect the arrival of reinforcements for the later stages of the battle of Caen.
Tip: During the very first turns, also try to secure a fairly round area to guarantee that the air-dropped supplies (there is some variation where they end up) are safe or at least in hexagons under your control.
Operation Deadstick Troops (two under-strength units) will be removed from the play after a land route to one of the landing beaches has been established.
Some of the British units entering the play from the left edge (outside the map) will arrive in the upper-left-most city (Riviere).
Unit arrives times have been condensed for the 6th Airborne and spread out a little bit for the actual landing beaches to prevent massive stacks of units.
Airdrop supply number shows the number of units it can supply or how many turns it can supply one unit. Artillery consumes supply, while General does not but still needs a route to supply source. Units with most HP have priority over low HP units.
Some of the Commando units (each consisting of two Royal Marines Commando formations) land closer to the landing-beaches than they historically did to secure supply.
Night time: Reduces Allied movement more than German movement, Artillery will be less effective for both sides, and aerial functions will not be available.
Obviously Allied air power is not realistic as that would very effectively prevent German movement and pulverize the units-and there wasn't much left to play for.
A couple of deep rear area Ost Battalions which historically arrived later are instantly thrown into play with huge variation to prevent the early turns from turning into too predictable experience.
Some slightly incorrect military-history terms (like Fort for minor dugouts) are used simply because they are short (map won't be flooded with long text tags) and these terms are known to even non-native English speakers.
Scenario Specific documentation that includes links to more generic documentation on how the game series and the underlying game engine works.
To get a feel play the free turn-limited demo version (sideload or Amazon App Store), while screenshots are available on the app stores. No ads or tracking in these either.
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