This is a full version of D-Day: Juno, Sword, 6th Airborne, which is a turn-based boardgame-styled strategy
wargame set on the Western Front during the Second World War. From Joni Nuutinen: by a wargamer for the wargamers since
You are in command of the Allied force carrying out the eastern part of the 1944 D-Day landings (Juno and Sword beaches). The scenario starts with the paratrooper battalions of the British 6th Airborne Division dropping during the night to secure the key bridges and destroy artillery concentrations. After linking up the two landing beaches the main objective is to seize the crucial city of Caen as soon as possible, which German armed forces ended up defending with a handful of various Panzer Divisions.
Tip: Thanks to detailed historical battalion level simulation the number of units can be high during the later stages of the campaign, so please use the settings to turn OFF various unit types to reduce the number of units if that feels overwhelming, or long-press "done" on units to mark them permanently done, or use the Disband action of the General.
Free turn-limited version also available to test the game.
+ Historical accuracy within reason and variation: Campaign mirrors the historical setup.
+ Long-lasting: Thanks to in-built variation and the game's smart AI technology, each game provides a unique war gaming experience.
+ Settings: Various options are available to alter the look of the gaming experience: Change difficulty level, hexagon size, Animation speed, choose icon set for units (NATO or REAL) and cities (Round, Shield, Square, block of houses), decide what is drawn on the map, and much more.
Conflict-Series by Joni Nuutinen has offered highly rated Android-only strategy board games since 2011, and even the first scenarios are still actively updated. The campaigns are based on the time-tested gaming mechanics TBS (turn-based strategy) enthusiasts are familiar with from both the classic PC war games and legendary tabletop board games. I want to thank the fans for all the well thought-out suggestions over the years which have allowed these campaigns to improve at a much higher rate than what any solo indie developer could dream of. If you have advice on how to improve this board game series please use email, this way we can have a constructive back and forth chat without the limits of the store's comment system. In addition, because I have huge number of projects on multiple stores, it’s just not sensible to spend handful of hours each day going through hundreds of pages spread all over the Internet to see if there is a question somewhere -- just send me an email and I will get back to you. Thanks for understanding!