One world war, seven theatres, three game systems, and a front line that moves every time someone wins a battle at Xpidemix.

The war has begun. The Allies and the Axis are dug in across a map of the whole world, from the English Channel to the Coral Sea, and every territory on it is held by a real player. Right now the front lines are still being drawn. That makes this the best moment to enlist.

The WW2 Grand Campaign is a persistent, map-based tabletop campaign run out of the Xpidemix store at Joo Chiat. You pick a nation, fight battles against other commanders, and the result of every approved game changes who holds what. Win enough and you take a capital. Lose your supply lines and your army fights at reduced strength. It all plays out on a live campaign dashboard at xpidemix.org/ww2-grand-campaign.

Land, sea and air

Most campaigns stick to one game. This one uses three, and they feed into each other.

  • Land – Bolt Action: attack and defend territories. Win and the ground is yours.
  • Sea – Victory at Sea: fight for sea zones. Control lets your side land troops and blockade the enemy.
  • Air – Blood Red Skies: win the skies over a theatre and your land attacks there get a free preparatory bombardment.

You only need to play one of them. In your Field HQ you tick the games you play, and you are only challenged in those. Everyone starts on Bolt Action.

Pick your side

There are two alliances and five major powers. You enlist with one nation for the whole war. Minor nations fight alongside their major power and share its territory, points and victory.

AllianceMajor powerFights alongsideCapital
AlliesGreat Britain & CommonwealthFree France, Poland, Greece, Netherlands, Belgium, NorwayLondon
AlliesUnited States–Washington
AlliesSoviet UnionPartisansMoscow
AxisGermanyItaly, Hungary, Romania, Bulgaria, FinlandBerlin
AxisImperial Japan–Tokyo

Joining the alliance that is short of commanders earns you a 3-medal enlistment bonus.

How a battle works

  1. Issue a challenge. Pick an enemy territory your own nation can reach, either by land or by an amphibious landing across a sea zone your alliance controls. Then pick an enemy commander from the nation that holds it.
  2. Get your orders. The site rolls the Bolt Action scenario for you: victory conditions, deployment zones and deployment type, with rulebook page references. No re-rolls.
  3. Play the game with the points shown. Arrange a time with your opponent and play at Xpidemix or wherever suits you both.
  4. File the report. Either player submits the result and the other confirms it within 7 days.
  5. Approval. The campaign admin approves it, and if the attacker won, the territory changes hands on the map.

Rules that make the map matter

Your army’s size depends on your empire

Each power deploys 1,000 points at its starting holdings, scaled up or down by the territories it holds now. Key sites add bonuses: the Ruhr adds 150 points to Germany, the Ural Tank Factories add 100 points of vehicles for the Soviets. The two sides are never more than 500 points apart.

Supply lines and blockades

A territory cut off from its capital fights at 10% fewer points. Every enemy-held sea zone touching your homeland costs you another 5%. Naval players directly shape how big everyone else’s armies are.

Capitals are fortresses

To attack a capital you first need to hold two territories next to it. Capital battles are always Point Defence, and a capital only falls after two attacker victories.

Staging bases

Crossing a great ocean requires a forward base. The Americans can’t land in Normandy straight from Washington. They have to take Iceland or the Caribbean first.

Weekly events

Every Monday an event is rolled: storms, winter, monsoon, night operations, partisans, earthquakes, booms and crashes. This week it’s a Production Boom, giving the United States 10% more points.

Singapore is on the map too. Fortress Singapore is a key territory for Great Britain & Commonwealth, and its defenders may use Hidden Deployment for up to two units. Sumatra and Borneo hold oil fields that pay out vehicle points. Expect a fight here.

How the war is won

The Axis win immediately by holding any two Allied capitals. The Allies win by holding both Berlin and Tokyo. If neither happens by the end date, the alliance with the most victory points wins. Victory points come from territories, key territories, capitals, sea zones, and every week you hold an enemy capital.

Medals you can actually spend

Playing earns rewards at the store. Every approved battle gives each player 1 medal, and the winner gets 1 more. Every player on the winning alliance gets 15 medals at the end of the war. Each medal is worth $0.50 at the Quartermaster:

  • 12 medals: 10% off your next purchase
  • 15 medals: 15% off your next purchase
  • 15 medals: one month of free locker use to keep your army at the store

Your rank rises with your victories, using your own nation’s titles, from Private or Schütze upward. The commander with the most wins across all three games takes the Best General prize.

New to wargaming?

You don’t need a huge army or years of experience. The site works out your points, rolls your scenario and tells you which rulebook pages to read. If you’re starting from scratch, come by the store and we’ll help you pick a nation and get your first force on the table.

Your orders

  1. Sign up at xpidemix.org/ww2-grand-campaign and enlist in Field HQ.
  2. Pick your nation and tick the games you play.
  3. Issue your first challenge, or wait for one to land on your front.

Questions? Visit Xpidemix Singapore, or call +65 9003 8292.

See you on the front line, Commander.