XPIDEMIX

WW2 Grand Campaign

This week · from 12 OctVolunteersVolunteers: commanders fighting for Bulgaria field one free Regular infantry squad (base cost only) in every Bolt Action battle.
Western Europe313Air superiority: contestedEastern Front97Air superiority: contestedMediterranean & North Africa612Air superiority: contestedVolunteers: Volunteers: commanders fighting for Bulgaria field one free Regular infantry squad (base cost only) in every Bolt Action battle.!Atlantic & Americas81Air superiority: contestedPacific97Air superiority: contestedChina56Air superiority: contestedSoutheast Asia92Air superiority: contestedLondon: held by Great Britain & CommonwealthWashington: held by United StatesMoscow: held by Soviet UnionBerlin: held by GermanyTokyo: held by Imperial Japan≈North Sea≈English Channel≈Bay of Biscay≈Baltic SeaGBScotlandGBMidlands & WalesGBLondon★DEBrittanyDENormandyDEParis★DEVichy FranceDELow CountriesDEDenmarkDENorth GermanyDERuhr & Rhineland★DEBerlin★DEBavaria & AustriaDECzechoslovakiaDEPolandDEHungary≈Black SeaDENorwayDEFinlandDEBaltic StatesSULeningrad★DEBelorussiaSUSmolenskSUMoscow★DEWestern UkraineSUKharkov & KurskDECrimeaSUThe DonSUStalingrad★SUCaucasus★SUThe VolgaSUThe Urals★DERomania★≈Western Mediterranean≈Central Mediterranean≈Eastern MediterraneanGBGibraltar★DEMoroccoDEAlgeriaDETunisiaDETripolitaniaGBCyrenaicaGBEgypt★GBPalestine & SyriaGBIraq★GBMalta★Out of supplyDESicilyDESardinia & CorsicaDESouthern ItalyDENorthern ItalyDEYugoslaviaDEGreeceDECreteDEBulgaria≈North Atlantic≈Central Atlantic≈Caribbean Sea≈South AtlanticGBCanadaUSWashington★USThe Midwest★USThe South & TexasUSCaribbeanUSPanama Canal★USBrazilGBIcelandDEFrench West Africa≈North Pacific≈Central Pacific≈Philippine Sea≈Coral Sea≈Eastern PacificJPTokyo★JPKyushu & ShikokuJPHokkaidoJPBonin IslandsJPMarianasJPCaroline IslandsJPMarshall IslandsUSWake IslandUSMidwayUSHawaii★USUS West CoastUSAlaska & the AleutiansGBNew GuineaGBSolomon IslandsGBGilbert IslandsGBAustralia≈Sea of Japan≈East China SeaJPManchuria★JPKoreaJPNorth ChinaJPShanghai & NankingJPCantonJPFormosaUSChongqingUSYunnanSUMongoliaSUSoviet Far EastGBBengal≈Bay of Bengal≈South China Sea≈Java Sea≈Celebes Sea≈Indian OceanGBBurmaJPThailandJPFrench IndochinaGBMalayaGBSingapore★GBSumatra★GBJavaGBBorneo★GBCelebesUSLuzonUSMindanao

Capital★Key territory≈Sea zoneUnder attack✕Closed this weekOut of supply

TheatreAlliesAxisSeasAir superiority
3132 / 2 / 0 Contested
971 / 0 / 0 Contested
6122 / 1 / 0 Contested
814 / 0 / 0 Contested
974 / 1 / 0 Contested
560 / 2 / 0 Contested
924 / 1 / 0 Contested

Active Fronts

Orders issued
Land · Bolt ActionObjectiveThailandSoutheast Asia
Recon · Thailand
ZewlGreat Britain & Commonwealth1,200 pts
vs
CommanderKiranImperial Japan1,100 pts
Scenario
Breakthrough, p.165
Deployment zones
Quarters, p.169
Deployment type
Prepared Positions, p.170
Dice
VC 3, DZ 5, DT 4
Conditions and special rules
  • Optional terrain rules: Tropical Hazards (p.305), if both players agree.

“Elias mall, lets go”

+1 medal each when approved, +1 more for the victor

Orders issued
Land · Bolt ActionObjectiveGibraltarMediterranean & North Africa
Recon · Gibraltar
EugeneGermany1,150 pts
vs
ZewlGreat Britain & Commonwealth1,200 pts
Scenario
Hold Until Relieved, p.167
Deployment zones
Quarters, p.169
Deployment type
Prepared Positions, p.170
Dice
VC 6, DZ 4, DT 5
Conditions and special rules
  • Attacking from Morocco.

“I'm good to play in PR at the CC or at Xpidemix, on a date that suits us both, week day or weekends”

+1 medal each when approved, +1 more for the victor

Orders issued
Sea · Victory at SeaSea zoneBlack SeaEastern Front
brixFinland
vs
HerrVorwartsSoviet Union
Scenario and points
Players choose the scenario and points
At stake
Control of Black Sea

“Ask Rahim which navy you can use to protect the Black Sea Match at the new shop?”

+1 medal each when approved, +1 more for the victor

Orders issued
Land · Bolt ActionObjectiveFinlandEastern Front
Recon · Finland
HerrVorwartsSoviet Union1,100 pts
vs
brixFinland1,150 pts
Scenario
Demolition, p.166
Deployment zones
Long Edges, p.169
Deployment type
Meeting Engagement, p.170
Dice
VC 5, DZ 2, DT 2
Conditions and special rules
  • Attacking from Leningrad.

“We’ll settle the logistics separately”

+1 medal each when approved, +1 more for the victor

Orders issued
Land · Bolt ActionAmphibious landingCaroline IslandsPacific
Recon · Caroline Islands
Sentinel PrimeUnited States1,300 pts
vs
CommanderKiranImperial Japan1,100 pts
Scenario
Demolition, p.166
Deployment zones
Quarters, p.169
Deployment type
Meeting Engagement, p.170
Dice
VC 5, DZ 4, DT 3
Conditions and special rules
  • Attacking landing from Wake Island across the Central Pacific.
  • Amphibious landing: use the Amphibious Assaults rules (p.285).
  • Production boom: Production boom: United States deploys 10% more points.

“Lets Go... In store play with ADMIN is on the HOUSE”

+1 medal each when approved, +1 more for the victor

Orders issued
Land · Bolt ActionAmphibious landingSingaporeSoutheast Asia
Recon · Singapore
trikarImperial Japan1,100 pts
vs
ElfriendGreat Britain & Commonwealth1,200 pts
Scenario
Seek and Destroy, p.164
Deployment zones
Long Edges, p.169
Deployment type
Meeting Engagement, p.170
Dice
VC 1, DZ 2, DT 2
Conditions and special rules
  • Attacking landing from Canton (China) across the South China Sea.
  • Amphibious landing: use the Amphibious Assaults rules (p.285).
  • Optional terrain rules: City Fighting (p.288), if both players agree.

“I’m newbie usually can morning early afternoon, afternoon until 6/7. I’m based in Joo Chiat”

+1 medal each when approved, +1 more for the victor

Orders issued
Land · Bolt ActionAmphibious landingNormandyWestern Europe
Recon · Normandy
EugeneLimGreat Britain & Commonwealth1,200 pts
vs
PanzerdaddyHungary1,150 pts
Scenario
Demolition, p.166
Deployment zones
Quarters, p.169
Deployment type
Meeting Engagement, p.170
Dice
VC 5, DZ 5, DT 2
Conditions and special rules
  • Attacking landing from London across the English Channel.
  • Amphibious landing: use the Amphibious Assaults rules (p.285).
  • Volunteers: a commander playing Bulgaria fields one free Regular infantry squad (base cost only).

“24th October 2026, Saturday.”

+1 medal each when approved, +1 more for the victor

Field HQ

Order of Battle

Click a commander to see their ID card.

Allies92 victory points · 0 of 2 enemy capitals

Great Britain & Commonwealth

23 territories, 11 sea zones · 0–0–0Capital: LondonWith Free France, Poland, Greece, The Netherlands, Belgium, Norway
Next Bolt Action game1,200 pts1,000 for 23 of 23 starting territories + 200 bonus. Capped at the opponent's total + 500.Out of supply (−10% when fighting there): Malta
  • ★ Home Front Factories London +100 pts
  • ★ The Rock Gibraltar
  • ★ Suez Canal Egypt
  • ★ Kirkuk Oil Fields Iraq
  • ★ Grand Harbour Malta
  • ★ Fortress Singapore Singapore
    When defending Singapore, up to 2 units may use Hidden Deployment (p.300).
  • ★ Palembang Oil Fields Sumatra +50 pts
    These points may only be spent on vehicles.
  • ★ Borneo Oil Fields Borneo +50 pts
    These points may only be spent on vehicles.
  1. Private PrivateElfriendBA0–0–0
  2. Private PrivateEugeneLimBA0–0–0
  3. Private PrivateZewlBA0–0–0

United States

15 territories, 5 sea zones · 0–0–0Capital: Washington
Next Bolt Action game1,150 pts1,000 for 15 of 15 starting territories + 150 bonus. Capped at the opponent's total + 500.
  • ★ Arsenal of Democracy Washington +100 pts
  • ★ Detroit Tank Arsenal The Midwest +50 pts
    These points may only be spent on vehicles.
  • ★ Panama Canal Panama Canal
  • ★ Pearl Harbor Hawaii
    When defending Hawaii, up to 2 infantry units may start the game Dug In (p.294).
  1. Private PrivateOp.JaywickBRS0–0–0
  2. Private PrivateSentinel PrimeBA0–0–0
  3. Private PrivatenightalfBA0–0–0

Soviet Union

11 territories, 1 sea zones · 0–0–0Capital: MoscowWith Partisans
Next Bolt Action game1,100 pts1,000 for 11 of 11 starting territories + 150 bonus, -5% Blockade: Baltic Sea. Capped at the opponent's total + 500.
  • ★ Kirov Works Leningrad
  • ★ Moscow Militia Moscow
    One free Inexperienced infantry squad of up to 10 men with rifles (base cost only).
  • ★ Tractor Factory Stalingrad
  • ★ Baku Oil Fields Caucasus +50 pts
    These points may only be spent on vehicles.
  • ★ Ural Tank Factories The Urals +100 pts
    These points may only be spent on vehicles.
  1. Krasnoarmeyets KrasnoarmeyetsHerrVorwartsBAVaSBRS0–0–0

Axis67 victory points · 0 of 2 enemy capitals

Germany

33 territories, 3 sea zones · 0–0–0Capital: BerlinWith Italy, Hungary, Romania, Bulgaria, Finland
Next Bolt Action game1,150 pts1,000 for 33 of 33 starting territories + 200 bonus, -5% Blockade: North Sea. Capped at the opponent's total + 500.
  • ★ City of Light Paris
  • ★ Ruhr Industry Ruhr & Rhineland +150 pts
  • ★ Reich Chancellery Berlin
    When defending Berlin, up to 2 units may use Hidden Deployment (p.300).
  • ★ Ploiești Oil Fields Romania +50 pts
    These points may only be spent on vehicles.
  1. Schütze SchützeEugeneBA0–0–0
  2. Honvéd HonvédPanzerdaddy HungaryBA0–0–0
  3. Sotamies Sotamiesbrix FinlandBAVaS0–0–0

Imperial Japan

15 territories, 4 sea zones · 0–0–0Capital: Tokyo
Next Bolt Action game1,100 pts1,000 for 15 of 15 starting territories + 150 bonus, -5% Blockade: North Pacific. Capped at the opponent's total + 500.
  • ★ Imperial Arsenal Tokyo +100 pts
  • ★ Manchurian Industry Manchuria +50 pts
  1. Nitōhei NitōheiCommanderKiranBAVaS0–0–0
  2. Nitōhei NitōheitrikarBA0–0–0

Roll of Honour

Leading for Best General

No victories yet. The first win takes the lead.

PrizeTo be announced

Most victories this campaign, on land, at sea and in the air. Ties: fewest losses, then most battles played.

The war
Allies0 of 2 enemy capitals · 92 victory points · 49 territories
Axis0 of 2 enemy capitals · 67 victory points · 48 territories

Prize15 medals for every player of the winning alliance

Axis: hold any two Allied capitals. Allies: hold Berlin and Tokyo. Otherwise most victory points on the end date.

Commanders

#RankCommanderNationWDLMedals
1Nitōhei NitōheiCommanderKiranImperial Japan0003
2Private PrivateElfriendGreat Britain & Commonwealth0000
3Schütze SchützeEugeneGermany0000
4Private PrivateEugeneLimGreat Britain & Commonwealth0000
5Krasnoarmeyets KrasnoarmeyetsHerrVorwartsSoviet Union0003
6Private PrivateOp.JaywickUnited States0000
7Honvéd HonvédPanzerdaddyHungary0003
8Private PrivateSentinel PrimeUnited States0000
9Private PrivateZewlGreat Britain & Commonwealth0003
10Sotamies SotamiesbrixFinland0000
11Private PrivatenightalfUnited States0000
12Nitōhei NitōheitrikarImperial Japan0003

Every approved battle earns +1 medal, and +1 more for the winner. Each medal is worth $0.50; spend them at the Quartermaster.

The war

Alliance / powerTerritoriesSea zonesVPDeploymentWDL
Allies 0 of 2 enemy capitals491792000
Great Britain & Commonwealth23111,200 pts000
United States1551,150 pts000
Soviet Union1111,100 pts000
Axis 0 of 2 enemy capitals48767000
Germany3331,150 pts000
Imperial Japan1541,100 pts000

Quartermaster

Grand prize: Best General

To be announced for the commander with the most victories this campaign, on land, at sea and in the air (ties: fewest losses, then most battles played)

Earn medals
  • +1Every battle you play: Bolt Action, Victory at Sea or Blood Red Skies
  • +1Extra for every victory
  • +15Every player of the alliance that wins the war
  • +3Enlisting with the alliance that is short of commanders

Each medal is worth $0.50

Medals are awarded when a battle is approved. They reset when a new campaign begins, except victory medals, which carry over.

Alliance victory

The Axis win by holding any two Allied capitals; the Allies by holding Berlin and Tokyo. If neither happens by the end date, the alliance with the most victory points wins. 15 medals for every player of the winning alliance.

Requisition rewards

12medals
10% off your next purchase$6.00 in medals

One purchase. Not combined with other offers.

15medals
15% off your next purchase$7.50 in medals

One purchase. Not combined with other offers.

15medals
1 month free locker use$7.50 in medals

Keep your army in a store locker for a month.

Sign in and enlist in Field HQ to earn and spend medals.

Battle Log

No battles fought yet.

Campaign Rules

What's new
Version 1.6.1 October 2026
  • Clearer sign-in on the Field HQ: one side for commanders who already have a site account, the other with three steps for newcomers (create an account, come back and sign in, enlist), and a tip for anyone unsure whether they have an account.
Version 1.6.0 October 2026
  • The Field Telegraph: send telegrams to any commander, ally or enemy, from your Field HQ. Reply to keep a conversation together, and delete a telegram from your own inbox. New telegrams show on the Field HQ tab and arrive by email.
  • "All stations": once a day, one telegram to every commander on your side.
  • Battle threads: issuing a challenge opens a telegram thread with your opponent (your challenge message is the first telegram), so you can arrange when to play. The battle orders have a "Telegram your opponent" link. The line closes when the battle is over.
  • Military ID cards: click a commander in the Order of Battle to see their card: callsign, service number, rank, nation, games, service record and medals. Signed-in players also see their real name.
  • Your motto: set it in the Field HQ and it appears on your ID card.
Version 1.5.0 October 2026
  • Event popups: each week's event now opens as a War Gazette front page or a propaganda poster when you open the Map. Close it, or click "Don't show again" to hide it until next week's event.
  • Eight new events: Sabotage (a key territory loses its bonus), Heatwave (desert battles use Desert Warfare), Dense fog (Reduced Visibility in one theatre), Blizzard (a mountain or snow territory is impassable), Air raid (a power deploys 5% fewer points), War bonds (an extra medal for every battle approved that week), Propaganda victory (+2 victory points to an alliance) and Volunteers (a free Regular squad for one minor nation's commanders).
  • Quiet weeks are rarer.
Version 1.4.0 October 2026
  • "I play": tick Bolt Action, Victory at Sea and/or Blood Red Skies in your Field HQ. You only challenge, and are only challenged, in the games you play. Everyone starts on Bolt Action only.
  • Recon photos: two or three photos for every terrain, jungle and mountain included. Each territory has its own, shown larger on the battle orders; click one to see it full size.
  • Portraits for every nation: pick yours in Field HQ.
  • This "What's new" list.
Version 1.3.0 October 2026
  • Unplayed challenges: a reminder after 7 days, and after 14 days with no result filed the defender forfeits. The attacker takes the target (one siege win against a capital), but nobody gets a victory or medals.
  • Battle orders show how many days are left to play.
Version 1.2.0 October 2026
  • Supply: territories cut off from their capital (by land held by your alliance and sea zones it controls) fight at -10% points.
  • Staging bases: landings across the great oceans must launch from a forward base, not the homeland.
  • New on the map: the Indian Ocean (Cape route, Red Sea, Persian Gulf).
  • Field HQ shows both sides' points itemised for the target you pick, before you issue the challenge.
  • Rank badges for every major power; minor nations wear their major power's.
Version 1.1.0 October 2026
  • Every nation attacks from its own ground; an ally's ground does not count.
  • Only commanders of the nation holding a target can defend it.
  • Hand-overs: a nation can give a territory to an ally (the ally accepts, the admin approves).
  • Targets show where the attack comes from.
Version 1.0.0 October 2026
  • The war begins: two alliances, 17 nations, a world map with seven theatres, fortress capitals, sea control, air superiority and weekly events.
Standing orders

Two alliances

  • Allies: Great Britain & Commonwealth with Free France, Poland, Greece, The Netherlands, Belgium, Norway; United States; Soviet Union with Partisans.
  • Axis: Germany with Italy, Hungary, Romania, Bulgaria, Finland; Imperial Japan.

You enlist with one nation for the whole war. A minor nation fights alongside its major power: it shares that power's territories, deployment points and victory. Joining the alliance with fewer commanders earns +3 medals. Under I play in your Field HQ, tick the games you play: you can only challenge, and be challenged, in those games.

Victory

Capitals: London (Great Britain & Commonwealth), Berlin (Germany), Moscow (Soviet Union), Washington (United States), Tokyo (Imperial Japan). The Axis win at once by holding any two Allied capitals; the Allies by holding Berlin and Tokyo. If the campaign is given an end date, the alliance with the most victory points then wins. Victory points: 1 per territory, 2 per key territory (★), 5 per capital, 1 per sea zone, and 3 for every week an enemy capital is held.

The map

The world map opens onto seven theatres. Each territory and sea zone belongs to one theatre; borders and sea lanes that cross from one map to another are the gateways between them (the map tooltips list every border).

Capitals and sieges

A capital is a fortress. Before it can be attacked, the attackers must hold two territories next to it (or all of them, if it has fewer). Capital battles are always Point Defence (p.178). The capital falls after 2 attacker victories; a defender victory removes one, and the siege lifts if the attackers lose their grip on its approaches. While its capital is in enemy hands a power deploys 10% fewer points.

Land: Bolt Action

  1. Challenge. Pick an enemy territory your own nation's power can reach: it borders ground that power holds, or it is a landing from that power's coast across a sea zone your alliance controls. An ally's ground does not count; every power attacks from its own lines. Then pick an enemy commander fighting for the power that holds it. One open challenge per player, one battle per target at a time.
  2. Scenario. The site rolls the Battle Scenario from the rulebook (pp.164–170): Victory Conditions, Deployment Zones, Deployment Type. No re-rolls (Breakthrough re-rolls Fog of War, p.165). Landings use the Amphibious Assaults rules (p.285).
  3. Play with the points shown. Each power deploys 1,000 points at its starting holdings, scaled to the territories it holds now and rounded up to 50, plus ★ bonuses, minus 5% for every enemy-held sea zone touching its homeland (up to 25%). The two sides are never more than 500 points apart.
  4. Report and confirm. Either player files the result; the other confirms or disputes it within 7 days. A challenge with no result filed within 14 days is forfeited by the defender: the attacker takes the target (one siege win against a capital), but no victory and no medals are recorded for either player. Both players get a reminder after 7 days.
  5. Approval. The campaign admin approves. An attacker victory takes the territory (or counts toward a siege).

Staging bases

The great oceans (North, Central and South Atlantic, North and Central Pacific, Indian Ocean) are long-range crossings. A landing across one must launch from ground your power holds outside its own homeland: a staging base such as Iceland, Hawaii, Wake or the Caribbean. Washington cannot land in Morocco or Norway directly; the Americans must first hold a forward base.

Supply

A territory is in supply if it can trace a path to its power's capital (or, if the capital has fallen, to any homeland territory still held) through land held by its alliance and sea zones its alliance controls. A storm-closed sea zone breaks the path. A side fighting from cut-off ground deploys 10% fewer points: the defender of a cut-off territory, and an attacker whose every launch point is cut off. Cut-off territories are marked on the map, and Field HQ shows every modifier before you issue a challenge.

Hand-overs

A power can withdraw from a territory so an ally can take it over: the ally then holds it, defends it and attacks from it, and it counts toward the ally's points. A commander of the holding power offers it to an allied commander, who accepts; the campaign admin approves. Not capitals or homelands, not while under attack, only to an ally who can reach it from their own lines, one hand-over per alliance per week, and a territory cannot be handed straight back within four weeks.

Sea: Victory at Sea

Fight for a sea zone next to your own power's coast or next to a sea zone your alliance controls. Agree the scenario and points with your opponent. The winner's alliance controls the zone. Control lets your alliance land troops across it, and blockades the enemy homeland it touches.

Air: Blood Red Skies

Fight for the skies over a theatre where your own power holds ground. Agree the scenario and points. Each victory moves that theatre's air track one step toward the winner (from −3, Axis, to +3, Allies). At 2 or more, that alliance's Bolt Action attacks in the theatre make a free Preparatory Bombardment (p.175, on a 2+).

Weekly events

Every Monday an event is rolled: storms, winter, monsoon, night operations, partisans, earthquakes, booms and crashes. It is shown at the top of the campaign page and on every battle it affects.

Prizes and medals

Best General (To be announced): the commander with the most victories in all three games; ties go to fewest losses, then most battles played. Winning alliance: 15 medals for every player. Every approved battle earns each player +1 medal and the victor +1 more; spend them at the Quartermaster.

Ranks

Rank comes from victories this campaign in any of the three games: 0, 1, 2, 4, 6, 9, 12, 16, 21, 27 victories, with your own nation's titles.

TerritoryTheatreKey sitePtsSpecial ruleHeld by
LondonWestern EuropeHome Front Factories+100Great Britain & Commonwealth
ParisWestern EuropeCity of LightGermany
Ruhr & RhinelandWestern EuropeRuhr Industry+150Germany
BerlinWestern EuropeReich ChancelleryWhen defending Berlin, up to 2 units may use Hidden Deployment (p.300).Germany
LeningradEastern FrontKirov WorksSoviet Union
MoscowEastern FrontMoscow MilitiaOne free Inexperienced infantry squad of up to 10 men with rifles (base cost only).Soviet Union
StalingradEastern FrontTractor FactorySoviet Union
CaucasusEastern FrontBaku Oil Fields+50These points may only be spent on vehicles.Soviet Union
The UralsEastern FrontUral Tank Factories+100These points may only be spent on vehicles.Soviet Union
RomaniaEastern FrontPloiești Oil Fields+50These points may only be spent on vehicles.Germany
GibraltarMediterranean & North AfricaThe RockGreat Britain & Commonwealth
EgyptMediterranean & North AfricaSuez CanalGreat Britain & Commonwealth
IraqMediterranean & North AfricaKirkuk Oil FieldsGreat Britain & Commonwealth
MaltaMediterranean & North AfricaGrand HarbourGreat Britain & Commonwealth
WashingtonAtlantic & AmericasArsenal of Democracy+100United States
The MidwestAtlantic & AmericasDetroit Tank Arsenal+50These points may only be spent on vehicles.United States
Panama CanalAtlantic & AmericasPanama CanalUnited States
TokyoPacificImperial Arsenal+100Imperial Japan
HawaiiPacificPearl HarborWhen defending Hawaii, up to 2 infantry units may start the game Dug In (p.294).United States
ManchuriaChinaManchurian Industry+50Imperial Japan
SingaporeSoutheast AsiaFortress SingaporeWhen defending Singapore, up to 2 units may use Hidden Deployment (p.300).Great Britain & Commonwealth
SumatraSoutheast AsiaPalembang Oil Fields+50These points may only be spent on vehicles.Great Britain & Commonwealth
BorneoSoutheast AsiaBorneo Oil Fields+50These points may only be spent on vehicles.Great Britain & Commonwealth