Welcome to the landing page of a new, breathtaking game series: Iron Cross - Campaigns in WW2.
We will start this series with a slightly overlooked campaign: the advance of Army Group North of the German Wehrmacht in the summer of 1941 with the goal to occupy the Baltics and take control over Leningrad.
Operational war games featuring World War II themes are among the most popular topics in the wargaming hobby.
There are many reasons for this: campaigns often took place across vast territories, involving large armies with many different branches of service, often with widely varying levels of quality within these armies and differing compositions among them.
This occurred in a wide variety of regions across the various theaters of war—from the deserts of North Africa to the high mountains of the Caucasus, from the vast plains of the Soviet Union to the challenging terrain of Normandy. Everywhere, soldiers encountered different conditions. Modern warfare in the mid-twentieth century required a powerful air force, a navy, armored units, and much more.
A massive logistical effort was required to supply armies and air fleets. Conducting a campaign was correspondingly complex. This is likely why this genre is so popular among players.
Read more about our design philosophy and game aspects in our blog and follow us on social media.
The system is designed so that we can recreate some of the most interesting campaigns of World War II between 1940 and 1945 using the same basic rules.
The design strikes a successful balance between traditional, familiar game mechanics and some new approaches and ideas.
The fact that we’ve managed to fit all the relevant tables of the game system onto a single play aid doesn’t mean it’s a simple system. On the contrary: the game system provides granularity, it is detailed and deep, but whether it must be described as “complicated” is a matter of design. Anyone familiar with our sophisticated game systems from the Battles of Napoleon and Neither King Nor God series is justified in having high expectations regarding accessibility and depth of gameplay.
Players will encounter historically accurate scenarios, but thanks to the game system and the scale, they will have the freedom to steer campaigns in different directions.
Ground forces are mostly divisions; in terms of command and control, Army Corps will be used for the German Wehrmacht and its allies, as well as for the Americans and British, while on the Soviet side, Armies will be used. Air units will be "Staffel" for the Wehrmacht, "Groups" for the USAF and RAF, "Divisions" for the Soviet Army.
One hex represents between 6 and 10 miles.
This new series offers players fog of war, support assets controlled by HQs, an engaging air force system, mechanical attrition for mechanized units, an innovative approach to resolving combats, and a highly interactive turn sequence.
Across multiple modules, we will take into account the development of firepower and the various characteristics of the nations involved (such as the “human wave attacks” of Soviet units), each of which will have its own Combat Results Tables.
We are currently working on three additional modules (Kharkov 1942, Uranus 1942, Western Front 1944) in this series. We plan to release the information which campaigns will follow by the end of the first quarter of 2027 and would love for you to follow the pre-release campaign.
We’ll keep you updated on our progress here and on our social media channels.
Stay tuned, and we’ll show you where the Iron Crosses grow :-)
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