
World War 2: Time of Wrath
A hex-based WW2 grand strategy that strips out spreadsheet paralysis and lets you get straight to pushing corps across Europe, though its naval layer will test your patience.
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About World War 2: Time of Wrath
I've spent time with enough hex-and-counter WW2 titles to know the type that quietly earns a permanent spot in the rotation versus the one that gets uninstalled after the first confusing naval engagement. Time of Wrath lands somewhere in between, and where it lands depends almost entirely on which part of the war interests you most. The core proposition is a turn-based grand strategy covering Europe and North Africa from 1939 to 1948, with over 30 playable nations across four grand campaigns starting in 1939, 1940, 1941, and 1944. The production point economy is deliberately lean: you collect PP from cities, factories, and mines, then spend them building out divisional and corps-sized land units, air wings, or naval groups. The simplified economics keep the cognitive load manageable and funnel your attention toward the operational decisions that actually matter. Land and air warfare is where the design earns its keep. The ability to attack, move, and attack again within a single week-long turn gives the ground game a satisfying rhythm that board wargame veterans will recognize immediately. Historical commanders boost their assigned units, hundreds of scripted events fire throughout the campaign (the Molotov-Ribbentrop Pact, Lend-Lease, the Vienna Dictate), and a weather system punishes anyone who ignores General Frost on the Eastern Front. Fighters contest air superiority, tactical bombers support ground pushes, and strategic bombers go after the enemy's economic base. The naval side is a different story. Ship groups are sorted into patrol, battle, carrier, and submarine formations, and the fleet management sits in a separate window that the community has described as unintuitive at best. The air unit cost-to-effectiveness ratio is also questionable: pouring production points into bombers when an armored corps delivers far more battlefield return is a trap newer players will fall into. The tutorial is mediocre rather than hostile, but it does leave explanations until after the first turn when front-loading them would have helped. The interface demands a lot of clicking to manage unit repairs and logistics individually, which adds friction to what should be a smooth operational flow. Here is the honest case for a newcomer picking this up anyway. The land scale and the hex map with over 20,000 hexes give you a genuine feel for the operational sweep of the European theater without demanding a 40-page rulebook read before the first turn. Compared to Hearts of Iron, the entry bar is considerably lower: you are moving pieces across France in the first session rather than spending two hours learning a political system. Hot-seat and PBEM multiplayer extend longevity if you have a patient opponent, and a borders editor plus exposed data files mean the modding ceiling is real for anyone willing to dig. Steam user sentiment sits at mixed, which is fair: this is a niche wargame from a small developer, released in 2014 on Steam but originally dating back further, and it shows its age in the UI. Treat it as a budget entry point to operational WW2 wargaming, not a direct competitor to modern Slitherine releases. Diego, Scout Team
Tags
System Requirements
Minimum
- OS
- Windows XP
- Memory
- 1024 MB RAM
- DirectX
- Version 9.0c
- Storage
- 500 MB available space
- Graphics
- 256 MB
- Processor
- 1.2
Recommended
- OS
- Windows 8
- Memory
- 2048 MB RAM
- DirectX
- Version 9.0c
- Graphics
- 512 MB
- Processor
- 1.8 Dual Core
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Game Info
- Developer
- Wastelands Interactive
- Publisher
- Conglomerate 5
- Release Date
- Jun 6, 2014





