
Fast-paced WWII turn-based tactics with team-based multiplayer, objective-driven battles, and a built-in map editor to create and share custom battlefields.
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About
WWII turn-based tactics built around fast, dynamic battles, team-based multiplayer, and player-created maps.
In War Pawns, you command forces across compact hex-based battlefields where positioning, timing, and coordination decide the outcome. Flank enemy lines, secure key objectives, and turn small tactical advantages into decisive victories.
Every match is built around tactical pressure and battlefield control. Capture strategic flags, defend critical positions, and push toward enemy headquarters in fast, dynamic battles where every move matters.
Play competitive matches from 1v1 to larger team-based battles, depending on the map. Work with allies, cover vulnerable lanes, support frontline pushes, and break entrenched defenses through coordinated play.
Create custom hex maps with the built-in map editor, then bring them straight into battle. Design new tactical scenarios, experiment with layouts, and share player-made battlefields for long-term replayability.
Take control of a growing roster of units, each with its own tactical role on the battlefield. Use positioning, terrain, and coordinated attacks to outmaneuver your opponents and adapt to changing combat situations.
In addition to multiplayer, War Pawns offers single-player experiences, with further expansions planned during development.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Reviews
its EA , but its fun to play already
It has potential but I think at present it's not worth a buy. The good stuff out of the way first: It runs perfectly well and is probably one of the least resource-intensive games you can find in this genre. The graphics aren't going to be to everyone's preference but I think they are attractive enough, and easy to read. The worst part of this aspect of the game are the blatantly AI-generated portraits. Luckily only a few of these, like the US officer, are egregiously bad. Campaign: Six scenarios, all of which are USA in Western Europe 1944-1945. Nothing you haven't seen before, and the protagonist is even named after the Tom Hanks character in Saving Private Ryan. I like that the first level starts you off with AI teammates who actually participate in the battle; I think this is rather unusual in these sorts of games. I do wish that there were distinct colours so that you could easily tell your teammates apart from your own units. One thing lacking from the campaign is any sort of turn limit or other time pressure. There's a reason most games in this genre will include a time limit - without it, a lot of the friction in completing the levels just disappears. You can take your time advancing, relying on artillery to whittle down enemy positions, without needing to make risky attacks to keep the offensive on schedule. Multiplayer: I checked a few times throughout the day and there were no lobbies up. I think this would be a decently fun and casual MP experience. The only feature I see that is notably lacking from MP is the ability to team up to fight bots. Survival Mode: A horde defense mode where you try to survive for as long as possible while playing as any of the three factions. There's not a lot to it right now but I think it's a decently fun idea. New maps will be helpful here especially. Skirmish Offline: It's not a mode I care much about but it does seem solid enough. Does what it says on the tin with a few different customisation options. There are only a handful of maps available at the moment, though you can create more if you are so inclined. Something that might be fun here are different game modes to add some variety. A manual is rather sorely needed as the tutorial is incredibly barebones. You get the basic information about how to move and attack, as well as how to deploy more forces. All important stuff, but there's much less discussion about the more intricate details of this game, and seemingly nowhere to find out more. For example, an overview of the different unit types, or an explanation of which units can join teammates in assaulting a position. If you've played other games in this genre you can probably piece a lot of it together, but if you haven't it's going to be a struggle. A major difference from this compared to other games in this genre is that your units cannot "pass through" allied units. For example, if you have a unit occupying a bridge, your other units cannot move past it to get to the other side of the bridge. You need to first move the bridge unit off the tile to open up the path for the teammates to get through. This is quite a major difference from similar games; I am not sure it is for the better. It creates a lot of traffic jams and doesn't make a lot of sense. This movement quirk is especially annoying when combined with the active AI mentioned before. Your allied units can block your forward movement entirely, or force you to alter your plan of attack. You cannot give these units orders to stay out of your way, or do anything to keep them from doing this; sometimes this can end up being the best defense the enemy has! Additionally, your units automatically move to occupy a hex if you successfully perform a standard attack (grenade and artillery attacks that kill a unit do not follow the same rules) and push an enemy off it. This can again create traffic jams or stall out offensives, and even if it doesn't do that it can put your units in a worse spot. It seems logical that units would have the option of advancing into the now-vacant square, rather than it being forced upon them. Overall I don't regret joining the devs on this journey in the early days as I do believe in the vision, but I think just considering the current state of the game that most people will be better suited elsewhere.
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Languages: English*, Ukrainian*, Simplified Chinese, French, German, Spanish - Spain, Japanese, Korean, Polish, Portuguese - Brazil, Italian, Turkish*languages with full audio support
What I find most interesting about this game is its gameplay dynamics, which are unusual for the genre. On the one hand, we have a turn-based strategy game operating on a scale of several hundred hectares. On the other hand, the battles feel lively, there is plenty of tactical depth, and there are some really interesting combinations in how different units interact with each other. Proper use of occupied positions and taking advantage of poorly positioned enemy units to encircle them can make a huge difference. I also really like the aesthetics of the soldier and tank models. They genuinely make you want to play with and command them, almost like playing with toy soldiers as a kid. :D I realized that understanding the strengths and weaknesses of every unit is very important. Once you learn them, you can combine your units much more effectively. However, the game really needs some kind of combat log or tutorial, because I had to learn many of the unit mechanics and nuances through trial and error. Unit positioning also plays an important role. You have to think carefully about the order in which you move your units and plan your actions ahead. Just like a real commander, you feel the consequences of poor moves and bad decisions. A large number of officer traits designed for different unit types. This gives you the opportunity to create very different builds depending on your preferred playstyle. You can focus on infantry, tanks, artillery, or build your strategy around the officer's traits. And yes — be careful, losing your officer can really screw you over! :D I personally like the UI aesthetics as well, although there is definitely room for improvement, especially when it comes to the unit portraits. I really like the Soviet soldier portraits, while I think some of the American and German portraits could use some reworking. The campaign was enjoyable overall. The missions have a nice variety, and I also appreciate the presence of a narrative that helps immerse you in the campaign. Many strategy games today have missions that ultimately come down to the same objective — capture the entire map. Here, there is more variety. One thing I would like to see added to the campaign missions is more optional scripted events, side objectives, and unexpected situations. The map generation feature is also useful. Creating a complete map manually can take a considerable amount of time, so being able to generate a starting layout and then modify it manually makes the editor much more convenient to use. Overall, I definitely recommend giving the game a try. You will need to spend some time learning how everything works, but the game really starts to shine once you understand all of its mechanics and tactical nuances. The AI plays surprisingly well, so single-player flag-capture matches are genuinely enjoyable. Survival mode is not really my thing, but that is just a matter of personal preference. I would recommend this game to anyone who enjoys turn-based strategy games. You can definitely have a great time with it. What I can be a little annoying - sometimes it is difficult to understand exactly why a battle ended the way it did. There are quite a few factors affecting combat outcomes — unit power, terrain cover, preparation, officer traits, support, positioning, and other modifiers — but the game does not always make their impact immediately clear. A more detailed combat log or post-battle breakdown showing which traits and penalties were applied would make it more beginner-frendly. The animation skip option could also improve the overall pace of the game, especially during larger battles where you already know what is happening and simply want to move on to the next action.
This game has definitely got promise! I like the fact it has relatively simple rules, nice clean graphics and can be played online with multiple players. Sure there are some early dev question marks regarding ai and fairly inflexible rules of engagement (eg why does a unit always have to advance when it wins a firefight?) but I suspect with support the dev can continue to refine. Top little game for the price! Recommended :)
It's WW2 Chest, simply amazing!
The only default of this game is EA statut. The rest is genious, graphics, mechanics and even multi is very good. This game remember me Tigers on the Hunt, bad known, bad liked but a gem for the vets tactical wargamers.
Was pleasantly surprised with how much I enjoyed War Pawns! It's a very simple WW2 tactical boardgame with surprising tactical depth. I completed the campaign, through which I fought a skirmish, held a defensive position, captured strategic points, and fought a sprawling tank battle. Also has skirmish and survival modes as well as multiplayer =) For more niche curation, follow me at: https://store.steampowered.com/curator/27440015-CSH-Picone/ Want more honest niche & indie reviews? Check out: https://www.cshpicone.com/gaming
plutot que d ecrire 10.000 lignes ,regarder et ecouter ;) ce jeu est excellent sur bien des points https://youtu.be/RRsh6s0_T8M
So macht Rundenstrategie wieder Spaß. Es startet schnell, man kommt gut mit der Spielmechanik zurecht und es ist nicht überladen. Kurz gesagt: ein gelungenes Spiel
希望能编辑兵种和更大的自定义地图
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
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| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $628.4K | 2.8K | 77% | $9.99 | |
| $39 | 1 | 100% | $1.49 | |
| $0 | 0 | — | Free | |
| — | 0 | — | — | |
| — | 0 | — | — | |
| $1M | 833 | 84% | $39.99 |
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| $3.3K | 221 | 87% | $0.74 |