You've envisioned, designed and built your character as a tank — a slow, yet powerful and durable melee fighter:
"Sir Cromium is above all else a gentleman and a protector. He was created with the sole purpose of standing with his brothers in the front lines to halt the enemy charges."
He's clearly not meant to be a fast skirmisher, and you shouldn't try to force him into being one. Instead, play him for what he is, and...
Change your tactics to fit your character.
Reading between the lines, it seems that your problem is that your campaign has a lot of open-field battles, where the two sides start far apart, and that your character is getting left behind as his faster teammates charge into battle.
Well, what if they didn't?
Your character is basically a walking (and fighting) fortress. If your teammates, instead of charging into battle ahead of him, were to instead hang back and stay behind him, that would force the enemy to face you in order to get at the rest of the party.
The other members of the party can then let you take the brunt of the attack, and concentrate on what they each do best: ranged attacks, buffs/debuffs, harassing the enemies while they're busy dodging your attacks, or simply driving them towards you.
If there are multiple enemies and they're fast, they can of course try to outflank you and your teammates, but even then, staying close to your character at least gives the rest of the party more cover than they'd have if they'd charged alone into melee. If your party can maneuver to put some protective cover behind them (and your character in the front), even better.
This does require cooperation from the rest of the players, but that's generally needed for any efficient battlefield tactics anyway. The next time your party gets into battle, you might just try saying something like: "Hey, guys, why don't you hang back a little and let me charge them first? Then you can blast them while they're busy fighting me."
Of course, there are some situations and types of battle where this just won't work. One example is if the enemies are actually running away, and your party needs to catch them for some reason. In that case, you may just have to let the fastest members of the party run ahead and hope they're fast enough. Or you might try to find an alternative solution — like following the enemies' tracks to wherever they're going, and fighting them there. They'll have to stop at some point. And warforged don't get fatigued.