
I enjoy playing Sword and Spear historical rules and am preparing figures for their fantasy version. I’ll start with my 15mm Vikings as Northern Barbarians. The current army lists let me include bears, Valkyries, mammoths, and giant eagles. Once I figure out the rules and points for them, I plan to add ogres, heavy chariots, a high priest/shaman in a wagon, a dragon, a pegasus, and some minotaurs.
“Sword & Spear Fantasy” is a tabletop miniatures wargame that adapts the core mechanics of the historical “Sword & Spear” ruleset to a fantasy setting. The has an elegant and engaging system, which prioritizes command and control over complex, chart-heavy rules.
The fantasy ruleset builds on this solid historical foundation, adding new mechanics to support the common tropes of fantasy wargaming while maintaining the game’s lauded fast and fluid pace.The most innovative and celebrated feature of the game is its activation system. Instead of a simple “I go, you go” turn structure, players roll a number of dice equal to their units and place them in a bag.
During each phase of the turn, dice are drawn from the bag, and the player who draws more dice becomes the “active player” for that phase. The number on each die determines which unit it can activate, with higher numbers allowing for better-quality units to perform more complex maneuvers or receive combat bonuses. This creates a sense of battlefield “friction” and forces players to make difficult command decisions, as you can’t always activate every unit every turn.
Combat is also praised for its simplicity, resolved with opposed dice rolls. Unit stats and weapon/armor types provide minor, but tactical, modifications, keeping the game flowing quickly while still providing depth.The fantasy additions are what truly distinguish this version. Magic is a significant inclusion, but it is implemented as a tactical tool rather than an all-powerful win button. Magic users can cast spells to boost friendly units, attack enemies, or protect allies, adding a flexible layer of strategic choice.
This is particularly critical for armies like the undead, which rely on magic to compensate for not getting the same benefits from activation dice as living troops.Furthermore, the fantasy rules introduce new unit types like “Heroes,” “Monsters,” “Swarms,” and “Flying Units.” Heroes and Monsters are dynamic battlefield tools rather than invincible juggernauts, while other creature types have their own unique abilities and drawbacks.
The game also includes special abilities such as regeneration, frenzy, and magical attacks, allowing for a wide range of army designs. A major point of praise is the game’s generic and flexible army lists, which allow players to create forces to fit any fantasy setting. This openness is seen as a major plus for creativity, although some reviewers caution that it can be exploited by players aiming for unbalanced, overly powerful armies.
Overall, “Sword & Spear Fantasy” is a well-regarded wargame that stands out for its unique command system and a focus on grand strategy over minutiae. It is highly recommended for players who want to stage large-scale fantasy battles that feel both heroic and tactically challenging, without getting bogged down in an overly complex ruleset. It’s often recommended for players who are looking for a historical wargame feel with a fantasy twist.
The rules look great and as they are based on the historical version I am sure will work well. I will hold on giving them a rating until I have played some games.
Some figures over the next few days.




















































































