Sword and Spear Fantasy

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.

WAAAGH! DA BIGGEST FLYIN’ DAKKA!

GORK AND MORK! LISTEN UP, YA GROT! Aeronautica Imperialis ain’t no sneaky little game. It’s da biggest, loudest flyin’ Waaagh! Ya get ta pilot yer bestest, loudest choppas and Dakkajets and make da biggest explosions in da sky! We don’t need no ground squigs, we need da air!

It was a proppa good fight! We lost two Dakkajets, but we got one of dem’s Thunderbolts! Da Boss said, “It’s a draw, ya gits, but a draw wit’ more dakka!” Now we gotta go find more scrap and fix up Da ‘Eavy Choppa for da next big scrap! WAAAGH!

Ork Dakkajet

You gots all kinds o’ Flyboyz ta krump! Da humies fly deir shiny, metal boxes, but dey ain’t got enuff dakka! We gotz da Dakkajet, da fastest shoota in da sky, and da Fighta-Bommer, for when ya wanna make a really big noise! Da squishy Humies are fast, but we’ll krump ’em! Da tiny Mek-boyz fly deir fancy stuff, but a good choppa can fix dat! It’s all about who got da biggest fliers and da loudest dakka!

Da game ain’t just about pointin’ at stuff and shootin’, ya grot! You gotta be cunning like a trukk! You gotta move yer flyas around on da hexes, up and down. Sometimes ya go fast, sometimes ya go slow. Ya can do fancy ‘Ace Manoeuvers’ like a barrel roll or a big ol’ diva! Get behind ’em! Den ya let ’em have it with da dakka! When da flyin’ squig gets hit, it might get a big ol’ kritikul hit, and den da fun really starts!

Imperial Thunderbolt Fury

Da Fight Above Da Grott’s Grotto dwas dis gits first flight!

Da Flyboyz was zoomin’ fast, all red paint and loud engines, lookin’ fer a good scrap. We had a squadron of three planes: a big Fighta Bommer full of bombs, and two fast Dakkajets. Den, we saw ’em! Two shiny, humie planes called Thunderbolts, lookin’ like dey was flyin’ on parade. Gits!

Da Boss’ Dakkajet, a real sneaky one named Mork’s Maw, peeled off first. He was all “WAAAGH!” and sprayed dakka at da first Humie Thunderbolt.

But da Humie was fast, too! ‘E dodged da bullets and fired back, right into da face of Mork’s Maw! One of Mork’s wings got all chewed up, and he started spinnin’ and fallin’ down to da ground. BOOM! Mork’s Maw became a big, red fireball on da ground. Da Boss just laughed and said, “Now dat’s a proppa exit!” as he roared to da ground!

Da only way ta fight two on one dakka

You wanna get an advantage in da air? Dat ain’t just about goin’ fast! You use da hexes on da board to get da best position. Fly low to avoid da other gits’ shots, or climb ‘igh to get a good look at da field and dive down on ’em!

So don’t just fly straight, ya git! Be a sneaky, fast flyboy and outsmart da humies!

But da fight wasn’t over yet! Da big Fighta-Bommer flew in, drop’n its bombs, but dey missed da Humie planes and just made holes in da ground.

Den, our last plane, da big Figha-Bommer named “Da ‘Eavy Choppa,” flew right at one of da Thunderbolts! It was like two big metal squigs slammin’ into each other! Da ‘Eavy Choppa’s big guns roared and tore da Humie plane ta pieces! SMASH! Da Thunderbolt blew up in a shower of metal bits and fire. Gork smiles on us!

Den, one of our other Dakkajets got a bit too excited. It went fasta, and fasta, and started climbin’ ‘igher than da others. But its engine wasn’t ready for dat kind of fast! Da engine sputtered and died, and da Dakkajet just hung in da air for a second, like a stupid squig. Den, it nose-dived right into da ground! KA-BOOM! Another big explosion! Two of ours, gone! Da humies were laughin’, we could hear ’em on da radio!

Da ‘umie Thunderbolt, dat shiny flying box, had our big Fighta-Bommer right in its sights! It’s guns started spittin’ fire, and all da little bits and pieces of our Bommer were flyin’ everywhere! Da ‘umie pilot, he was probably laughin’, thinkin’ he only needed a couple more shots ta bring our Bommer down and make a big explosion!

BUT DEN GORK AND MORK LOOKED DOWN ON US! Da big Ork gods must’ve been watchin’! When da humie’s last shot hit our Bommer, it was just… a one! It bounced right off! All dem bullets, all dat fire, and it didn’t do nothin’! Da Bommer just shook its wings a little, like a squig shakin’ off flies, and kept on flyin’! HA! DAT SHOWS ‘EM! You can’t just shoot down a good Ork plane! NOT WHEN GORK AND MORK ARE WATCHIN’!

Only one plane each was left. Da last Humie Thunderbolt had a wing all shot up and was smokin’ like a busted engine. And our Da ‘Eavy Choppa was barely flyin’ itself, with only one of its structure points left, all holes and sparks. Both of ’em looked like dey were ready ta fall apart. Dey just kind of limped away from each other, too broken ta fight no more.

Ork Fighta Bomber

My first game of “Aeronautica Imperialis” and I thoroughly enjoyed it. Thanks Jason had a great night.

If anyone has a copy they want to get rid of let me know.

The Eagle in the Mirror

This book was an aspect of Australian history that I had little knowledge of and it was a fascinating read that I finished in one night.

​Jesse Fink’s The Eagle in the Mirror is more than just a biography; it’s a meticulously researched effort to rewrite a significant chapter in the history of 20th-century espionage. The book’s subject, Charles Howard “Dick” Ellis, was a man of immense influence and a figure central to the formation of some of the world’s most powerful intelligence agencies, including the CIA and Australia’s ASIS. Yet, his legacy was tarnished by posthumous accusations of being a “triple agent” for Nazi Germany and the Soviet Union, a claim popularized by sensationalist books in the 1980s. Fink’s work sets out to dismantle these accusations and rehabilitate Ellis’s reputation.

​Fink’s narrative style is like a “real-life international whodunit” or a “forensic jigsaw puzzle.” Fink approaches the subject with the mindset of a cold-case detective, sifting through decades of conflicting information, declassified documents, and secondary accounts. The book’s structure allows the reader to follow this process of investigation, which makes for a compelling and tense reading experience. It takes a complex and “muddy” episode of history and attempts to bring clarity, allowing the reader to weigh the evidence for themselves.

​Charles Howard “Dick” Ellis

The central theme of the book is to exonerate Ellis. The core of Fink’s argument is that Ellis was unjustly accused. The book presents a powerful case for Ellis being a hero, not a traitor. The author challenges the claims made by figures like Peter Wright in his book Spycatcher, which helped to cement the idea of Ellis as a “super mole.” Fink’s research suggests that the alleged “confession” from Ellis in 1965 may have been a fabrication or a misinterpretation, and he methodically breaks down the inconsistencies in the historical record. The book aims to provide a long-overdue and more balanced view of a man who was instrumental in the Allied intelligence effort during and after World War II.

​For those with a keen interest in intelligence history, The Eagle in the Mirror is what I would consider a crucial text. It provides a fascinating glimpse into the inner workings of MI6 and other intelligence services during a pivotal period. It explores the political machinations, rivalries, and internal struggles that characterized the British intelligence community. The book goes beyond the simple “traitor or hero” question to explore the broader context of Cold War paranoia and how it led to unfounded suspicions and ruined reputations. By focusing on Ellis, Fink sheds light on a figure who operated in the shadows but whose influence was felt globally.

​Fink should be commended on his “old-school journalistic rigour.” Rather than taking existing narratives at face value, he seeks out primary sources and cross-references information from a multitude of these. This dedication to detail is what allows the book to challenge a long-held view of Ellis. The result is a biography that is not only gripping but also a valuable work of historical revisionism, providing a compelling argument for Ellis’s exoneration and leaving the reader with a renewed appreciation for the difficulty of knowing the truth in the secretive world of espionage.

An excellent read.

Rating: 4.5 out of 5.

Britain:The bones of Albion

With the new campaign book coming out I thought I should start building my British The Silver Bayonet list. Unfortunately my recent bring and but successes has meant my choices are somewhat limited.

This was not a big issue as i had already decided to build the core of my list around the 85th Rifles.

The bulk of the figures are from Elite Miniatures Australia I purchased two of each of the British Rifles Command Pack and the British Rifles Skirmish Pack

These will do nicely for the bulk of the figures.

I will add a Veteran Hunter

A Supernatural Investigator that will also double up as a Doctor.

An Occultist

A Marine

A Sapper

A Sailor

and maybe a Highlander.

The four additions are just to add some variety from game to game and should fit in with some of the new additions that are sure to be in the campaign book.

The list at this stage is a Leader (sword and two pistols) and 5 riflemen (5X18=90). This doesn’t leave many points for something else like an Artilleryman (10), Doctor (10), Grenadier (15), Infantryman (10), Marine (12), Sailor (12), or Sapper (12). My preference is always to start with the maximum number of seven figures so I may have to drop one of the riflemen and take an Artilleryman, a Doctor, and an Infantryman

I am eagerly awaiting for my pre-order of figures and the campaign book to arrive. In the meantime I will continue with the riflemen.

That’s not a knife……………………………………………….!!!

That’s a knife!

Another figure on the paining table for yonks.

Although I like that quote from Micahel J “Crocodile” Dudee I prefer the one from the same scene from his squeeze Sue Charlton (Linda Kozlowski) “‘I’m always all right when I’m with you, Dundee. God, that sounds corny. Why do you always make me feel like Jane in a Tarzan comic”?

The of course the classic quote: Sue Charlton: “That croc was going to eat me alive”! Michael J. “Crocodile” Dundee: “Well, I wouldn’t hold that against him. Same thought crossed my mind once or twice”!

Anyway this figure is MacDougall the Knife from Eureka Miniatures from their Chaos range.

Luv the pot helm.

Game? No game!

Last Friday I organised to have a game of “Ruthless” – a quick and rules light Western gun fight game.

Drew was staying with me so was a willing “captive”, and Wayne rocked up as well.

You might have guessed from the title but the figures just sat there all forlorn as we drunk copious quantities of some Thai “white spirits” which smelt like a cross between metho and turps, but tasted a lot like gin! The other concoction that Drew brought back was Thai mixed spirits which we were told that if you asked for rum, or whisky this was what you were given.

Is it any wonder that we just talked “ship” all night and never touched a figure.

These pics are what I took the next morning before pacKing them all away.

All that effort and not a die was rolled.

Still a great night was had by all.

Despite the no game “Ruthless is well worth a try. The free download of the rules can be found here.

Hellfire Heroes Playtest

I have been working on a simple 1939 to 2025 set of section based rules that incorporated the elements our group was after.

I have placed the current version of the rules on the Guru Pig website feel free to download https://gurupig.com/wp-admin/post.php?post=25630&action=edit – I only ask that you provide constructive feedback on guru@gurupig.com and treat it for personal use only.

The game features a crucial Activation section that connects your team’s effectiveness to their experience, with seasoned squads performing better under pressure than inexperienced ones. It also includes a Suppression mechanic that reflects the psychological effects of combat, where enemy fire reduces a team’s functionality and morale. Together, these elements provide a realistic simulation of infantry combat.

This game focuses on unit cohesion and leadership, with team-based mechanics that enhance soldiers’ effectiveness as a unit. An NCO can boost a team’s Activation, helping them act decisively during panic. The game’s structure promotes thoughtful decisions, rewarding strategy over brute force, as each dice roll narrates a tale of courage and the unpredictable nature of war.

Australian Command Section moving through the open with a “hugging the ground” marker.

Japanese moved into position

Australian command section moving forward

Australians moving forward in the section moving in the open (a bad thing) has two suppressions – not in a good state.

Four more hits and four more suppressions, removing a figure with two suppressions left over. They will need to do something drastic to survive if they stay in the open.

Lots of rules discussions, debates and roll dicing. More play testing is required for players to get used to what are quite different concepts, but on the day we only made a few “house keeping” type changes.

Step into the gritty, close-quarters chaos of military action with Hellfire Heroes: Section Level Skirmishes. This rule set puts you in command of a single fighting section, where every man and every decision counts. Forget grand strategies; this is a game of immediate, life-or-death tactics.

Using a fast-paced, intuitive system, you’ll manage the high stakes of small-unit combat. Will your team brave open ground in a desperate dash forward, or will they “ground hug” and take cover under a hail of enemy fire? Our innovative Suppression mechanic means that incoming fire doesn’t just inflict casualties—it tests the very will of your men. As your soldiers are pinned down and pushed to their limit, their ability to act becomes increasingly strained, forcing you to make crucial decisions under pressure.

From the first shot fired to the final charge, Hellfire Heroes: Section Level Skirmishes. is a tabletop wargame that captures the brutal reality and heroic moments of front line combat. Take the fight to your enemy, and see if your troops have what it takes to seize victory from the jaws of defeat.