$39.99Fantasy General II Lead the clan, count the cost
Train recruits into champions and march them through a grim war where every hex won may cost more than it gives.
Is Fantasy General II worth it?
Fantasy General II is worth it if…
- you like slow, deliberate tactics where terrain and positioning decide the fight
- you want an army you raise yourself, where losing a veteran stings for real
- you enjoy hex-grid wargames in the line of Panzer General, with a fantasy coat of paint
- you prefer plans that work because of the board, not because the dice were kind
- you want battles you can save mid-fight and finish on your own schedule
Screenshots
Battles where the ground does half the work
Every fight is turn-based on a hex grid, and terrain matters as much as the army you brought. Forests blunt arrows and hide your units, rough ground breaks a cavalry charge, rivers turn a bad position into a trap. Morale is its own layer: wounded friends shake a unit's nerve, and a big army that hits its breaking point can rout all at once. Armor soaks physical hits, morale soaks magical ones, and neither covers the other, so what you field decides what can hurt you. Damage is fixed, with almost no dice rolls: when a plan works, it works because you read the field right.
Your recruits are the real campaign
You play the heir of Falir One-Eye, fighting to prove yourself to the Clan Council, and your army grows with you. Green clan members get trained, gain experience from kills, and can become champions over the course of the campaign. Units level up along upgrade trees that can change them completely, a melee line becoming archers, a hero picking up new abilities. Artifacts found on the battlefield and gold plundered from the enemy buy better arms and armour. The catch is the game's sharpest rule: experience lives in the unit, and when a battle-hardened unit dies, it takes that progress with it. A victory that costs you your veterans can set you back worse than a loss, so every fight becomes a question of what you can afford to spend.
A world worth fighting across
The campaign runs across the whole face of Aer, and the battlefields change with it. You start in the cold, magic-rich highlands of Fareach, home to the Barbarian Clans, then push into the fertile Borderland valleys and deep woods where witches and monsters roam. The Sunken Land is swamp and Lizardfolk, drowned by an old Cataclysm, and the Empire to the south fields dragon cannons, golems and Undead hordes built on its own dark bargain. Each region asks for different tactics and a different army, from axemen, berserkers and spearmaidens to trolls, stag riders, werebears and hired centaurs. Dialogue choices along the way can cost you allies or win you items and blessings, and the campaign branches, so your route through the war is partly your own.



















