XX001 3 x 3 cm bases (square) These are used for the majority of Peter Pig rule systems. Usually infantry 40 Bases in a pack. £3.50
XX002 3x 4 cm bases (rectangular) Usually used for cavalry and equipment. 40 Bases per pack. £3.50
XX003 4 x 4 cm bases (square) These are usually used for guns and generals 10 Bases per pack £2
Battle Clock £4.50 (XX020) To record the game countdown. Goes from 0 to 21. Most Peter Pig games use a 21 point countdown. Diameter 3" (7.5cm)
Piggy Dice £6 Bag of 20. Choose colour All dice are 16mm size. Piggy on the 6. Pink (xx200) Black D6. (xx201) Red D6. (xx202) Orange (xx203) Kawasaki green (xx204) British racing green (xx205) Blitzkrieg grey (xx206) Spitfire blue (xx207)
16mm dice. Peter Pig first produced these dice with piggy head on the 6 (instead of the traditional 1 in 2003). Another innovation from Peter Pig.
XX004 Pair of choice dice 2 faces "I choose" 4 Faces blank. Used when a player wishes to choose the location of the casualties inflicted. Used in some Peter Pig rules. £1.50 per pair
Peter Pig 15mm figures Peter Pig is one of the world's leading 15mm manufacturers. We make 5500 different figures and models. These are distilled into 1800 (15mm) packs. Every range has an associated set of 15mm rules. Also there are related 15mm scenery ranges to accompany the figure ranges. In these days of wandering measures of sizes into 18mm,12mm and other sizes close to 15mm, Peter Pig has remained true to the 15mm ideal. These other sizes are often an attempt by a manufacturer to create a market for just their peculiar size. It is also used by sculptors who cannot work well with the 15mm size restriction and so need extra size in order to create acceptable sculpts. Peter Pig will continue to do 15mm wargame figures. We will also constantly return to each range in order to carry out updates and additions. Thus we have 15mm ranges with longevity and future potential.
Period of warfare covered The English Civil wars. Peter Pig games always cover a narrow period in order to capture that period. Thus the most important aspects of that war can be modelled and the less important ones subsumed into the general mechanisms.
Game settingTwo game types in this book. Either battle or siege.
Associated Peter Pig range Peter Pig always makes sure that the necessary stuff to play the game is available.Range 20- English Civil War
Game scenario generator. Peter Pig games are never two equal sides "bashing it out".
Battle game.Simple “planning table” upon which players put their resources into “The men”, “Powder and stores”, “The cause” and “Scouting”. The results can make small differences to the situation and armies.
Siege game. One player sets out and defends a fortified manor with surrounding earthworks. The other player launches the final assaults. The defences always have a perimeter of 4 feet which can be laid out in many different ways by the defender. This includes being against a table edge or in the middle of the table. The siege differs in that the armies do not use cavalry and do use breach parties and pounding.
Game table size Peter Pig games should fit on a normal living room table. 4 by 3 feet . Split into 6” squares. Giving a grid of 8 by 6 squares.
How much scenery needed Peter Pig games use templates to represent scenery areas. The trees and houses are indicative not literal. Usually 5 of 6x12" templates per player. Templates include hills, hedges, marsh, road, stream,buildings etc. Scenery is shared, deployed and nudged by D6 rolls. Attacker gets marsh, rough hills, buildings and woods. Defender gets hedges, hills etc.
How many D6 needed 20D6 in total. Peter games allow a bunch of D6 to be rolled in order to bell curve the outcomes. Results group around the norm, but extremes are possible.. Typically need 8 D6 for fights and shooting activities.
Measurement method If measuring has to be very accurate, time is wasted and cheating can occur. Grid system. 6" squares. you could measure in multiples of 6" if grids are an anathema.
Basing convention Peter Pig rules use 3x3 cm bases for most troop types. This size is tactile. has the same frontage when turned and allows figure formations to have depth as well as width. 3x3 cm bases for 2,3 or 4 foot figures. 3x4 cm depth for cavalry. Base size is not imperative because it is a grid system.
Typical army composition Most PP games use about 100 figures a side. enough for PP to make some big sales and not too many to paint. A regiment of foot will have 3 bases. 2 of musket(3 or 4 figures per base) and 1 base of pike (4 or 5 figures). Musket and pike ratios can be altered. A cavalry unit will be 2 bases each of 3 figures. A typical army would have 10 units of infantry, 8 of cavalry and some guns and dragoons.
Number of army composition lists included Narrow period focus allows "in war" diversity to be modelled. Early and late of Royalist and Parliamentarian. Covenanter, Montrose and New model army.
Action/moving mechanism Something simple that can be memorised. PP rules give a move distance worth having. All movement in squares. No diagonals. Foot 2 squares, cavalry 4 squares with D6 rolls needed to exit rough scenery. Cavalry should be in action during turn 1. Infantry should strike home in turn 2.
Shooting mechanism Shooting takes into account amount , skill and modifiers but ends up with a bunch of D6. Saving roll gets both players engaged.1D6 per base. Infantry have range 1 and pistoler cavalry can only shoot on faces. 3 regiments of foot in a square all engaging the same target should respect to inflict 2 half base casualties.
Fighting mechanism PP fight mechanism only consider about 6 modifiers. But these are the important ones for that period. Another reason for keeping the period span small. Then a pile (usually 6- 10 per player) of D6. 5,6 to hit. Various to save. Fight outcome can be win or lose. Losers take additional casualties and fall back. Units tend to rout or stay as a result of morale than just losses. Losses are usually in the order of 1 or 2 bases per turn of fighting.
Morale mechanism Usual mechanic is 4,5,6= fails. 1 fail is not too bad. 3 fails is usually "goodnight Vienna".A pile of D6. e.g. 1D6 per casualty marker, 1D6 per face occupied by enemy. -1D6 a lot of pike etc.... Typical morale throw uses 2D6. Worst morale throw might be 6D6 when the sky is falling.
Game length Most PP games last 6 turns. The games are always alternate move type, but with interaction via saves, reaction and opportunity. 2 Hours. 4 turns each initially. Then a player may stop, then the other player has to pay victory points to extend the game.
Book keeping Usually a few numbers to write down at the beginning but nothing after that. There is a sheet available as a free download on the PP website. None after pre-game.
Principal victory condition The two sides usually have different criteria to win. Most victory conditions are awarded D6 multiples so their exact worth is not known until the game end. Taking the central band of the table and killing his army.
Changes needed for 25mm gaming Not all PP rules can be played with all figure sizes. Usually the rules are written for 15mm. Some bigger sizes such as 18/20mm can use the same basing and measurement without any change needed. 25mm will be given a conversion factor. In 25mm use a bigger grid size. 8 inches would make the battle field 4 feet by 5 and a bit feet. Base size does not matter as it is an area game.
Accompanying scenery range PP likes to provide a one stop shop.Yes buildings on the way.
Best parts Bits we like about the game.
Using a gifted general to allow a re-roll in certain situations. No measuring, just get on and move, shoot, fight. It's all in the one book. Fortune favours the brave.
Notes This might be of interest. Battlefields have been visited. Sabots have been made by Warbases to enable quicker movement. Kerr and King have made scenery for the siege games.