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Peter Pig

Click here to go to home page All figures and models are supplied unpainted. All standard packs are priced at £3 each and generally contain 8 infantry or 4 cavalry figures.

Accessories

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)
10 Bases per pack
These are usually used for guns and generals
£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

Regiment of Foote   - The English Civil war  

  Downloads

Playsheet

Siege record sheet

Battle record sheet

Pre-game campaign sheet

Videos

 

 





















Publication date JANUARY 2016

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 piled into the general mechanisms.

Game setting Two 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 mechanic
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 mechanic
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 mechanic
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 mechanic
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.