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 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. Western United states 1830 to 1885. The range wars, battles, Indian wars etc.
Associated Peter Pig range Peter Pig always makes sure that the necessary stuff to play the game is available. Range 15 has 100 + packs of figures. Range 21 also has all the necessary scenery buildings.
Game scenario generator Peter Pig games are never two equal sides "bashing it out". Players decide on their own aggression level. This is restricted for some force types.
Players also make guesses about the opponent's force. Then a number of D6 are rolled to determine which player must attack and which must defend.
Game table size Peter pig games should fit on a normal living room table. 5 by 3 feet for 15mm, larger for bigger figure sizes.
How much scenery needed Peter Pig games use templates to represent scenery areas. The trees and houses are indicative not literal. 5 of 6x12" templates per player. There are restrictions on scenery choice for various forces.
How many D6 needed Peter games allow a bunch of D6 to be rolled in order to bell curve the outcomes. Results groups around the norm but extremes are possible.20D6 in total. Typically need 3D6 for morale, 4D6 for shooting and 9D6 for fights.
Measurement method If measuring has to be very accurate, time is wasted and cheating can occur. Grid system. 6" squares. Bigger grid size for bigger figure sizes.
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 figures. Base size is not imperative because it is a grid system.
Typical force composition Western uses about 80 figures a side. Enough for PP to make some big sales and not too many to paint. 5 groups (units). Each unit of 6-10 bases. Bases can be mounted or foot.
Number of force composition lists included Plains Indians, Apaches, Workers, Settlers, Mexicans, Gunmen, Posse/lawmen, Army, Cattlemen and Townsfolk. 10 forces.
Unit motivation mechanism Each group rolls a D6 (re-roll allowed) for action points (AP) for the turn. Moving 1 square costs 1AP. First shot 1AP, 2nd shot 3AP etc. Each group does morale, actions etc. before moving on to the second group.
Action/moving mechanism Something simple that can be memorised. PP rules give a move distance worth having. Typically a group might move 4 squares in a turn.
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 2 bases. Shooting from a horse is more difficult. Opportunity and return shooting are used.
Fighting mechanism PP fight mechanism only consider about 5 modifiers. But these are the important ones for that period. another reason for keeping the period span small. Losses are usually in the order of 1 or 2 bases per turn of fighting. Loser suffers fall back casualties too.
Morale mechanism Usual mechanic is each 4,5,6= fails. Each fail loses 1 spot from the group’s AP D6 roll. Typical morale throw uses 2D6. Worst morale throw might be 7D6 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. 5 turns initially, then a player may stop then the other player has to pay victory points to extend the game.
Book keeping Very little writing. In addition that writing is only in the pre-game. Game last 8 turns initially. 4 turns per player. Only attacker can extend the game
Principal victory condition Victory criteria are different for defender and attacker. Some of these conditions can be enhanced, but these enhancements are not revealed to the opponent until the game end.
Changes needed for 25mm gaming Each base of 15mm figures is replaced by a single 25mm figure. Thus group of 7 bases in 15mm becomes 7 figures in 25mm. The grid size of 6” should be increased too (9”).
Accompanying scenery range PP likes to provide a one stop shop.Yes. A comprehensive range of buildings, train and other markers.
Best parts Bits we like about the game.
Use of wounded status Pre-game guessing. Characteristic rules for each different force (no factions). Commander character. No measuring, just get on and move, shoot, fight. It's all in the one book. Fortune favours the brave.
Notes WESTERN is an history not Hollywood based game. 45 real life battles listed for player research. There will be set of videos on you tube to help players get into WESTERN. Battle and play sheets will be free to download from the PP website.