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Peter Pig

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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.

 XX003 4 x 4 cm Bases (Square)
10 Bases per pack
These are usually used for guns and generals

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 most Peter Pig rules.   £1.50 per Pair

AK47 Republic  

These rules are usually called "AK47". They cover small armies fighting it out in Africa. This game is the improved version of theAK47 classic from 1996. No supplements needed.  

Free downloads for AK47  

Download army event sheets

Download Markers for AK47

Download record sheet  

These are the sheets that tell you what happens to your chosen army in the pre-game section of AK. The event sheets also detail the limits placed upon your army in terms of equipment and quality.

Publication date 2009

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. Africa 1950 to 1990.

Game setting The figure scale is 1 to1. Each player has an army chosen from the 20 listed in the rule book.

Associated Peter Pig range
Peter Pig always makes sure that the necessary stuff to play the game is available. Range 17. Massive range with everything you need for a great game.

Game scenario generator.
Peter Pig games are never two equal sides "bashing it out". Yes. Each player has flow chart dedicated to the army he has chosen. Players carry out 15 opposed D6 rolls. the winner of each roll will consult his event chart and see what has happened. Each event chart is tailored to that army. the event chart are downloadable for free from the PP website.

AK uses an asset system similar to the Square Bashing one. An army gets allowances for assets which it can roll for. Some armies are not allowed certain assets.

Game table size
Peter pig games should fit on a normal living room table. 6 by 3 feet. This helps limit huge sideways moves as teh armies are fully engaged after turn 1.

How much scenery needed
Peter Pig games use templates to represent scenery areas. The trees and houses are indicative not literal. Each player brings 7 pieces of scenery (size=8x6").

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
. 10

Measurement method
If measuring has to be very accurate, time is wasted and cheating can occur. Inches.

Basing convention
Peter Pig rules use 3x3 cm bases for most troop types. this size is tactile. has the samee frontage when turned and allows figure formations to have depth as well as width. 3x3 cm bases for 2,3 or 4 figures. vehicles are un-based but some players do (that is fine for the rules)

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. Always 5 units . This stops players making a super unit (the Yamato syndrome).

Number of army composition lists included
Narrow period focus allows "in war" diversity to be modelled. Twenty.

Unit motivation mechanic
There must be a reason for the general to be where he is. His presence should make a difference. No motivation needed. Each unit rolls 2D6 modified to give movement distance. Unit can either shoot before move (good chance of success), after move (less chance of success) or retain shot for when enemy move.

Moving mechanic
Something simple that can be memorised. PP rules give a move distance worth having. Players take it in turns to activate units. A sort of "mixed" simultaneous thing. Every base must not be within 1 base distance (3cm) of another which gives units a good sized footprint and stops tanks touching tanks(*maximum gap is 2 bases).

Shooting mechanic
Shooting takes into account amount , skill and modifiers but ends up with a bunch of D6. Saving roll gets both players engaged. Shooter rolls 2D6. target rolls 1D6. Difference Modifiers are applied. Result is miss, pin or kill. Each unit will not always shoot with all of its bases. Thus a large militia unit of 13 bases might only get to shoot with 5. a small but professional unit might get all of its bases firing.

Fighting mechanic
PP fight mechanism only consider about 8 modifiers. But these are the important ones for that period. another reason for keeping the period span small. Opposed D6 rolls with modifiers. In close assault better quality troops tend to prevail. militia like to shot from cover but will not stand up to better troops when the latter get close.

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. 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
Usually a few numbers to write down at the beginning but nothing after that. Most games have a planning 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. Capturing tactical objectives. Destroying enemy units. Don't let them survive.

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. You would replace each 15mm base with a single 25mm figure. Then carry on as normal.

Accompanying scenery range
PP likes to provide a one stop shop. Yes. Buildings, rocky outcrops etc.

Best parts
Bits we like about the game. A brilliant reserve system whereby bases are drawn off every unit at the game start and put in a reserve box. These reserves will arrive with a unit as the game progresses. they do not have to re join their original unit but must join a unit of same quality. Thus you might have pinned down a unit of 5 militia bases only to find the opponent puts his militia reserves into that unit, increasing it to 7 bases. The fog of war! this makes players keep units alive so that they might be reinforced. You cannot reinforce a dead unit.

Reinforcement units can arrive on any table edge. Professional in wheeled vehicles might turn up on the enemy base edge. Militia just might turn up on your own edge if there is aroad too!

This might be of interest. The game includes water borne forces, airpower and technicals.