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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.


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 some Peter Pig rules.   £1.50 per Pair

Longships-Wrath of the Vikings  


Free downloads

Click here for magazine article WSS

Click here for campaign map sheet
Click here for game record sheet
Click here to download sail sheet 1
Click here to download sail sheet 2
Click here to download blank sail sheet

Publication date 2013

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. Ninth century raids and battles. The times if Alfred the Great in Wessex.

Game setting Two game types in this book. Either raid or battle.

Associated Peter Pig range
Peter Pig always makes sure that the necessary stuff to play the game is available. Range 9- Dark ages

Game scenario generator.
Peter Pig games are never two equal sides "bashing it out". Raid game. Simple voyage game to accumulate attributes for the game. e.g of an attribute; may add 2D6 to a units action D6. This voyage part decides who is the raider.

Battle game. Simple bid system to obtain attributes for the game. e.g enemy unit becomes unsteady.

Game table size
Peter pig games should fit on a normal living room table. 5 by 3 feet

How much scenery needed
Peter Pig games use templates to represent scenery areas. The trees and houses are indicative not literal. 7 of 6x12" templates per player.

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 6D6 for actions and 7 D6 for fights.

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 samee 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 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. 5 Units. Each unit of 6-8 bases. Bases can be cavalry, armoured infantry, Unarmoured infantry, levy infantry, leader, skirmisher and berserker.  

Number of army composition lists included
Narrow period focus allows "in war" diversity to be modelled. Viking, Scots, Irish, Carolingian, Welsh, Saxon.

Unit motivation mechanic
There must be a reason for the general to be where he is. His presence should make a difference. No motivation from General needed. Each unit usually starts with 6D6. Roll all dice. Actions require either 5,6,(difficult action e.g. assault) 4,5,6 (medium action e.g. advance in battle line) 3,4,5,6(simple action e.g. change into battle line). After success, carry out action then lose a D6. continue until voluntary stop. If an action failed then turn ended for whole army. the trick is to judge when to stop and not ask too much from a unit. too cautious = very little gets done. Too rash= army turn failed.

Action/moving mechanic
Something simple that can be memorised. PP rules give a move distance worth having. Unit moves a single square for each successful action. e.g roll all D6 move 1 square, lose 1D6, choose next action, maybe another move?

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 4 bases. Archers/shooters assumed to be a ratio of 1 in 4 within the unit.

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. Pre-fight the berserker goes in.
Then a pile of D6. 5,6 to hit. various to save.
Fight outcome can be "push and shove", "gaining ground" or hacking through".
Units tend to rout or stay more based on morale than 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 unit fighting and not is shield wall,1D6 enemy on two faces....
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. Raider arrives with 4 units and 1 in reinforcement.
Defender starts with 1 unit on and has 4 units as reinforcements.
Raider should decide to pull out when the defender gets more units in to play.

Raid game. Raider- find the plunder (locals, livestock, loot , gift from God). Home team- kill the raiders, defend the buildings.

Battle game. Linear battle type with a pre-game. Armies line up and go for it.

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. Use a single figure in 15mm size to replace a base in 15mm size. Thus a typical unit would be 1 leader figure, 1 berserker figure, 2 armoured figures, 3 Unarmoured figures and a levy figure. Base size does not matter as it is an area game.

Accompanying scenery range
PP likes to provide a one stop shop. Yes. A range of 7 dark age buildings. Viking ships.

Best parts
Bits we like about the game. Great fun challenge system.
No measuring, just get on and move, shoot, fight.
It's all in the one book.
Fortune favours the brave.

This might be of interest. Battlefields have been visited.
The Bernard Cornwell Viking books are set in exactly this period.
No Normans.