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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

Patrols In The Sudan (PITS)  

Free downloads

Event cards


Click here to read a battle report
 

In PITS the British player has a patrol of about 4 units with attendant scouts. There is some scenery on the table. Each turn the dervish player brings another piece of scenery or another dervish unit. At some point the dervishes will pop up and attack. The British will try to scout the scenery in order to prevent dervish arrivals or movement in that scenery. Of course the scouts might get ambushed.

You take the part of a British officer tasked with getting out from the camp to achieve some task, such as a reconnaissance. The other player will take th e part of a dervish commander who will track down the British and fight them , making use of scenery and guile to get upon them.

It is a hot hot day. Charlton Heston is holding Khartoum all on his own, some 150 miles away.  

Publication date 2012

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. The fighting between British and Egyptian forces against the forces of the Mahdi. Centred around the year 1885. See "Four feathers" or "Khartoum" for background motivation.

Game setting The figure scale is 1 to1. An Anglo Egyptian patrol chooses one of the 8 missions detailed in the rule book.

Associated Peter Pig range
Peter Pig always makes sure that the necessary stuff to play the game is available. Range 22. Massive range.

Game scenario generator.
Peter Pig games are never two equal sides "bashing it out". Yes. Anglo Egyptian player chooses one of the 8 missions.

Game table size
Peter pig games should fit on a normal living room table. 5 by 3 feet. Game plays from the narrow end toward the other narrow end.

How much scenery needed
Peter Pig games use templates to represent scenery areas. The trees and houses are indicative not literal. 8 of 6x12" templates for Dervish player only.

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
. 20. Typically need 7 D6 for fights.

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.

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. British might be 3 infantry sections (each of 8 bases including sergeant and officer base). Also there would be 3 scout bases and possibly a light mountain gun too.

Number of army composition lists included
Narrow period focus allows "in war" diversity to be modelled. Because the figure scale is 1 to1 , a patrol will be of a type, rather than a combined arms force.
British infantry, Egyptian infantry, Sudanese infantry, Egyptian cavalry, British cavalry, British camel corps, Egyptian camel corps, Dervish infantry, dervish cavalry/camelry, Gunboat.

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 D6 to receive action points. Each movement increment, shot or action costs points. In a turn a typical unit might move two increments of 4"(8" total) and then shoot.

Moving mechanic
Something simple that can be memorised. PP rules give a move distance worth having. Units move in increments of 4". A British unit in march column might move 20" in a turn.

Shooting mechanic
Shooting takes into account amount , skill and modifiers but ends up with a bunch of D6. Saving roll gets both players engaged. 1 Shooter rolls 2D6. target rolls 1D6. Difference with modifiers give miss, wound or kill. Modifiers for volley, poor training etc. a British volley will carve big lumps out of dervishes in the open.

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. Wounded might be despatched at the end of a fight. Unit fights unit but combats are individual. a tough veteran sergeant will chop up a rifle armed ansar.

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. Completing the mission. Missions are either "get there and do stuff" or "get there and back having done stuff". Different missions have diffferent potentials for points and fame.

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. Separate play sheet provided for 25mm games.

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

Best parts
Bits we like about the game. Leaping out from cover with a dervish unit and catching a British unit off guard.

Notes
This might be of interest. This is a great game of cat and mouse. It is not over until it is over. I have often been surprised by new scenery and dervishes to my rear because i did not spread out the scouts enough. having said that, if I spread out the scouts too much they seem to disappear. Greta game for two players a side so that there is friction between getting the mission done and self preservation " you march on and I will cover this area for withdrawal".



PITS

Here are some suggestions from the Aldershot area gamers. You can use PITS for the following.

We thought these might be worth exploring as a starting point for further discussion ? I think it will be a lot more fun if people get into the spirit of things by re-writing the wording on the Wild Cards, and the Narratives to suit the different situations below.

1) Spanish Guerrillas vs French Army in the Peninsular War 1808-12

a) French patrol searching for guerrillas has to scout a village

b) French supply convoy needs to cross the table avoiding Spanish ambushes

c) A French General is inspecting the troops. The Spanish need to kill him as a propaganda coup

d) A French column needs to rescue a besieged garrison.

2) European troops/irregulars (British/Germans/Boers) vs Africans (Zulus/Xhosa/HeHe) 1830 to 1907

a) A punitive raid on the Africans Cattle � Africans have to prevent their livestock from being driven off.

b) European supply convoy to be ambushed

c) European led patrol to be ambushed

d) British/Germans send a relief force to rescue settlers besieged

3) Matabele / Mashona Rebellion vs Early Rhodesian Settlers 1896

a) Rhodesian/Britsih patrol seeks rebel stronghold in Matopo Hills

b) A patrol has to rescue settlers held up at Cummings Store (true story)

c) The siege at Mazoe Mine: 2 settlers need to reach a telegraph office to call for help. A patrol has to reach the settlers & get them to safety (true story)

4) US Cavalry vs Siuox or Apaches 1860s-1870s

a) Capture Indian Civilians at village to force them back to the reservation (what Custer’s attempted to do at the Little Big Horn in 1876).

b) Patrol hast to rescue 2 white female hostages from the Indians and get them off table (1950s western movie I watched at the weekend called Charge at Feather River)

c) The fort is surrounded � a patrol has to either repair the telegraph station and/or go for help at the next army post

d) British/Germans send a relief force to rescue settlers besieged

5) 1st Boer War of 1880-81 / Gurrilla phase of 2nd Boer War 1899-1902

a) Boers ambush a British supply column (Battle of Bronkhorstspruit - true story)

b) British have to seize a large hill overlooking the main Boer Camp (Battle of Majuba � true story)

c) British column is hunting the Boer Kommandos will they capture them or get ambushed themselves

d) A British Patrol has to burn the farm at far edge of the table and get back to their starting edge with the Boer women and children (taking them to a concentration camp). The Boers need to rescue the family.

6) Boxer Rebellion 1900

a) Capture or kill the Boxer leaders who are meeting at a village.

b) Rescue British or American Missionaries being held captive by Boxers

7) French Foreign Legion 1880 to 1930s vs Touregs/Berbers

a) Out of water, the Legionnaires must capture the well

b) Relieve the Fort at Beau Geste at all costs

c) Escort the archaeologists to safety avoiding the locals who are enraged by the �desecration� of the tomb of Djellibabi

d) A British Patrol has to burn the farm at far edge of the table and get back to their starting edge with the Boer women and children (taking them to a concentration camp). The Boers need to rescue the family.

Some Further thoughts we discussed also included

8) French army patrols vs Viet Minh in Indo-China 1950s

9) Rhodesian army patrol vs Insurrgents in 1960-1980

I don't know if this is of interest, but let me know,

Cheers,

Tim