Home worldwar1 fantasy 21scenery AKboxedsetscontents

Peter Pig

Click here to go to home page

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 most Peter Pig rules.   £1.50 per Pair

Battles in the Age of War (BAW)  

Free downloads

Army Battle sheet

Card Model Building

In BAW the player takes the part of a Samurai general. He has sub commanders too.  

Publication date 2008

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. 1467-1650. This period in Japan is known as the "Age of War". It is also popularly known as the Sengoku Jidai. In this period Japanese warlords came down from the mountains with armies in order to challenge each other for feudal gains.

Armies mainly consisted of ashigaru, which were the trained foot soldiers of the warlord. Ashigaru units would be armed with spears. Initially there were many bow armed units. Gradually they often formed musket units too. At this time the musket had made a great impact on Japanese army thinking. The musket needing less skill than the bow in terms of training. There would also be complete units of samurai, either on horse or on foot.

Associated Peter Pig range
Peter Pig always makes sure that the necessary stuff to play the game is available. Range 24. Complete range of 52 packs including buildings.

Game scenario generator.
Peter Pig games are never two equal sides "bashing it out". Yes. Also 6 historical battle included.

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

How much scenery needed
Peter Pig games use templates to represent scenery areas. The trees and houses are indicative not literal. Each player brings 4 pieces of scenery. These can be paddy fields, villages, hills and woods.

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 9D6 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. A typical army would consist of a Daimyo (commander in chief) and 3 clan leaders.
3 samurai foot units (each of 6 bases), 6 ashigaru units (each of 8 bases) and a Hatamoto (generals personal bodyguard unit).

Number of army composition lists included
Narrow period focus allows "in war" diversity to be modelled. Basic samurai armies and the Ikko Ikki(monk) armies too. There are army composition restrictions.

Unit motivation mechanic
There must be a reason for the general to be where he is. His presence should make a difference. A 2D6 score must equal or exceed the total number of 3" increments plus generals value plus unit value.

Low numbers indicate better quality.
e,g. An ashigaru unit (value 2) being motivated by a general (value 2) at a distance of 10" (3 complete 3" increments) needs a 2+2+3=7 or more to be motivated. Failure = end of that clan generals motivations for that turn.

A motivated unit then rolls a D6 with modifiers to see how many action points it has that turn. Action points are used for moving, shooting and other actions. Fighting does not cost action points.

Moving mechanic
Something simple that can be memorised. PP rules give a move distance worth having. Units move in increments of 3".

Shooting mechanic
Shooting takes into account amount , skill and modifiers but ends up with a bunch of D6. Saving roll gets both players engaged. Bow range 10".
Roll 1D6 per shooting base with re-rolls.
Svaes depend on scenery and base quality.
Uniots lose bases and replace with casualty ,markers.

Typical turn of shooting for a unit will kill one opponent base

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. A bunch of D6 based upon the number of bases plus circumstances.
Winning around of fighting will cause morale upon the opponent which might cause him to rout.

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. Countdown mechanism wherein defender rolls a D6 per turn. Gives an average of 6 turns.

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. Routing and grinding down the enemy army. Criteria are different for defender and attacker.

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. Double distances. Use 6x4 table.

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

Best parts
Bits we like about the game. Challenges between leaders. Messenger system galloping all over the table.

Notes
This might be of interest. This game includes the proper Japanese army formations and a great pre-game scenario generator. All of which focuses in on this specific period rather than being an "add on" to a set of ancient rules. More flavour.

Brief biographies of the main generals are included too.