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Peter Pig

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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

Washington's Army  

Lots of specific AWI mechanisms as WA is restricted to just that war. WA shares the same skeleton as the samurai (BAW) and CWB (ACW) sets. Players each bring a points based army to the game. The game generates the scenario by way of considering player�s enthusiasm for being the attacker and his leanings in events. The basic unit is the infantry battalion. Peculiar to this set are off table flankers, riflemen, Indians and a lot of scenery.  

Free downloads

Click here for pdf battle record sheet

Publication date 2010

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 American war of independence /revolution.

Game setting A mid sized battle of the war. The opposing armies are acting on their own without other armies nearby.

Associated Peter Pig range
Peter Pig always makes sure that the necessary stuff to play the game is available. Range 5. A massive range, all in proper 15mm size.

Game scenario generator.
Peter Pig games are never two equal sides "bashing it out". Yes. Players allot 60D6 amongst 9 events. Events consist of Subterfuge, battle plan clarity, Political pressure, Scouting, Supplies, Artillery, Random events, Weather, local support. Each army has adjustments to these due to their historical situation. Players roll their allotted D6 for each event and a result is created. Dice not allotted to events are put in the attack dice mechanism. This will decide the ferocity and owner of the attack. One player might pput more D6 into attacking whilst another might put extra into supplies etc.

Historical scenarios included
Bunker's Hill
Freeman's farm
Brier Creek
Newtown
Camden
Kings Mountain
Hannah's Cowpens
Guilford Courthouse
Eutaw Springs

Game table size
Peter pig games should fit on a normal living room table. 5 by 3 feet. Small table size to allow reaching, scenery population and play upon a normal(?) home table.

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. 5D6 for shooting.

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 might consist of 8 foot units, 1 cavalry unit, 1 field gun and 4 mounted commanders. Armies of about 180 figures.

Number of army composition lists included
Narrow period focus allows "in war" diversity to be modelled. Early war British Northern theatre
Early war British southern theatre
Late war British Northern theatre
Late war British Southern theatre
British loyalist Southern theatre
Early war American Northern theatre
Early war American Southern theatre
Late war American Northern theatre
Late war American Southern theatre
American militia army

Unit motivation mechanic
There must be a reason for the general to be where he is. His presence should make a difference. A commander rolls 2D6. needed score is combination of unit quality, commander quality and distance. failure marks the end of that commander for that turn. All un-motivated units get a residual 1Action point. the rules include command levels for the real commanders.

Moving mechanic
Something simple that can be memorised. PP rules give a move distance worth having. Units move in increments of 4".Generous movement and manoeuvre distances to allow bold moves that cannot be foreseen and blocked due to small increment implementation.

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 base. Units shoot in 1 rank of bases only. First shot gets a bonus so that players often hold their fire.

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. Before a fight there is a falter test, to see if a target unit just runs away (militia in the open) or might even stand so firm that the chargers call off the assault. Don't forget that most of teh cavalry in AWI are not hevay charging cavalry but dragoons and lights.

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. 2.5 Hours. Usually about 6 turns. Game length is based upon a countdown from 21. Reduced by a D6 each turn.

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. Destruction of opponent's forces and capture of tactical objectives.

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 all distances. This would need a table of 8x5 feet.

Accompanying scenery range
PP likes to provide a one stop shop. Yes. Houses and a nice bridge.

Best parts
Bits we like about the game. Each player must put 1 to 3 units off table as flankers. The cut off nature of armies in the field meant that they were often flanked. A flank attack can be devastating but then the los to the on table army whilst you are flanking can also be terrible. Best flankers are light infantry. the quality of a unit is recorded by the flag/command stand (some units do not have flags) position.

Notes
This might be of interest. Indians are pretty poor in these rules. Militia are specifically catered for in WA rather than some fudge on ordinary infantry statistics. These things can be done when rules cover a very specific period of warfare.