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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

Rules Updates

Sometimes RFCM rules have small changes made due to spellings or grammar. Such changes will not be reported here. However if there is an update or change it will be printed here. Hopefully we can put a version number at the start of each set of rules so that you know which set you have.. Probably along the lines of version 10,11 etc....

2. Bloody Barons

Barry has sent in some relevant ideas etc for Bloody Barons. Barry helps run the "lance and Longbow" society which is a must for medieval period Wargamers.
Some Good stuff from Barry Slemmings of the Lance and
Longbow society

I was glad to see that you did not refer to handgunners as 'mercenaries' - you call them specialists. There is increasing evidence that handgunners were in use in England well before the Wars of the Roses. Bodiam and Cooling Castles, plus West Gate, Canterbury, were built with gun loops in the 1380s, 100 years before Bosworth, while the English deployed handgunners against the French in the 1420s. When Lord
Moleyns attacked the Pastons in 1449, the Paston petition to Parliament lists guns among the infantry weapons. When the Pastons recruited retinue troops to defend Caister castle in 1469 skills with crossbows and guns were requested. Longbows were not mentioned at all.

There are a couple of points I need to raise with you. Hey I am a wargamer, nothing is ever perfect!

A) Missing from the rules...

27.7 there are NO rules for cavalry versus cavalry combats. Ooooops!
Only infantry V infantry or cavalry combat is covered. I think you need
an errata sheet or else Richard III's last charge down Ambion Hill
towards Henry Tudor comes to a very sudden halt!

B) Actual mistakes:
1) Longbow did NOT fire effectively from the rear ranks as far as we
know. There is strong pictorial evidence from Burgundian sources and
the Beauchamp Chronicle that longbowmen fired from the front ranks,
while one English document suggests that the best position for a
longbowman was 'with a stout bill at his back'. The descriptions of
Towton suggest that longbowmen were deployed at the front and opened
the battle. I would therefore suggest that on the cavalry errata sheet
[above] longbowmen shooting from the rear rank are treated as
'impaired' and require a 6 to hit.
Pulling the longbowmen back from the front rank costs 1AP and MAY be
carried out in an enemy movement phase [only if directly charged]
INSTEAD of an opportunity shooting but only if the troops can roll 456
[retinue] with a +1 on the dice roll for household and a -1 for levy.
If they fail the die roll, the enemy charge hits the longbowmen instead
of the melee troops.

Page 33 - the tinted sidebar box referring to 'Baron Fauconberg' should
read 'the Bastard of Fauconberg' - it was Fauconberg's illegitimate son
who launched the attack. He later surrendered at Sandwich, was
imprisoned, dragged off to the north and eventually executed. The
Arrivall of Edward IV refers.

There are about 20 or 30 little typing errors - I am a former proof
reader and I suck my teeth every time I see one! Sorry.

C) Personal Quibbles:
I am not happy with 'all household' units. The policy in the Wars of
the Roses was to deploy household troops to bolster the morale of
others. I will certainly operate a house rule that no more than 50% of
a foot unit may be of household troop types. Small 'all household'
cavalry units are acceptable - say six bases max.


There are no proper Welsh or Irish troop types, even in your
description of the Battle of Stoke.
I would suggest that Welsh spear and Welsh longbow would probably
fielded in separate units rather than mixed. These troops are
unarmoured levy and are paid for and fight as such - EXCEPT Welsh on
hills fight or shoot as if retinue while Welsh spear in contact with
horse on level ground can fight as if retinue as there is some belief
they could see off horse attacks like poor quality pike. Cavalry
charging them get only +1 per base instead of 3. No pike bonuses.
Welsh troops treat rough hills as if gentle hills for movement.


Irish bonnachts and gallowglasses
Bonnachts were native Irish professionals, gallowglasses were of Scots
ancestry originally and rather better armoured and equipped.
Bonnachts are paid for and fight as levy EXCEPT when fighting in woods
when they fight as retinue. They defend woods at +1 per base if
attacked. They move through woods as if it was open ground.
Gallowglasses are paid for as retinue but could include a bodyguard
base per Irish general. No woodland bonus.

These would be kerns in an Irish force or Welsh/Breton javelinmen. Paid
for and treated as levy [except kerns - see below].
Treat javelinmen as handgunners in main rules - same weapon range as
handgun [groups run forward and close the range to hurl their weapons
and then run back]. No re-rolls and only opportunity fire.
Every unit of Gallowglass [eight bases] must have at least two pairs of
kern [four bases].
Every unit of bonnacht must have at least one pair of kern [two bases].

Kerns only
Treat marsh/bog and woods as if open ground - no movement penalties -
and while fighting or shooting in either marsh/bog or woods they fight
as retinue. Kerns may not attack [just like handgunners] but they may
defend in marsh/bog or woodland only. They also get +1 per base for
defending cover if attacked in woodland or marsh/bog.


Melee bonuses:
As written these seem a little confused.
For example a large unit [eight bases] gets the same penalty fighting
an uphill enemy as a smaller one. I would suggest -3 per each four
bases fighting an uphill enemy [an odd three rounds to a four]
Own unit disordered - 5 per each four bases [an odd three rounds to a


Apart from a points mention of retinue horse [page 10] there is no
other mention of lesser horse like hobilars, coustilliers or Border
horse. I suggest these retinue horse charge at only +2 per base in
combat [shorter spears and lances]. They get a 1 inch move bonus on
open ground.

Border horse are retinue, may cross prohibited rough hills [at
penalty], get a 2 inch bonus on open ground, but need 3 AP to start a
fight with any non-disordered troops who are facing them. Flanks/rears
and disordered units are attacked normally at 1 AP.

3. PBI Boat Rules

Alan Vowles and the Bristol (Portbury) club have written some boat rules for PBI. Click Here

4. Abteilung Rule Amendment Ideas

From: Brian McInnerny To: Martin Goddard http: Subject: Rule Amendments For 15mm WWII Date: 18 April 1999

13:36 Bridge Demolition
An engineer group must spend an entire turn stationary to lay Demo charges, needing a '6' on the following turn to blow the bridge. This roll maybe modified by +1 for an extra turn preparing the charges, or an extra base of engineers, up to a maximun of +1 for a single base, +2 for two bases. N.B British having 'Tea' may never blow a bridge!!!

Bridge Laying
A bridge laying unit must spend d3 turns stationary to lay a bridge. This unit may only be used once, then is removed ( no morale check). Light armoured bridgelayer 12 points Softskins 10 points

Anti Aircraft
If a single AA unit scores three '6s' against a single air-strike in any one turn, the air-strike is lost for the remainder of the game.

Hull Down
If a vehicle is immediately behind an appropriate terrain feature e.g. hill crest, inside a gully, etc. it may claim -1 for 'Hull Down' from the firers 'to hit' score. This can be claimed for a stationary vehicle only.

Flamethrowers may move and fire, firing is as usual with man-pack having a range of 3 inches and a vehicle-mounted 5 inches. Firing result as infantry +1 collateral damage against all targets within 1 inch on a '5' or '6'.

Moving Wreckage
A vehicle may use half of it's movement to move wrecked vehicles, using the following table (Rolling 1d6) Armour Class of Wreckage

(armour class of mover) HEAVY- MEDIUM- LIGHT- WHEELED-

HEAVY 4+ 3+ 2+ 2+
MEDIUM 5+ 4+ 3+ 2+
LIGHT 6+ 5+ 4+ 3+
WHEELED 7+ 6+ 5+ 4+

Air and Artillery Strikes Against Bridges
If a player gets an air-strike or both artillery strikes he may elect to blow the bridge! In either case the entire command must attack the bridge, '4' '5' or '6' to hit, +1 for Veteran, -1 for Raw. A further '6' is then needed to destroy the bridge. The 12" rule for artillery still applies. ------------------------------

Amendments used by Paul, Ken and Paul of the Nissan Hut Wargames Group -- Brian McInnerny. - Main Address (Checked Frequently). - Use Only If Orange Net Fails. (Thanks Men)

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