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) These are usually used for guns and generals 10 Bases per pack £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)
The famous Piggy Dice £6 Bag of 20. Choose colour All dice are 16mm size. Piggy on the 6. 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
Peter Pig 15mm figures Peter Pig is one of the world's leading 15mm manufacturers. We make 5500 different figures and models. These are distilled into 1800 (15mm) packs. Every range has an associated set of 15mm rules. Also there are related 15mm scenery ranges to accompany the figure ranges. In these days of wandering measures of sizes into 18mm, 12mm and other sizes close to 15mm, Peter Pig has remained true to the 15mm ideal. These other sizes are often an attempt by a manufacturer to create a market for just their peculiar size. It is also used by sculptors who cannot work well with the 15mm size restriction and so need extra size in order to create acceptable sculpts. Peter Pig will continue to do 15mm wargame figures. We will also constantly return to each range in order to carry out updates and additions. Thus we have 15mm ranges with longevity and future potential.
AK001 Religious Army (Army 1 in the rulebook)
General and Bodyguard on two bases. Unit 1. Militia. 8 bases of small arms. 4 bases of RPG. (68 points) Unit 2. Militia. 8 bases of small arms. 4 bases of RPG. (68 points) Unit 3. Militia. 8 bases of small arms. 4 bases of RPG. (68 points) Unit4.Regular. 3 Tanks. 1 MG armoured car.(183 points) Unit 5. Regular. 2 towed AA guns. 3 small arms bases. 4 RPG bases (114 points)
Tactical advice Keep the tanks away from enemy foot bases. Pick the enemy off at range. Tanks can shoot across your own foot bases. Try to get the militia in to combat by way of a scenery route so they do not get hit in the open. Use the regular unit to dominate the table centre or hold an objective there so they can still use the AA against helicopters or enemy. Use the general and bodyguard to get a militia unit in to combat.
Packs 72(x3),57,28,22,10,4(x2),71(x2),25,55,5,8,7(x3 tanks),35(AC),51(x2 AA guns),x2(trucks),44(character), 3 2 packs of 3x3 bases
People’s Popular Front (Army 2 in the rulebook)
General and Bodyguard on two bases. Unit 1. Militia. 6 small arms bases. 4 RPG bases. (58 points) Unit 2. Militia. 6 small arms bases. 4 RPG bases. (58 points) Unit 3. Regular. 7 small arms bases. 3 RPG bases. (106 points) Unit4. Regular. Technicals. 2 RCL technicals. 4 HMG technicals.(134 points) Unit 5. Regular. 4 Gun armed armoured cars. (144 points)
Tactical advice Keep the technicals away from enemy tanks. Use the technicals to shoot at foot units from beyond their 10” range. The armoured cars can rapidly re deploy using the roads. If fighting enemy tanks keep at long range. Use the militia to hold an objective and provide an outlier group for a second objective. If you have to put a unit off table choose the armoured cars, they will find it easy to arrive. The regular foot unit is tough enough to assault if you give it support from artillery or technicals.
General and Bodyguard on two bases. Unit 1. Militia. 6 small arms bases. 4 RPG bases (58 points) Unit 2. Regular. 6 small arms bases. 4 RPG bases (108 points) Unit 3. Regular. 2 gun armed armoured cars.2 technicals with HMG mounted (112 points) Unit4. Professional. 5 small arms bases. 3 RPG/LAWS bases. (129 points) Unit 5. Regular. 3 small arms bases. 3 HMG bases.(75 points) TRUCK ALLOWANCE (3 trucks) (allows a unit to arrive more easily)
Tactical advice Use the professionals to assault a militia unit and destroy them. Don’t approach from the open though. The gun armoured cars and technicals should be used to support an infantry assault. Avoid enemy tanks. The regular HMG unit is intended to hold an objective. Dig in and the HMGs will be very difficult to kill/defeat. Use the truck allowance to get the professionals on. If they are already on use it for the regular unit. The militia can walk.
General and Bodyguard on two bases. Unit 1. Militia. Technicals. 3HMG technicals. 2 gun armed armoured cars.(80 points) Unit 2. Militia. 8 small arms bases. 4 RPG bases. (68 points) Unit 3. Regular. Tanks. 3 T55 tanks. (156 points) Unit4. Regular. 5 small arms bases. 4 RPG bases. (106 points) Unit 5. Regular. 5 small arms bases. 4 RPG bases. (106 points)
Tactical advice Use the tanks to shoot up any opponent’s vehicles at long range. Don’t get too close to foot with RPG. The two regular units should work together in order to assault an objective. The technicals and gun armoured cars should be used to support the militia attacks and not go off on their own. Use the militia to hold an objective as well as providing an outlier group for a captured objective.
We have listed the suggested contents for some AK armies. These lists can be used as guidance for those who find it useful. Of course the contents can be changed to suit a player's wants. The packs suggested are listed at he end of each list. Just type those numbers into the shopping cart.