XX001 3 x 3 cm bases (square) These are used for the majority of Peter Pig rule systems. Usually used for infantry. 40 Bases in a pack. £4.80
XX002 3x 4 cm bases (rectangular) Usually used for cavalry and equipment. 40 Bases per pack. £4.80
XX003 4 x 4 cm bases (square) These are usually used for guns and generals. 10 Bases per pack £3.50
The famous Piggy Dice £6 Pack 0f 12 Choose colour All dice are 16mm size. Piggy on the 6.
16mm dice. Peter Pig were the first to produce dice with piggy head on the 6 (instead of the traditional 1 in 2003). Another innovation from Peter Pig. w
Black (xx201)
Dark orange (xx202)
Orange (xx203)
Kawasaki green (xx204)
British racing (dark) green (xx205)
Blitzkrieg (dark) grey (xx206)
Spitfire (light) blue (xx207)
Mid blue (xx208)
Pink (xx209)
Ivory (xx210)
Yellow (xx211)
(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 figure manufacturers. We make 6000 different figures and models. These are distilled into 1800 (15mm) packs. Every range has an associated set of 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.
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 Civil war 1861 to 1865.
Game setting A corps level; game with each player controlling 2 or 3 divisions.
Associated Peter Pig range Peter Pig always makes sure that the necessary stuff to play the game is available. Range 2- ACW. ACW scenery in range 21.
Game scenario generator. Peter Pig games are never two equal sides "bashing it out". Yes. Pre-game players run through a series of scenario setting events. The events are all historically appropriate tand modified to that particular army.
Game table size Peter pig games should fit on a normal living room table. CWB uses a 6 x 3 foot table.
How much scenery needed Peter Pig games use templates to represent scenery areas. The trees and houses are indicative not literal. 7 Pieces per player. Each piece is the size of alf apaper sheet (A4 in UK, Letter in US)
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. 12 D6. Fights usually need 10D6.
Measurement method Inches. Typical foot brigade movement = 8”. Rifle range =4” short and 10” long.
Basing convention Peter Pig rules use 3x3 cm bases for most troop types. this size is tactile. Each base has the same 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 A typical CWB army needs 150 figures.. Enough for PP to make some big sales and not too many to paint. Infantry brigades (the basic CWB manoeuvre unit) has 6 bases. Guns are single base= battery. Typical army would have 9 units of infantry (brigades), 1 unit of cavalry and 3 artillery guns (batteries).
Number of army composition lists included Narrow period focus allows "in war" diversity to be modelled. Fourteen armies.
Unit motivation mechanism There must be a reason for the general to be where he is. His presence should make a difference. CWB uses a 2D6 motivational success/fail roll.
Moving mechanism Something simple that can be memorised. PP rules give a move distance worth having. Units are given D6 action points. 1 point to move 3” or wheel or change formation etc. e.g A brigade with 4AP. 1 wheel. 3 x 3” moves.
Shooting mechanism Shooting takes into account amount , skill and modifiers but ends up with a bunch of D6. Saving roll gets both players engaged. There is opportunity shooting.
Fighting mechanism 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 unit fights a unit. Before each fight there is a falter test. This determines if the target makes a run for it or the chargers themselves stop short. This is obviously very relevant to ACW charges.
Game length Most PP games last 6 turns. The games are always alternate move type but with interaction via saves, reaction and opportunity.A countdown system. A D6 is rolled each turn and deducted from a starting total of 21. This makes the end of the game unpredictable. Six turns is the norm. 2 Hours.
Book keeping Usually a few numbers to write down at the beginning but nothing after that. CWB has abttle sheet (see free download above).
Principal victory conditionS 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. Attacker needs to capture the objectives (3 of) and the middle rows of the table. The game takes part in the centre of the table rather than have the defender sit on his base line and hold the edge of the world.
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.Use a single figure in 20/25mm size to replace a base in 15mm size.
Accompanying scenery range PP likes to provide a one stop shop.Yes. Houses, temnts et al. in scenery range 21.
Best parts Bits we like about the game.
The Falter test captures the essence of Civil war fights. Each of the 14 armies has it’s own character.
Battles included
1. Wilsons Creek
2. Winchester
3. Port Republic
4.Cedar Run
5. Salem church
6. Mansfield
7. Jenkins Ferry
8. Wilderness
9. New Market
10. Pickett's Mill
11. Monocacy
12. White Oak Road (1865)
Updates to CWB Rules
Page 113 Victory Points
We have decided to update the victory point numbers a little. December 2019. This is the first update in 12 years.
Changes
Defender compensations for being the defender
5D6 becomes 2D6 8D6 becomes 3D6 12D6 becomes 4D6
Civil War Battles proposed amendments for 2026 (20 year update) April 2026
1. Countdown changes from 21 to 42. Both players roll for countdown. Re-roll allowed.
This will stop defender always having last turn. This will allow both players to influence the game length.
2. Scenario events. Player with higher number of D6 allocated will roll and re-roll first. Player with lower number of D6 allocated will roll and re-roll second.
If both players have same allocation, then no re-roll.
This will allow players to avoid zero outcomes. Feels better at game start.
3. AP for musket, rifle and carbine shooting. 1AP for first shot. 3AP for second shot. Guns are not affected.
This will allow all units to have one shot.
4. All victory points D6 can be re-rolled. The whole allowed criterion number (handful) or none.
This will help even out any wild sequences.
What does not change
1. AP rolls
2. Fight D6.
3. Morale D6.
4, Re-rolls of falter test and arrivals due to determination D6.