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. Many 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 figure manufacturers. We make 5500 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. ACW riverine actions. 1861-1865.
Game settingA battle upon a river. There is some interaction with forts and land based guns.
Associated Peter Pig range Peter Pig always makes sure that the necessary stuff to play the game is available. Range 7-Hammerin' Iron
Game scenario generator Peter Pig games are never two equal sides "bashing it out". Players place 18D6 against assets they would like. Roll to see if asset achieved or not. Assets include submarines, mines, night fall, army support, and fire rafts etc.
Seven scenarios are included too.
Game table size Peter pig games should fit on a normal living room table. 5 by 3 feet. The game table is split into hexagons. A free moving hexagon system can be used, which does not need a hex cloth. Peter Pig make and sell a 5 foot by 3 foot hex cloth for this game.
How much scenery needed Peter Pig games use templates to represent scenery areas. The trees and houses are indicative not literal. 5 Feet or shoreline for the two long edges of the table. Pre -printed on PP hex mat. 2 Islands that are positioned by the players. The fort for the defender is randomly positioned on either the shoreline or islands.
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. 14D6. typically need 4D6 for shooting actions and 14D6 for a ram.
Measurement method If measuring has to be very accurate, time is wasted and cheating can occur. Hexagonal grid system. Either use the PP grid cloth or use cut out hexagons placed one in front of the other and pick up at the end of each movement by a ship.
Basing convention Peter Pig rules use 3x3 cm bases for most troop types. this size is tactile. has the same frontage when turned and allows figure formations to have depth as well as width. Ships are not based, but the hexagon they are on delineates gun arcs and movement directions allowed.
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. Each player must buy 6 ships. No more no less. This means that for every super ship a player will have to have a poor ship to use all the points for his navy. A typical Union navy might be 1 monitor,1 casemate ironclad, 3 paddle boats and 1 small gunboat.
Number of force composition lists included Narrow period focus allows "in war" diversity to be modelled. A fleet must be either Confederate or Union. About 80 ships are detailed.
Unit motivation mechanism There must be a reason for the general to be where he is. His presence should make a difference. Each ship draws the top 5 cards from an order deck. there are two order decks "Gun ports" and "Smoke". The gun ports cards are mainly shooting, with a bit of movement. The smoke order cards are mainly movement with a bit of shooting. You can only do what thee order card allows. You can look at your cards and use one per turn. Thus you are committing to 4 turns before you draw new cards.
Moving mechanism Something simple that can be memorised. PP rules give a move distance worth having. Movement is usually 1 or 2 hexes per turn.
Shooting mechanism Shooting takes into account amount , skill and modifiers but ends up with a bunch of D6. Saving roll gets both players engaged. Each gun has its own handful of D6. 4 D6 is typical. Ironclads can deflect hits. At each multiple of 5 a ship will suffer critical damage. Fires are probably the worst, because they will continue unless put extinguished. There is opportunity shooting at 1 hex distance whether a fire order is present or not. Hits decrease the value of a target.
Fighting mechanism 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. Guns and ramming use multiple D6. 5,6= damage caused.
Morale mechanism Usual mechanic is 4,5,6= fails. 1 fail is not too bad. 3 fails is usually "goodnight Vienna". Ships at low points will roll D6 to strike their colours. The game victory conditions encourage players to get their ships out of the game when damaged badly.
Game length Most PP games last 6 turns. The games are always alternate move type but with interaction via saves, reaction and opportunity. 1 Hour. Rolls are made to see if ships with a lot of damage subsequently sink after the game.
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. Record of hit points level of each ship. Counters are used to record fires, rudder damage etc..
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. The attacker gets points for destroying the various shore objectives. The defender gets points for preventing the attacker getting down the river and points for destroying the attacker's fleet.
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. 1/1200th scale ships can be used with the same hex sizes.
Accompanying scenery range PP likes to provide a one stop shop. Yes. A range of buildings and related castings.
Best parts Bits we like about the game. Getting a fire started on a opponent's ship and watching him fail at putting it out. A really good ram.
Notes This might be of interest. This game is great for groups up to 6 players. It is always popular at shows and conventions.