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. 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 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.
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.Ninth century raids and battles. The times if Alfred the Great in Wessex.
Game settingTwo game types in this book. Either raid or battle.
Associated Peter Pig range Peter Pig always makes sure that the necessary stuff to play the game is available.Range 9- Dark ages
Game scenario generator. Peter Pig games are never two equal sides "bashing it out".Raid game. Simple voyage game to accumulate attributes for the game. e.g of an attribute; may add 2D6 to a units action D6. This voyage part decides who is the raider.
Battle game. Simple bid system to obtain attributes for the game. e.g enemy unit becomes unsteady.
Game table size Peter pig games should fit on a normal living room table.5 by 3 feet
How much scenery needed Peter Pig games use templates to represent scenery areas. The trees and houses are indicative not literal.7 of 6x12" templates per player.
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.20D6 in total. Typically need 6D6 for actions and 7 D6 for fights.
Measurement method If measuring has to be very accurate, time is wasted and cheating can occur.Grid system. 6" squares. you could measure in multiples of 6" if grids are an anathema.
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. Base size is not imperative because it is a grid system.
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.5 Units. Each unit of 6-8 bases. Bases can be cavalry, armoured infantry, Unarmoured infantry, levy infantry, leader, skirmisher and berserker.
Number of army composition lists included Narrow period focus allows "in war" diversity to be modelled.Viking, Scots, Irish, Carolingian, Welsh, Saxon.
Unit motivation mechanic There must be a reason for the general to be where he is. His presence should make a difference.No motivation from General needed. Each unit usually starts with 6D6. Roll all dice. Actions require either 5,6,(difficult action e.g. assault) 4,5,6 (medium action e.g. advance in battle line) 3,4,5,6(simple action e.g. change into battle line). After success, carry out action then lose a D6. continue until voluntary stop. If an action failed then turn ended for whole army. the trick is to judge when to stop and not ask too much from a unit. too cautious = very little gets done. Too rash= army turn failed.
Action/moving mechanic Something simple that can be memorised. PP rules give a move distance worth having.Unit moves a single square for each successful action. e.g roll all D6 move 1 square, lose 1D6, choose next action, maybe another move?
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 4 bases. Archers/shooters assumed to be a ratio of 1 in 4 within the unit.
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.Pre-fight the berserker goes in. Then a pile of D6. 5,6 to hit. various to save. Fight outcome can be "push and shove", "gaining ground" or hacking through". Units tend to rout or stay more based on morale than losses. Losses are usually in the order of 1 or 2 bases per turn of fighting.
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. e.g. 1D6 unit fighting and not is shield wall,1D6 enemy on two faces.... 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 Hours. 5 turns initially, then a player may stop then the other player has to pay victory points to extend 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.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.Raider arrives with 4 units and 1 in reinforcement. Defender starts with 1 unit on and has 4 units as reinforcements. Raider should decide to pull out when the defender gets more units in to play.
Raid game. Raider- find the plunder (locals, livestock, loot , gift from God). Home team- kill the raiders, defend the buildings.
Battle game. Linear battle type with a pre-game. Armies line up and go for it.
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 15mm size to replace a base in 15mm size. Thus a typical unit would be 1 leader figure, 1 berserker figure, 2 armoured figures, 3 Unarmoured figures and a levy figure. Base size does not matter as it is an area game.
Accompanying scenery range PP likes to provide a one stop shop.Yes. A range of 7 dark age buildings. Viking ships.
Best parts Bits we like about the game.Great fun challenge system. No measuring, just get on and move, shoot, fight. It's all in the one book. Fortune favours the brave.