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Peter Pig

Click here to go to home page All figures and models are supplied unpainted. All standard packs are priced at £3 each and generally contain 8 infantry or 4 cavalry figures.

Accessories

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)
10 Bases per pack
These are usually used for guns and generals
£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)


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

Dictatorship (Army 8 in the rulebook)
AK008  Updated June 2012

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.

Packs 43(character),4,142,57,25,9,5(x2),24,8(x2),7(x3 tanks), 112(x3 Toyota),67,32(x2 AC), 3(dead)
1 pack 3x3 bases, 2 individual 3x4 bases.



Colonial Settlers (Army 3 in the rulebook)
AK003  Updated June 2012

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.

Packs 4(x2),22,57,142,71,25,32(x2 AC), 23(x2 Toyota),67,13,17,56,117,125(x2),42(character), 15(x3 trucks), 3 (dead)
Bases 1 pack 3x3, 4 individual 3x3 bases, 2 individual 3x4 bases.



People’s Popular Front (Army 2 in the rulebook)
AK002  Updated October 2012

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.


Packs 4(x2),22,142,143,25(x2),120,119,118,117,112(x6 Toyotas),67,20,127,32(x4 AC),54 (character),3 (dead)
1 pack of 3x3 bases, 2 individual 3x4 bases,




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
1 pack of 3x3 bases,13 individual 3x3 bases, 2 individual 3x4 bases.

Updated June 2012




AK47  boxed sets