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
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.WW2
Game setting The game is set in the WW2 period 1939 to 1945.
Game scenario generator. Peter Pig games are never two equal sides "bashing it out". Pre-game reconnaissance will create a defender who has 2 units on table and an attacker who has 2 units off table. Any off table units are reinforcements.
Game table size Peter pig games should fit on a normal living room table. Always a grid of squares. 8 squares by 8 squares. For 15 and 20mm figures the grid squares are 6" size.
How much scenery needed Peter Pig games use templates to represent scenery areas. The trees and houses are indicative not literal. Each player brings 6 templates of 2 square size (6x 12" size). A template can be buildings, woods, rocky, marsh, hill etc..
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. 20 per player. All the same colour to stop those "looking for my special colour for saving" types.
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 same frontage when turned and allows figure formations to have depth as well as width.3x3 cm bases for 3 infantry or a weapon team such as light mortar or LMG.
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. A US Normandy period force would be 3 platoons of infantry and 3 Shermans. A raw Russian company would have 5 platoons of infantry, 1 MMG platoon and a trio of T34 tanks.
Number of army composition lists included Narrow period focus allows "in war" diversity to be modelled. They are in the "Company Architect book". There are 114 companies featured.
Unit motivation mechanic There must be a reason for the general to be where he is. His presence should make a difference. Platoon commander to square to be motivated= basic calculation. Count squares= score needed. 1 is always a fail. 6 is always a pass. Each Platoon commander has 3 motivations per turn. No multiple motivations of same men!
Moving mechanic Something simple that can be memorised. PP rules give a move distance worth having. Using AP (action points). 1 point per square of movement, 2 AP if leaving woods or buildings.
Shooting mechanic Shooting takes into account amount , skill and modifiers but ends up with a bunch of D6. Saving roll gets both players engaged. Rifles roll 1D6 per shot. MGs 2 D6 per shot. Bases allowed to buy up to 3 shots per turn if they have enough AP. 6=hit. All variables applied to save.
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. Close assault is bloody with a multiple of D6 being rolled.
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. There is a free battle sheet if you want somewhere to write down your force etc.
See top of this page. Just the asset system.
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. Taking the three on table objectives.
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, Burma, Normandy, Russia etc...
Best parts Bits we like about the game.The asset system. Each army has a number allotted to each potential asset. e.g an off table HE asset of 9. This is the number of D6 available for that asset. A player can use any or all of the available D6, roll them. A score of 6 will allow the asset to arrive. The barrage asset might be used as 4D6 in one turn and 5D6 in another. Only one asset can be attempted per turn.
Notes This might be of interest. Base size not important. 1 to 1 figure representation.
How is this set of PBI different to the old one?
PBI was originally published in 2000 and 2006. This new set of Poor Bloody Infantry (Company Commander 2015) uses many of the old mechanisms but is clearer, smoother and more encompassing. Notice that we update rule systems after many years, not just a few.
What figures and Models do I need for a game?
Because PBI is played on a grid the base sizes do not matter. Typically a player will need 2 platoons (about 70 figures), a support platoon (some HMGs), a company commander base and 3 tanks. Some companies will have a lot more figures and models especially if they are raw quality.
What do I bring to the game?
Players bring a 400 point company using the points system and battle lists included in the rules. The rules will generate a scenario but any units not on table at the game start will be reinforcements. So they should (?) arrive. This means you can take the same company to all of your games but each game will be different.
How do I win a game?
The game only lasts about 6 turns. At the end of the game the victory point schedule takes in to account your mission and troops lost etc… A defending player can win as easily as an attacking player as the criteria for success are different depending on the situation.
Can I use figures base for other rule systems?
In the main, yes. Single figures can be moved together as a group in order to represent the 3 figure bases of PBI.
Can I use PBI for other scales?
Yes, easily, because all calculations are in terms of squares. However players might want to alter the square size. 28mm figures would use 8" squares. 6mm figures would use 4" squares.
Can I have a try without buying the rules?
Yes, you can download the PDF "PBIQS" which is PBI quick start. This will give you the basic ideas for free. Click Here to get PBI QS
What else do I get for free?
You can download the record sheets and the playsheet free from the Peter Pig website. Just go to the rule section.
Can I join in on some games?
Yes, the team attends more shows than any other manufacturer (US, UK, Europe). At these shows we often have PBI with us and would encourage people to join in. The team that helped write the rules is usually represented at shows.
Can I ask questions?
No problem, you can join the RFCM (Rules for the common man) chat group on Yahoo (this is independent of Peter Pig..so lots of forthright/useful views and comment…none of which is censored/controlled by Peter Pig. You can phone us here at Peter Pig too!
Are there any competitions? Not many but they are about.
Note: Competitions in PBI are always friendly. There are no "battle winning" armies so any nation has a chance. Please do not bring photocopied rule sets to competitions, it is very rude!
You can of course use figures made by any manufacturer.
Surely if I roll more dice the game is too much given to chance?
Not really. Yes there are critical rolls, but more dice should even out the results rather than create wild occurrences.
Do you have the pompous pre amble often found in rules?
No we do not have any pompous pre-amble. By this is meant the typical five pompous pre-ambles widely found elsewhere.
"….having read all the other WW2 sets and found them sadly lacking (they are ALL wrong…I said so!) we decided to write our own bestest ever, most brilliant set (of course we copied most of those sets)……."
"…having once been a soldier (weekends) I consider myself an expert on WW2 (every aspect of it) and will be very angry if anyone disagrees….."
"….this rule set is just like being in the blood and filth of real war, there is no closer experience closer to real warfare (see table 6.5) …."
"…these rules have been playtested for 33 years (I am a bit slow) therefore they must be the best researched rules…ever…"
"..these rules don’t have the complex charts associated with certain (no name ever given) other rule sets, although we cannot remember the names of any of these bad rule sets, just a general feeling that they are bad…..