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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.


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.

 XX003 4 x 4 cm Bases (square)
10 Bases per pack
These are usually used for guns and generals

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

Square Bashing  


Free downloads
Battle sheet for the new Square Bashing rules

Counters for Square Bashing

Explanation of pre-game mechanism


Publication date 2012

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. 1900 to 1928. Early armies include boxer rebellion and Boer war. Then the book progresses through WW1. The rules finish just before the Spanish Civil war when technology changes in a big way. there are 55 armies in the accompanying army book. Each army is provided with at least one historical opponent.

Game setting A divisional level battle.

Associated Peter Pig range
Peter Pig always makes sure that the necessary stuff to play the game is available. Range 16- WW1.

Game scenario generator.
Peter Pig games are never two equal sides "bashing it out". Yes. Pre-game players run through a series of 15 die rolls. Each die roll is either won , drawn or lost. A winner will reference his score on to a sheet dedicated to that army. The events are all historically appropriate to that particular army.

Game table size
Peter pig games should fit on a normal living room table. Square Bashing uses  table size 4 by 3 feet. This is quite small as it is intended to represent part of a larger battle. therefore there are no off table flanks because battle is raging there too.

How much scenery needed
Peter Pig games use templates to represent scenery areas. The trees and houses are indicative not literal. 4 Pieces per player. Each piece 6x12". Many armies have limits to their scenery choice.

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. Fights usually need 10D6.

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 2,3 or 4 figures.

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. All infantry and cavalry units start with 4 bases. they die by the half base= 8 increments. Guns and MGs are single base= unit.
Typical army would have 11 units of infantry (battalions), 3 units of cavalry (regiments), 3 artillery guns (batteries), 4MGs (companies). Heavy artillery is all off table (as it should be). A divisional higher command post is on table.  

Number of army composition lists included
Narrow period focus allows "in war" diversity to be modelled. Two in the rule sets and a further 55 in the separate army list book.

Unit motivation mechanic
There must be a reason for the general to be where he is. His presence should make a difference. No motivation needed. All units can move.

Moving mechanic
Something simple that can be memorised. PP rules give a move distance worth having. Each unit will move 1,2 or 3 squares. A D6 score needed to exit scenery. In each turn. One side moves and assaults. The other side shoots.

Shooting mechanic
Shooting takes into account amount , skill and modifiers but ends up with a bunch of D6. Saving roll gets both players engaged. Players shoot during opponent's turn with any units that have not been assaulted. There is no opportunity shooting because of the grand scale of the rules assumes that assaults include all effective close range shooting. shooting in SB covers long range fire only. MGs get a great number of dice when assaulted but few if themselves in an assault.

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. A square fights a square. the basic number of D6 is based upon the number of units present. This is modified by the situation. The grid system makes it easy to decide which squares are in support etc. the result is applied to the whole square. Thus a retire result will cause the assulted sqaure to mave all it's contained units back.

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. Most games have a planning sheet available as a free download on the PP website. 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.
Attacker needs to capture the objectives (4 of) and the middle rows of the table. The defender needs to hold 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. Gun turrets, barricades and buildings in scenery range 22.

Best parts
Bits we like about the game. The asset system. Each army has a number allotted to each potential asset. e.g a point barrage 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. Late war British and Germans have the best asset amounts. Bulgarians have it quite bad. Some assets, such as aircraft, are not allowed to some armies.

This might be of interest. The rules include canals , forts and trenches as extensions.