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
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.The Mexican revolution 1910 -1920
Game setting Army versus army defence/attack games.
Associated Peter Pig range Peter Pig always makes sure that the necessary stuff to play the game is available. Range 11-MexRev. The PP WW2 and WW1 ranges have suitable items too.
Game scenario generator. Piggy chase. A “race/chase” using 1D6 each,over and over, to reach 35. Stops if a 6 is scored , present horde lost. Unless banked before 6 score.
Game table size Peter Pig games should fit on a normal living room table. 5 by 3 feet . Gridded into 6 inch squares.
How much scenery needed Peter Pig games use templates to represent scenery areas. The trees and houses are indicative, not literal. 5 of 6x12" templates per player. Players do get some choice over scenery piece types.
How many D6 needed Peter games allow a bunch of D6 to be rolled in order to bell curve the outcomes (i.e. results groups around the norm but extremes are possible). 15 D6 in total. Typically need 5D6 for actions and 7 D6 for fights.
Measurement method If measuring has to be very accurate, time is wasted and cheating/errors 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. 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. Typical per army= 4 Regiments each of 11 bases. 3 MMGs. Pair of field guns. General.
Number of army composition lists included Narrow period focus allows "in war" diversity to be modelled. A choice of 8 armies.
A. Government first half
B. Governmnet second half
C. Southern Rebels
D. Northern rebels
E. Main rebels
F. US Army
G. Ragged rebels
H. US Naval force
Unit motivation mechanism 3 motivations per unit commander. He chooses 3 squares containing parts of his unit. Rolls a D6 and that is the squares action allowance.
With officer= owner re-rolls In proximity= as it falls More than proximity = roll, but opponent can demand a re-roll.
Action/moving mechanism Something simple that can be memorised. PP rules give a move distance worth having. Bases in a square can move together. Action point cost depends on scenery type.
Shooting mechanism Shooting takes into account amount , skill and modifiers but ends up with a bunch of D6. Saving roll gets both players engaged.1D6 per base. Shooting can result in hammering target. Return shooting and opportunity shooting too.
Close assult mechanism PP fight mechanism only consider about 7 modifiers. But these are the important ones for that period. another reason for keeping the period span small. Then a pile of D6. 6 = kill. No saves. More decisive than shooting.
Morale mechanism A pair of D6. 9 or more=all Ok. Less than 9 the unit loses bases. Raw lose 4, average lose 3 and veteran lose 2. Thus raw units degenerate quicker.
Game length Most PP games last 5/6 turns. The games are always alternate move type, but with interaction via saves, reaction and opportunity.2 Hours. Countdown of 30. Players roll D6 with opportunity to re-roll. Deduct from countdown.
Book keeping Usually a few numbers to write down at the beginning but nothing after that. Most games have a battle/planning sheet available as a free download on the PP website. None after pre-game.
Principal victory condition The two sides have different criteria to win. Most victory conditions are awarded D6 multiples so their exact worth is not known until the game end.
Changes needed for 25mm gaming 15mm uses 6 inch squares. 25mm uses 8” squares. No other change to the rules is needed, as all measure is made in terms of grid squares. A range of 2, is 2 squares at all scales and sizes of figures.
Best parts Bits we really like about the game.
1. Assets for HE, trains, sneak movement, excellent leaders, shock assault, low morale, low ammunition, defences etc. The asset system is brilliant fun. 2. Morale. Simple system that degrades a unit instead of destroying it. 3. No measuring, just get on and move, shoot, fight. 4. It's all in the one book. 5. Fortune favours the player who has a plan. Not the player that just reacts to the latest event. 6. Trains