Peter Pig (PP) have a history of promoting rules which are a little bit different in an engaging way. For the gamer there is an enrichment with pregame activity and this also helps the soloist. For those who like total control and the key variable simply to be them – the general’s actions, then these rules may seem too restricting.
Poor Bloody Infantry (PBI) is PP’s WW2 game. And I say game advisedly. Although PP makes clear that the rules have been well researched to enable necessary compromise for game play, the purpose is an enjoyable game between well matched forces.
The key differences I guess are the prebattle steps, then the use of large control grids (no tape measures please) and what once used to be novel – unit activation.
The success of PP over the decades has seen many other rules writers copy the pregame idea and certainly utilise the activation sequences. PP has a long history of rules development and making a real effort to “design in” their research while retaining game play.
I wanted to get my latest painted figures on the board again, so opted for a PBI game as it had been a few years since I played it. In fact I had to rebuy the ruleset as I had got rid of my original copy in a massive clear out of all wargame things post 1735! Silly me.
Narrative Background
The Vossackians had surprised the Azorians who had over extended their advance and were forced to retreat. The resulting chaos with only a single main route caused the Azorians many problems. The Vossackians failed though, to fully capitalise on the situation. As a result of being well forward, Senior Lieutenant Saray was ordered to advance on a road junction which appeared to be of value to the Azorians in their retreat.
As it happened Captain Turner had orders to secure the same road junction to protect other nearby routes of Azorian retreat.
Both commanders were advised that supporting troops would soon be provided.
As dark clouds gathered overhead the two forces unwittingly collided.
The Forces
Vossackia – Senior Lieutenant Saray had 3 platoons of rifleman, SMG’s and LMG’s. Junior Lieutenant Zhelezo and Junior Sergeant Stali led a platoon each. The platoons were slightly mixed up owing to allocation of replacements and issues with logistics.
Azoria – Captain Turner had Garand armed rifle platoons supported with BAR LMG’s. The Azorians had suffered in some previous actions so were not up to strength. Lieutenants Bacon and Bean led a platoon each.
A Map is to be found at the end of this post.

Note the tough hedgerows! they make a grid harder to leave in PBI. Cover affects movement in an abstract but logical way.
Activation is about mobilising possibly reluctant movement by soldeirs under direct fire. As you will see lack of movement and even pinning the opposition is key to allowing your own freedom of movement.





















Game Over!
This battle narrative came from the actual game. It was most enjoyable seeing the encounter fluctuate before ending. PBI tells you that “ebb and flow” is part of the game design.
Some more PBI rules came into play during the game.
First was the arrivals of troops. In the pregame journey on the equivalent of a snakes and ladders board the Vossackians with the advantage failed to get a clear superiority in numbers and prevent the Azorians gathering sufficient forces for the action.
The Vossackians posture under the rules was agressive while the Azorians was only responsive.
I think the rules are good at covering troops on the board at game start and those being fed in. Another variable to add flavour.
Three objectives had to be taken by the Vossackians for game victory.
- The East Strongpoint
- the Road Junction
- The West Strongpoint

A countdown tracker starting at 23, and reducing, using 1d6 per turn meant game length was unknown.
The battle started well for Vossackia as the Azorians advanced allowing early contact and then finding the dice rolling for them. The Azorians quickly lost any parity on forces.
But later the rules around activiation started to work against the Vossackians at the critical moment. Things also slowed at the wrong moment.
To cap it all the countdown dice rolled for the Azorians with too many 6’s including the last one when the tracker was at 5. So the game ended early.
Cue – mega thunderstorm.
The positives are you get a fairly quick game – no measuring movement or ranges helps.
The abstraction that allows close proximity of opposing forces requires a bit of getting used to. I used the 6″ grid for 15mm with 20/25mm or 1/72 size figures. Maybe an 8″ (for 28mm figure) grid would give a better look.
What looks like contact isn’t. Contact is a process called assault and requires a lot of momentum to achieve.
The abstraction includes the proximity of the figures who spend some time in adjacent grid squares waiting to build momentum for an assault or simply erode the enemy through fire. The latter requires a decent advantage in numbers but the former is risky without overwhelming force.
The Vossackians lacked any heavy weapons or support which kind of reflected the “encounter” nature of this Scenario. And probably meant the Azorian victory was the right outcome.
Verdict is I will play PBI again.
I use a 2006 edition of PBI – easily picked up at show bring and buys (when they return) and on ebay. Of course Peter Pig will sell you the latest edition with improvements from over a decade more of game play. And PP also offers a fantastic 15mm range of figures and vehicles which, if I was not hooked up to 1/72, would suit my needs.
Roll on the Vossackian advance in Fauxterre 1930+……