Foreward
These rules have grown out of nearly 15 years of development, tinkering and several massive rewrites. The name comes from a quote I remember by some one in the US military from the early 1960s (I wish I could remember who) who described US involvement in South East Asia as nothing more than a "police action". They were written around larger Vietnam actions using 10mm figures; I'd fought skirmishes in 20mm using Platoon 20 figures, but I wanted to do bigger battles and 10mm seemed to fit the bill. Over the years the Platoon 20's were replaced with Peter Pig 15s (with my original skirmish rules replaced by "FireForce") but the 10mm troops remained, bolstered by tanks, aircraft (the B52 is impressive!) and riverine craft. Inspiration has come from a number of sources including elements of some rules I used very early on ("Nam", "A Bump in the Boonies" and WRGs original WW2 and modern rules), combined with some ideas from FireForce. Whilst "FireForce" grew to encompass the wider scope of modern skirmishing, "Police Action" is still firmly rooted in the paddy fields of 'Nam. Whether it remains that way following an urge to fight out larger southern African battles alongside "FireForce" skirmishes remains to be seen!
Required Bits and Pieces
Troops are mounted on fire team bases (3-4 figures or a weapon such as an M60, mortar etc.). Vehicles and, heavy weapons are individually based.
Markers
Markers are used to represent elements that are not spotted and identified. They are also used to represent items of "interest" such as booby traps and mines, hidden tunnel entrances, caches, etc. In order to maintain the element of surprise there may be a number of dummy markers (the ratio of real markers to dummy markers depends on the scenario - typically 1 dummy for each real marker, up to 3 dummies per real marker.
Markers are replaced with real elements when the element they represent is spotted. Dummy markers are removed when it is obvious that they are dummies (e.g. a moving dummy marker is spotted). Note that dummy markers which remain stationary in the open need not necessarily be removed - they could after all be booby traps.
Sequence of Play
These rules operate on a card activation From a pack of playing cards take out ten red and ten black cards (not picture cards). These are turned one at a time until ten cards have been drawn (at which time the cards are reshuffled). If a red card is drawn the Vietnamese player takes a turn, if a black card is drawn the US player takes a turn.
If the US player manages to call in an airstrike replace four normal cards with four Kings and reshuffle - the airstrike arrives when the first king is drawn. After this treat any other Kings which are drawn as normal. If a king has not been drawn by the time the tenth card is drawn reshuffle as normal - the strike is obviously having some trouble finding the target.
The same applies if an artillery strike is called in. Four queens are added, with the strike beginning when the first queen is drawn (note the barrage continues thereafter as required - see later artillery rules)
Turn Sequence
When their card is drawn the US or NVA player runs through the following sequence:
Single Man Units (SMUs)
These are bases representing a single man, such as platoon and company leaders, senior NCOs, heroes, snipers etc. They are used to control friendly forces, maintain morale and preserve effectiveness.
SMUs may not fire weapons unless they are heroes or snipers, in which case they fire as normal units.
Friendly units may not move, other than as a result of failing a morale test, unless a SMU is within 15cm, or 10cm in jungle, but may fire at enemy units. Units may be given a specific location to move to and will do so, heading directly to that point and staying there until a SMU is able to command them.
SMUs may not be shot at by direct fire if there are other friendly units the same distance or closer to the firer. If attacked they have a favourable KO modifier.
SMUs do not test for morale, but will surrender if friendly units within 10cm surrender. If the SMU is a hero, they will fight on with a role of 4+
AFVs are assumed to have a SMU in command. Soft transport does not. Special forces ignore the need for SMUs for movement.
If a Platoon loses all of its SMUs it may "grow" a new one. One of the squad leaders assumes the role but it takes time to assimilate the situation and take charge. Roll a d6 at the start of the Motivation phase. On a roll of 3+ the senior squad leader takes charge - one fire team element is removed and replaced by an SMU.
Artillery and Air Support
The availability of supporting artillery and air strikes is decided before play begins. For example, a battery of 105mm howitzers in a nearby Fire Support base may be on call, or a Forward Air Controller may be nearby with one or two flights of A-7s in support.
A distinction is made between off-board support (such as airstrikes and fire from Fire Support Bases) and indirect fire from forces on-table and therefore under command (e.g. mortars, or the guns of an FSB which is on-table when conducting a fire base defence scenario).
Support missions are directed by a command group on the table which spotted the target last turn, or if one of the units it commands spotted the target the turn before last. US forces cannot aim within 100 metres of villages unless VC/NVA forces are spotted within them.
Missions involving off-board assets require a successful "call for fire". The directing command group must send a message to the battery or air controller, requiring a roll of 3+ (4+ if under fire) to get through. If the roll is made the request has been received and approved; cards are added to the deck as described earlier and the strike arrives in the next turn in which the relevant picture card is drawn.
Missions involving on table assets are managed the same way except that if the call for fire roll is successful the fire mission begins immediately.
The following method is used to determine the fall of shot. Throw the Deviation Die for each artillery battery, pair of bombs, or aircraft rocket salvo. Subtract one to the score for each previous turn the target point was attacked by the same unit, or for airstrikes.
The strike deviates from the Point of Aim by 5cm times the score of the die. To determine the direction of fall of shot, use the arrow on the Deviation Die
Areas of Effect
| Weapon(s) | |
| Single mortar | |
| Single field gun/howitzer | |
| Mortar battery (4 or more) | |
| Howitzer battery (3 or more) | |
| Rocket Pod | |
| Aircraft Bomb |
For each element in the burst radius roll on the table below to see whether it is destroyed or suppressed. Elements that are not destroyed are suppressed.
| Heavy Armour | |||||
| Medium Armour | |||||
| Light Armour | |||||
| Bunker | |||||
| Soft Buildings | |||||
| Stone Buildings | |||||
| SMUs | |||||
| Infantry | |||||
| Soft Skins |
If the element is making a March Move add 1 to the die roll.
AA Fire
Enemy troops can fire at aircraft as they move if the troops did not move in their last turn and if they are not suppressed. Scores to hit are as follows. If a hit is scored roll a second d6 to determine the effect
| Weapon | ||
| AA Gun (37mm+) | ||
| HMG, cannon | ||
| LMG | ||
| Rifle Group | ||
| SAM-7 |
To hit a Fast Jet the roll to hit must be made twice.
Strike aircraft that are hit but not damaged are distracted. They suffer an additional penalty when rolling for weapon deviation. Aircraft that are damaged must leave the table as quickly as possible. If they are making a bomb run they are distracted and leave the table without making an attack. Damaged aircraft are not counted as destroyed for victory purposes.
There are two opportunities for AA fire; at strike aircraft (which are placed over the table only long enough to show represent their attack) and at helicopters that move over the table as for other vehicles and elements. Enemy units capable of AA fire may do so both in their own turn (at helicopters) and in their opponents turn (at strike aircraft) as long as the "no move" rule is followed.
Motivation and Morale
Motivation and movement is carried out platoon by platoon. One platoon rolls for motivation and is moved (if possible) before the next platoon is rolled for. Thus it is possible for your carefully planned company assault to go awry as one or more platoons fail to move as planned!
Each platoon has a Motivation rating (MR) as follows:
| Elite | 4 |
| Veteran | 3 |
| Average | 2 |
| Green | 1 |
| Poor | 0 |
Platoons test after coming under fire (whether or not they were actually hit) in the preceding enemy fire phase. Once Allied forces have come under fire ALL Allied units must test every turn. VC and NVA units only test if they came under fire in the preceding US turn.
Throw one die for the platoon in question, add their MR and modify as follows:
| Per element lost since last own turn | |
| Per element lost this game (inc. lost since last own turn) | |
| No Command group or SMUs attached | |
| Friendly units in LOS retreating | |
| In hard or soft cover | |
| AFV support within 20cm | |
| Unit under artillery fire | |
| Under attack from napalm, air or flamethrower |
Results
The permissible actions of the platoon depends on their current situation:
| Move as ordered | |||
| Hold position or withdraw | |||
| Withdraw and regroup | |||
| Morale fails - retreat from table |
Retreating units will attempt to leave the table as quickly as possible.
Elements that are suppressed may not move (except to cover within 5cm)
Movement
Maximum tactical moves by each element are as follows. Whilst making Tactical Moves elements are assumed to be making the most of available cover.
| Rifle or LMG group | ||||
| Mortar, RCL, HMG, etc. | ||||
| SMUs | ||||
| Medium, Heavy Tank (e.g. M41, M48) | ||||
| APC, light tank (e.g. M113 M551) | ||||
| Wheeled Vehicles | ||||
| Helicopter | ||||
| Sampan and other small river craft | ||||
| PBR, PABR | ||||
| Monitor, LCT | ||||
| Swimming AFV |
Mounting or dismounting takes half a turn. Passengers and transport may fire.
Landing from a helicopter takes one complete turn during which the helo is stationary on the ground or hovering
Setting up or breaking down HMGs, RCLs rockets or mortars takes a complete turn during which the weapon may not fire.
Units may not move within 1cm of enemy units unless engaging a suppressed unit in close combat, taking a surrendering unit captive or capturing an unoccupied vehicle or artillery piece, or moving to search an unrevealed marker..
Elements on roads or in Open Terrain, which have a "Y" in the MM column above and which are not suppressed may make March Moves, i.e. they are moving as fast as possible. Elements making March Moves double their normal movement rate. Elements making March Moves cannot move and fire, nor may any passengers. They are also more vulnerable to enemy fire.
Searching
If an element moves into contact with an unrevealed marker it may search the marker to try and find out what it represents. The player "owning " the marker rolls a d6 and cross reference on the table below for the result:
| Die Roll | |||||||
| 1 | |||||||
| 2 | |||||||
| 3 | |||||||
| 4 | |||||||
| 5 | |||||||
| 6 |
NB: vehicles can only discover anti vehicle mines and stores.
x = marker remains unrevealed (no effect)
y = marker revealed.
If it is a booby trap roll a second d6 - 1,2 = element detects booby trap in time, 3-6 = booby trap goes off (treat as if hit by a mortar round).
Only vehicles will set off anti-vehicle mines.
Close Combat
Close Combat occurs when an element moves into contact with a suppressed enemy element.
Each side rolls a d6 and applies the modifiers below - highest wins.
+2 per additional unit.
+2 element is experienced in CC (e.g. Special Forces)
-2 unit suppressed
Differential - 1,2 - Loser retreats, suppressed
3+ Loser killed.
Infantry attacking a suppressed AFV require a differential of +5 to KO. Treat open topped AFVs as normal units. Attacked units may fire at an attacking unit before contact
Spotting
In order to fire at a target or call down fire an element has to spot its target. Elements moving, in the open or firing are automatically spotted out to Line of Sight, otherwise Roll one die per spotting unit. Line of Sight extends only to 50cm on moonlight nights, and only to 25cm on overcast nights (except firing elements - no limit to LOS). Line of Sight is blocked by intervening terrain, by more thn 10cm of elephant grass, scrub etc. and by more than 5cm of Jungle
To spot a concealed target roll a d6 on the table below:
Spotting Table
| Target | |||||
| SMU | |||||
| Rifle, LMG or mortar group | |||||
| Mortar or RCL group | |||||
| Vehicle | |||||
| Building (or overt bunkers) | |||||
| Bunker | |||||
The die roll is modified as follows;
| Spotter moved | |
| Target in scrub, light woods | |
| Target in jungle or buildings | |
| Spotting at night, overcast | |
| Spotting at night, moonlight | |
| Spotting at night, using vision aids |
All modifiers are cumulative, thus a bunker in jungle is invisible to a moving spotter.
Treat a bunker as moving if troops enter or leave. Bunkers include concealed tunnel entrances.
Call for Fire
Having spotted a target a Command group or OP can make a call for fire to a friendly off-table battery (or aircraft), or to friendly batteries on table. In the former case the card deck is changed and shuffled as described earlier; in the latter case the call is answered next turn. The directing command group must send a message to the battery or air controller, requiring a roll of 3+ (4+ if under fire) to get through.
Direct Fire
The table below gives scores that must be equalled or exceeded to hit. Throw a d6 for each firing element and modify as shown:
| Firer | Range (cm) | |||||
| Heavy Gun (105mm+) | ||||||
| Medium Gun (85-100mm) | ||||||
| Light Gun (37-76mm) | ||||||
| RCL/ HMG/Minigun | ||||||
| LMG/Auto GL | ||||||
| Rifle/LAW | ||||||
| Flamethrower | ||||||
* Vehicle mounted flamethrowers only out to 15cm
Die Roll Modifiers:
-1 Target moved less than 30cm
-2 Target moved 30cm or more
-1 Target in soft cover
-2 Target in jungle
-2 Target in buildings
-2 Target hull down
-2 Firer moved
-2 Firer suppressed
Knock out / Suppression
For each hit throw a d6 on the table below.
| Firer | |||||
| Heavy Gun | |||||
| Medium Gun | |||||
| Light Gun | |||||
| Mortar/AutoGL | |||||
| RCL/LAW | |||||
| HMG/Minigun | |||||
| LMG Group | |||||
| Rifle Group | |||||
| Flamethrower | |||||
Modifiers:
SMU -1
Infantry in soft cover -1
Infantry in hard cover -2
Making March Moves +1
Scores equal or above destroy. Hits capable of destruction but not successful suppress the target. Roll for Infantry in destroyed buildings or vehicles as for infantry in the open.
Suppression
Suppressed elements are affected until the end of their next turn. Suppressed elements or vehicles may not move (except to cover within 5cm).
Wounded
If a unit is KO'd it leaves a wounded man on a roll of 5 or 6. Up to 2 wounded may be carried by an infantry unit at half speed, or 1 by a SMU.
Riverine Craft
Riverine Craft are treated as vehicles when they are hit. Roll a d6 for location;
| Die Roll | Monitor | PBR | Landing Craft | ACV | Gun Raft |
| 1 | Forward turret | Forward turret | Troop compartment | Troop compartment | Gun |
| 2 | Midships "pit" | Forward turret | Troop compartment | Troop compartment | Gun |
| 3 | MG Turret | Bridge guns | MG Turret | MG Turret | Gun |
| 4 | MG Turret | Aft pintle mount | MG Turret | MG Turret | Hull Hit |
| 5 | Hull Hit | Hull Hit | Hull Hit | Hull Hit | Hull Hit |
| 6 | Hull Hit | Hull Hit | Hull Hit | Hull Hit | Hull Hit |
Locations may be armoured. Of so the shot must penetrate the armour, else there is no effect. All monitor and landing craft locations, and PBR bridges have Light armour. Monitors have 8 hull boxes, landing craft 6, PBR 3, ACV 2, Gun rafts 2.
Hull Hits: Roll a second d6:
| Displacement Craft | ACV | |
| Below waterline lose 1 hull box and start a flood. Roll a d6 each turn: 1-3 lose 1 box, 4-6 flood stopped | ACV wrecked. | |
| Below waterline - lose 1 hull box, but no flooding | ACV wrecked. | |
| Fire - roll a d6 each turn. 1-3 boat wreathed in smoke, -1 to all hit rolls to hit, 4,5 Fire out, 6 - fire causes a hit - roll on hit location table. | Fire - roll a d6 each turn. 1-3 boat wreathed in smoke, -1 to all hit rolls to hit, 4,5 Fire out, 6 - fire causes a hit - roll on hit location table. | |
| Engines - slow to ½ speed. Second hit stops the boat. (ACV stops after 1 hit) | Engines hit, ACV stops. | |
| Bridge/helm - no change in coarse or speed for 1d6 turns | Bridge/helm - ACV stops |
ACVs dont suffer flooding damage, but are destroyed if they lose both hull boxes. Gun rafts do not have engines or a bridge - treat these as near misses (no damage).