Panzer Grenadier Battles on April 27th:
Arctic Front Deluxe #40 - Children's Crusade Broken Axis #14 - Târgu Frumos: The Second Battle Scenario 3: Sledge Hammer of the Proletariat
Army Group South Ukraine #6 - Consternation Road to Berlin #73 - She-Wolves of the SS
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Aphelion 2015: Police Action

Police Action boxcover
AP Series Panzer Grenadier
Designer Bennighof
Game Type Expansion
Format Book
Release Date 2015-09
Availability In Print
Scenarios 3
Counters 24
Counter Type Die-cut
Maps 0
Tour Veterans
Aphelion 2015: Police Action Tour of Duty Ribbon
Overall Rating, 6 votes
5
4
3
2
1
4.33
Expansion Rank: 3 of 114
Popularity: Ownership & Activity
Status Owned by 6% Played by 1% AAR'd by 1% Medaled by 1%
Rank 102nd of 163 151st of 152 149th of 150 76th of 92
Expansion Game Requirements & Playability
3/3 Police Action
3/3 Elsenborn Ridge
2/3 Patton's Nightmare
Display
Balance:



Overall balance chart for Police Action
Total
Side 1 0
Draw 0
Side 2 6
box back

This Gold Club Golden Journal moves into the Cold War to expand on the Iron Curtain series. The focus of the Journal is the East German Alert Police. Outfitted with hand me downs from the Soviet RKKA and hampered by a political process which denied them training until the West Germans rearmed, the Alert Police are not elite. Nevertheless in a generalized conflict all hands would be on deck and the fluidity of the expected front would mean that even "security forces" could end up in the front line.


Display Scenario List (3)

Scenario Plays AARs Rating
1. Crossfire 2 1 4.5
2. Still Loving You 2 1 4.5
3. Wind of Change 2 1 4

Display Order of Battle

East Germany Order of Battle
Volkspolizei-Bereitschaften
  • Mechanized
  • Motorized
  • Towed
United States Order of Battle
Army

Display Relevant AFV Rules

AFV Rules Pertaining to this Game's Order of Battle
  • Vulnerable to results on the Assault Combat Chart (7.25, 7.63, ACC), and may be attacked by Anti-Tank fire (11.2, DFT). Anti-Tank fire only affects the individual unit fired upon (7.62, 11.0).
  • AFV's are activated by tank leaders (3.2, 3.3, 5.42, 6.8). They may also be activated as part of an initial activating stack, but if activated in this way would need a tank leader in order to carry out combat movement.
  • AFV's do not block Direct Fire (10.1).
  • Full-strength AFV's with "armor efficiency" may make two anti-tank (AT) fire attacks per turn (either in their action segment or during opportunity fire) if they have AT fire values of 0 or more (11.2).
  • Each unit with an AT fire value of 2 or more may fire at targets at a distance of between 100% and 150% of its printed AT range. It does so at half its AT fire value. (11.3)
  • Efficient and non-efficient AFV's may conduct two opportunity fires per turn if using direct fire (7.44, 7.64). Units with both Direct and AT Fire values may use either type of fire in the same turn as their opportunity fire, but not both (7.22, 13.0). Units which can take opportunity fire twice per turn do not have to target the same unit both times (13.0).
  • Demoralized AFV's are not required to flee from units that do not have AT fire values (14.3).
  • Place a Wreck marker when an AFV is eliminated in a bridge or town hex (16.3).
  • AFV's do not benefit from Entrenchments (16.42).
  • AFV's may Dig In (16.2).
  • Open-top AFV's: Immune to M, M1 and M2 results on Direct and Bombardment Fire Tables, but DO take step losses from X and #X results (7.25, 7.41, 7.61, BT, DFT). If a "2X" or "3X" result is rolled, at least one of the step losses must be taken by an open-top AFV if present.
  • Closed-top AFV's: Immune to M, M1 and M2 results on Direct and Bombardment Fire Tables. Do not take step losses from Direct or Bombardment Fire. If X or #X result on Fire Table, make M morale check instead (7.25, 7.41, 7.61, BT, DFT).
  • Closed-top AFV's: Provide the +1 modifier on the Assault Table when combined with infantry. (Modifier only applies to Germans in all scenarios; Soviet Guards in scenarios taking place after 1942; Polish, US and Commonwealth in scenarios taking place after 1943.) (ACC)
  • Tank: all are closed-top and provide the +1 Assault bonus, when applicable
  • Self-Propelled Artillery: do not provide the +1 Assault bonus, even if closed-top (SB)
  • APC – Armored Personnel Carrier: These are Combat Units, but stack like Transports. They can transport personnel units or towed units. They are not counted as combat units for the +1 stacking modifier on the Direct Fire and Bombardment Tables (4.4). They may be activated by regular leaders and tank leaders (1.2, 3.34, 4.3, 5.43). They do not provide the +1 Assault bonus (ACC).
  • Armored Cars: These are Combat Units. They are motorized instead of mechanized. All have their own armored car leaders, who can only activate armored cars (6.85). Do not provide the +1 Assault bonus (ACC).
  • Reconnaissance Vehicle: 8.23 Special Spotting Powers Both foot and vehicle mounted recce units (1.2) possess two special spotting abilities. The first ability is that they can spot enemy in limiting terrain at one hex further than the TEC specifies for other units and leaders. For example, an enemy unit in town can normally be spotted at three hexes or less, but a recce unit can spot them at four hexes.Their second ability is that they can place a Spotted marker on any one enemy unit they can spot per turn, just as if the enemy unit had "blown its cover" by firing. Such Spotted markers are removed as described earlier.

Display Nations (2)

Nations at War - Scenario Appearance Percentages
East Germany
100%
East Germany
United States
100%
United States

Display Battle Types (3)


Display Conditions (3)

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