Panzer Grenadier Battles on November 21st:
Desert Rats #16 - The Panzers Pull Back Desert Rats #19 - The Panzers Return
Desert Rats #17 - The Tomb Of Sidi Rezegh Jungle Fighting #7 - Line Of Departure
Desert Rats #18 - A Pibroch's Skirl South Africa's War #5 - Irish Eyes
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War of the Worlds

War of the Worlds boxcover
AP Series Panzer Grenadier
Designer Sawyer
Game Type Expansion
Format PDF
Release Date 2011-10
Availability In Print
Scenarios 1
Counters 3
Counter Type DIY
Maps 0
Tour Veterans
War of the Worlds Tour of Duty Ribbon
Overall Rating, 9 votes
5
4
3
2
1
4.11
Expansion Rank: 4 of 117
Popularity: Ownership & Activity
Status Owned by 6% Played by 3% AAR'd by 3% Medaled by 5%
Rank 105th of 168 86th of 156 78th of 153 3rd of 94
Expansion Game Requirements & Playability
1/1 War of the Worlds
1/1 Elsenborn Ridge
Display
Balance:



Overall balance chart for War of the Worlds
Total
Side 1 2
Draw 2
Side 2 6
box back

Seventy-three years ago, the New Jersey National Guard made a valiant but doomed stand defending their planet against invaders from another world. The Battle of Grover's Mills would be the first armed clash between Earth's defenders and the second wave of Martian invaders. H.G. Wells chronicled the first attack in his history, War of the Worlds, while Orson Welles (no relation) is famed for his radio documentary of the second invasion.

This is a free scenario.

Scenario PDF

Counters PDF


Display Scenario List (1)

Scenario Plays AARs Rating
1. Battle of Grover's Mills 10 8 4.1

Display Order of Battle

Mars Order of Battle
Interplanetary Invasion Force
  • Mechanized
United States Order of Battle
Army
  • Mechanized
  • Motorized

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
  • Tank Destroyer: 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
United States
100%
United States
Mars
100%
Mars

Display Battle Types (2)

Battle Types - Scenario Appearance Percentages
Breakout
100%
Breakout
Inflict Enemy Casualties
100%
Inflict Enemy Casualties

Display Conditions (1)

Conditions - Scenario Appearance Percentages
Off-board Artillery
100%
Off-board Artillery
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