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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Battle of Grover's Mills
War of the Worlds #1
(Defender) United States vs Mars (Attacker)
Formations Involved
Mars PU-36 Illudium Expeditionary Force
United States 114th Infantry Regiment
United States 22nd Field Artillery Battalion
Display
Balance:



Overall balance chart for WotW001
Total
Side 1 2
Draw 2
Side 2 6
Overall Rating, 9 votes
5
4
3
2
1
4.11
Scenario Rank: 74 of 913
Parent Game War of the Worlds
Historicity Historical
Date 1938-10-30
Start Time 23:00
Turn Count 12
Visibility Night
Counters 78
Net Morale 1
Net Initiative 0
Maps 2: 22, 25
Layout Dimensions 86 x 28 cm
34 x 11 in
Play Bounty 167
AAR Bounty 129
Total Plays 10
Total AARs 8
Battle Types
Breakout
Inflict Enemy Casualties
Conditions
Off-board Artillery
Scenario Requirements & Playability
Elsenborn Ridge Maps + Counters
War of the Worlds Base Game
Introduction

After the landing, the machines started out on their mission to destroy planet earth. The first area to be exterminated was the eastern seaboard of the United States, New York, Trenton, Philadelphia, Boston, Washington D.C. would be first. The American army deployed the National Guard and later the regulars would join them. The New Jersey Guard units from Trenton were the first on the scene and deployed to surround the cylinders that landed as well as deployed artillery units to prevent them from getting away. The Americans were confident, the commanding officer thought that it would only take some machinegun fire to stop these machines. But the deadly Martian technology was much more than that. As soon as the legs of the machines deployed the Americans were beginning to think differently.

Conclusion

The Martian machines destroyed the New Jersey National Guard troops and moved on to New York and Trenton and the rest of the east coast. Human technology was too feeble to stop the Martian juggernaut. Much of the east coast was abandoned to the Martians, but several weeks later the Martian extermination slowed then stopped. Stunned Americans slowly advanced back into the devastated area only to find the Martians dead, not from the technologies of man, but by the germs and micro-organisms that inhabited this world.

Additional Notes

by Alan Sawyer

Background: On October 30, 1938 Orson Wells put on a radio program that would become infamous in entertainment history by sparking mass panic in a country that was already edge. Bad economic conditions, looming war scares in Europe and population worried about what would next in the country became wrapped up in a radio broadcast that seemed a little too real.

The story was not new, H.G. Wells penned the story nearly a half a century earlier, and had been well read by this point. Wells told the story as a view on what colonialism was doing to the world, great powers with great technology swooping in to take over the land and destroying the native people. Orson Wells took this story and brought it into 1938 with angles that related to the current population. Radio was the way people received the most immediate news. Programs were routinely interrupted for special reports and people paid attention to these bulletins. An invasion of the United States had recently become more of real idea in people’s minds with the tensions in Europe as well as the militant workers parties and communists sympathies on the rise in America. Place these together in a real location just beyond the largest city in America, time it close to All Hallows Eve and you have something that goes beyond a good scare.

In trying to recreate this tension, I have penned a Panzer Grenadier scenario to fight the Battle of Grover’s Mill. The battle was never fought for real, but that night on October 30, 1938 it was a very real battle to many people who listened. I hope this scenario can give a little of the drama of that night for all of you PG fans. Can you stop the Martian machines?

Happy Halloween.

This is a free scenario.

The scenario PDF can be found here: http://www.pg-hq.com/scenarios/WotW_Scenario.pdf

The counters PDF can be found here: http://www.pg-hq.com/scenarios/WotW_Counters.pdf


Display Relevant AFV Rules

AFV Rules Pertaining to this Scenario'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 Order of Battle

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

Display AARs (8)

It's Not One Sided After All
Author Retiredgrunt17
Method Solo
Victor Draw
Play Date 2017-10-13
Language English
Scenario WotW001

Upon seeing this I had to try it. I proxied two boards as I don't have Elsenborn Ridge. It started off very poorly for the NG. Initial contact ended in total loss. The black smoke was a hammer with its 42 on the bombardment table and the NG in the open. It looked like a walk away victory until NG units wrapped around the Martians, making it impossible to hit every hex. The Martians got one unit off the map and the NG got two kills, at a little over 70% losses. A great scenario.

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Mars 2 US 0
Author Retiredgrunt17
Method Solo
Victor Mars
Play Date 2017-10-26
Language English
Scenario WotW001

Using Matt Ws rules tweaks, this was a fun and much harder battle for the US. The Martians took all three units and staggered them. This was followed by a sweeping motion taking one flank of the US with two units and one to protect their flank. This led to heavy US losses from the very outset and forced their hand in making assaults that were not advantageous as they were piecemeal. The Martians made short work of half of the US units, then split off, with all three making it off the north and south edges. This is just plain fun and would like to see more scenarios.

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A Good Way To Celebrate Halloween
Author treadasaurusrex (Mars)
Method Face to Face
Victor Mars
Participants PANISTA (AAR)
Play Date 2023-10-30
Language English
Scenario WotW001

This was a goofy, quick, one-sided - but very fun - scenario to play face-to face with the fearless PANISTA handling the defending Earthlings in rural New Jersey. The Martians were at their most deadly in what rapidly turned into a massacre, but the hard-pressed, but resolute, National Guardmen made a fight of it, and were able to destroy one of the 3 Martian machines during the 9th game turn. Alas, for the fate of the cities on the US East Coast, the other two were able to exit the south & north edges of the battle board after wiping out 26 steps of near-hapless American troops and AFVs.

This is a good one to play face-to-face with a worthy opponent, accompanied by copious amounts of beer, good salsa and tortilla chips! Also a great way to warm up to watch the 3rd game of the 2023 Baseball World Series! Go D-backs!

We salute and thank Alan Sawyer for dreaming up this, very-fun-to-play, extraterrestrial battle in 1938. Both, Orson and H.G. would be very proud of his effort! We give it a unanimous rating of 5.

0 Comments
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Too Entertaining For PG!
Author PANISTA (United States)
Method Face to Face
Victor Mars
Participants treadasaurusrex (AAR)
Play Date 2023-10-30
Language Català
Scenario WotW001

I concur with my off-planet opponent's AAR commentary. This was indeed, great fun.

But, where were the Men in Black when we really need them?

Buen Hecho, Alan!

Maybe you could design another Martian invasion scenario that takes place on Dia de Los Muertos (2 November) with a cylinder landing in Oaxaca, Mexico. This time starring Frida Kahlo and Diego Rivera, with many flying alebrijes, or the cast from Monsters, Inc! Surrealist painters, poets and writers would love it!

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1938 War of the Worlds edition, scenario: Battle of Grover’s Mills
Author JayTownsend
Method Solo
Victor United States
Play Date 2011-12-02
Language English
Scenario WotW001

As I stated before, in my first game in one of my first big assaults both sides rolled 6's on the dice! This destroyed one of the Martians machines enabling the Americans to concentrate all their forces on two remaining Martian machines. The Martian had sent two machines to go south, as the distance was farther and one machine to go north. Since one machine was now gone, the American just closed with large stacks of assault forces. This paid off, much to my surprise, they eliminated all three Martian machines but it was bloody with at least 22 step loses and 2 leaders killed in action and other demoralized units.

The American got very lucky in my first play but I found that stacks of three units plus halftracks and a Leader really help in assaults, so if the stacks get wiped out, another one attacks right afterwards. It also helped having some nice dice rolls right off the bat, as the Americans. In my next game, as the Martians, I will group all three machines adjacent to each other, blast a hole through the American lines south, then send one or two machines north.

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Round Two! Second play!
Author JayTownsend
Method Solo
Victor Draw
Play Date 2011-12-03
Language English
Scenario WotW001

1938 War of the Worlds edition, scenario: Battle of Grover’s Mills

Round Two!

In my second battle the Martians machines hit the southern defensive American line. Once the battle started, the Martian tried to flank and opening on the right flank of the American lines and the American sent some M5 Stuart tanks & M8 Armored Cars on and end around to plug the holes in the Infantry lines. Again this was a very bloody battle with the Martians losing 2 of their Machines, numbers 1 & 3 but machine number 2 is head for Trenton New Jersey. The battlefield also left 33 step loses for the Americans and another dead leader. The end result was a minor victory for both sides making it a draw. A fun scenario to play, as the usual strategies are out the window in this scenario. Assault combat seems to be the best answer to counter the Martians but at a great cost in American life’s.

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Now for Something Completly Different
Author Juiceman
Method Solo
Victor Mars
Play Date 2024-01-01
Language English
Scenario WotW001

Substituted the British Army for the US, made adjustments to TOE to compensate for the differences in vehicles. The Brits faired about as good as the American Army in 1950's movie.

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Assault, and then assault again
Author Matt W
Method Solo
Victor United States
Play Date 2013-05-31
Language English
Scenario WotW001

The only way for the National Guard to begin to affect the machines is through assault. The set up instructions call for all units to be at least two hexes away from the machines. This, however, permits the Guard to put a very strong cordon around the machines that will force them to move forward to create adjacencies which the Guard can use to assault in their turn. Yes they will take terrific losses as every assault will be on the 30 column. But they only need a loss and even without planning much their numbers will generally create an assault on the 18 column and probably higher with leaders and/or HMG support.

I did not play that the M3s could stack freely as they are taking the place of White scout cars (in essence armored cars). I did play that the Black Smoke could be issued by the machines without an activation (basically at any time they felt worthwhile the black smoke could issue.

In my play this was over quickly, two assaults happened on the first turn as the machines tried to address the cordon surrounding them. In both assaults the Guard suffered horribly (losing 3 steps of infantry, 2 of M5s and the remainder primarily being demoralized, but two machines were destroyed. The sole remaining machine was surrounded and would not be able to move towards either exit without looking at a "24" column assault. Being extraterrestrial they didn't think anything of quitting immediately.

The inevitability of assault combined with the high percentage of a destroying roll makes me think that some tweaks may be in order. I would suggest one (but not more than one) of the following:

  1. All "1" results on the assault CRT against the machines are M "2" is M1 and "3" is M2, all M, M1 or M2 are no effect. With a morale of "6" the machines will have trouble recovering themselves.
  2. Permit machines in assault hexes to walk out of assault hexes at full speed. Even without destroying the machines pinning them in assaults is an effective tactic.
  3. Consider all assaults against machines to be against entrenched or dug in units permitting the machines first fire. As in "1" above, the machines need to be able to survive assault.
  4. Require all Guard units to make an M1 morale check prior to assault and only assault if stacked with a leader. Such assaults cannot commence until the Martians first fire, either with DF, AT or assault (use of black smoke does not constitute a "fire" action by the Martians) The Guard did not know they were facing weapons until the tripods first fired. As a result, the tactic I used (immediate assault) would have been unthinkable. Once the initial fire had been made by the Martians, fear was a strong consideration for the Guard.

I was greatly aided in my play by Jay's AARs which pointed out the need to assault the machines. As the Guard commander I felt no fear and just tossed into the assaults. Without some ability of the machines to survive the assaults it seems that the Martians will be crushed quickly. I give it a "2" for play but what a blast to even consider such a conflict.

2 Comments
2013-05-31 11:52

I like the ideas, if there is ever a bigger development for this we can give some of these a try.

2013-05-31 16:13

Thanks Alan,

The conceptualization of the scenario was awesome! The idea of putting together a War of the Worlds scenario for Halloween was brilliant. In a way I feel my suggestions are merely gilding a lilly.

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