Panzer Grenadier Battles on October 24th:
Afrika 1944 #22 - PAKfront Leyte '44 #12 - Flying Wedge
Fronte Russo #9 - Potemkin Village Leyte '44 #13 - Failure at Buri Airfield
Red & White #28 - Bastion
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The Rock Regiment
Mindanao 1945 #2
(Defender) Japan vs United States (Attacker)
Formations Involved
Japan 77th Infantry Brigade
United States 503rd Parachute Infantry Regiment
Display
Balance:



Overall balance chart for MIND002
Total
Side 1 1
Draw 0
Side 2 0
Overall Rating, 0 votes
5
4
3
2
1
0
Scenario Rank: --- of 1094
Parent Game Mindanao 1945
Historicity Historical
Date 1945-04-17
Start Time 07:00
Turn Count 28
Visibility Day
Counters 82
Net Morale 0
Net Initiative 0
Maps 2: 82, 83
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 181
AAR Bounty 168
Total Plays 1
Total AARs 1
Battle Types
Inflict Enemy Casualties
Urban Assault
Entrenchment Control
Conditions
Caves
Terrain Mods
Scenario Requirements & Playability
An Army at Dawn 2nd Ed Counters
Dragon’s Teeth Counters
Leyte '44 Counters
Mindanao 1945 Base Game
Saipan 1944 Maps + Counters
Introduction

As the Americans pressed the Japanese deeper into the jungle-covered hills of north-central Negros, their enemies became ever-more determined to resist the advance. The 40th Infantry Division called in its attached regiment of paratroopers. The 503rd Parachute Infantry had already seen combat on Luzon and jumped onto the fortress-island of Corregidor. An amphibious landing on 7 April brought them to Negros, and now they would enter the thick of the fighting, on the left of the 185th Infantry Regiment.

Conclusion

With heavy weather grounding all air support, the paratroopers pushed forward slowly. Without roads, they hired Filipinos to hand-carry their supplies forward, while the Japanese - including the last remnants of the 2nd Raiding Brigade - continued to resist stubbornly. It would take two more weeks before the Americans secured the high ground.

Additional Notes

Use Japanese PSMG, US PARA, PENG, I&R, 1 M4 Sherman counters from Leyte 44. Get the US 90mm AA from An Army at Dawn. The scenario asks for 16 PARA; there are only 12 in the counter set. You can borrow from Airborne, Battle of the Bulge, Elsenborn Ridge, or Dragon's Teeth.


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
  • 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).

Display Order of Battle

Japan Order of Battle
Imperial Japanese Army
United States Order of Battle
11th
Army
  • Mechanized
  • Motorized
  • Towed

Display AARs (1)

Mindanao 1945, scenario #2: The Rock Regiment
Author JayTownsend
Method Solo
Victor Japan
Play Date 2026-06-20
Language English
Scenario MIND002

Mindanao 1945, scenario #2: The Rock Regiment

In this one, the terrain was a killer, especially the scenario book special rules for Abaca Fields mixed with the Japanese defensive works and the paths leading to all the towns and villages covered with minefields, entrenchments and caves. The Japanese used their defensives so well, everything kind of funneled into kill zones. The Americans could hardly use their armor without the valuable engineers clearing a path and were prime targets for the Japanese. The American Airborne troops have a great morale but a weaker direct fire power than normal infantry and it was felt.

By turn 25 with 3 turns still left, there was still no chance of the Americans achieving any of their victory conditions, they even had more casualties then the Japanese let alone a two to one advantage and didn’t control all the town, village and entrenchment hexes and were well too weak with casualties to attempt three more turns. The Assaults really hurt the Americans in this one, as they felt rushed to breakthrough. The Japanese win a Major Victory in this scenario. I feel one could do better, but it would be a real challenge but still fun to try.

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