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
Errors? Omissions? Report them!
The Crater
Mindanao 1945 #3
(Defender) Japan vs United States (Attacker)
Formations Involved
Japan 78th Infantry Brigade
United States 23rd "Americal" Infantry Division
Display
Balance:



Overall balance chart for MIND003
Total
Side 1 0
Draw 0
Side 2 1
Overall Rating, 0 votes
5
4
3
2
1
0
Scenario Rank: --- of 1093
Parent Game Mindanao 1945
Historicity Historical
Date 1945-03-29
Start Time 07:00
Turn Count 24
Visibility Day
Counters 53
Net Morale 0
Net Initiative 1
Maps 2: 80, 82
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 173
AAR Bounty 168
Total Plays 1
Total AARs 1
Battle Types
Inflict Enemy Casualties
Road Control
Urban Assault
Scenario Requirements & Playability
Leyte '44 Counters
Mindanao 1945 Base Game
Saipan 1944 Maps + Counters
Introduction

The Japanese had left thousands of mines emplaced around Cebu City and the nearby beaches but had not positioned any troops to cover them with fire. At Gochan Hill just north of the city, they had also placed many mines, but this time the 78th Infantry Brigade had dig in on the hill and driven off the American 57th Engineer Battalion trying to remove them. They would have to be removed.

Conclusion

Whether the explosives were an ammunition stockpile set off by American engineers (the Japanese version) or a vast mine placed by the dastardly Japanese (the version in the U.S. Army's official history), twenty Americans were killed and one tank destroyed when it exploded. The Americans, stunned by the blast, fell back into Cebu City to try again the next day.

Additional Notes

Use PENG and I&R counters from Leyte '44.


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).
  • 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

Display Order of Battle

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

Display AARs (1)

Mindanao 1945, scenario #3: The Crater
Author JayTownsend
Method Solo
Victor United States
Play Date 2026-06-21
Language English
Scenario MIND003

Mindanao 1945, scenario #3: The Crater

An interesting scenario with goals the Americans can achieve if they plan well and roll well as well. The Japanese can mine most of the road hexes on map 82 and setup entrenchments along it as well and maybe save a few of both for the town hex on the western side of map 82. Caves along the north-south road can become a nuisance to slowing the Americans as well as the distance mortars.

The American have a medium size force but must protect their 5 Engineer units if they want to have a chance of clearing the north-south road of mines. The lone FLM Engineer unit is also very valuable in helping clear entrenchments and not allowing the Japanese to get the fire first modifier. The Sherman tank unit would follow the Infantry, as there are far too many mines.

The scenario special rule, the Great Explosion happen on the North-South road on a village and hit well on the dice, blowing up four American steps and a leader. The I&R and INF units lost plus the Japanese lost 2 steps of INF. A deadly Crater was very deadly indeed. The Americans manager to keep most of the Engineer units intact, helping to clear the road of mines and achieving all three victory objective for a Major American victory. This was not easy, as even eliminating most of the enemy units dispersing the rest, it was a fight against the clock to clear the road of mines. Fun stuff in this one.

0 Comments
You must be a registered member and logged-in to post a comment.
Errors? Omissions? Report them!
Page generated in 2.258 seconds.