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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Mindanao 1945

Mindanao 1945 boxcover
AP Series Panzer Grenadier
Designers Bennighof,
Townsend
Game Type Expansion
Format Book
Release Date 2026-03
Availability In Print
Scenarios 11
Counters 0
Maps 0
Immortalize yourself as the first member to complete this game!
Overall Rating, 11 votes
5
4
3
2
1
3.73
Expansion Rank: 26 of 127
Popularity: Ownership & Activity
Status Owned by 1% Played by 1% AAR'd by 1% Medaled by 0%
Rank 176th of 179 163rd of 172 159th of 170 TBD
Expansion Game Requirements & Playability
11/11 Mindanao 1945
11/11 Saipan 1944
10/11 Leyte '44
4/11 Marianas 1944
3/11 Dragon’s Teeth
2/11 Pacific Armor
1/11 An Army at Dawn 2nd Ed
Display
Balance:



Overall balance chart for Mindanao 1945
Total
Side 1 4
Draw 0
Side 2 7
box back

MINDANAO 1945 is a Campaign Study based on the intense battles to liberate the southernmost large islands of the Philippines. We tell the story of this bitter but little-known fight, and you get 11 new Panzer Grenadier scenarios so you can play along with the history.

MINDANAO 1945 is an infantry fight, in very rough terrain. The Americans deployed four veteran infantry divisions to re-take the islands. By this point in the war, they had no military significance. But the United States had promised to liberate them, and in those days, the United States fought fascism, and the United States kept its promises. You'll need SAIPAN 1944, PACIFIC ARMOR, LEYTE 1944, DRAGON'S TEETH, and MARIANAS 1944 to play the scenarios.


Display Scenario List (11)


Display Order of Battle

Japan Order of Battle
Imperial Japanese Army
Imperial Japanese Navy
Philippines Order of Battle
Guerrilla Army
  • Foot
United States Order of Battle
11th
Army
  • 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
  • Anti-Aircraft Weapon Carrier: apply a -1 modifier to an air attack if within three hexes of the targeted hex (15.14).
  • 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 Nations (3)

Nations at War - Scenario Appearance Percentages
Japan
100%
Japan
United States
100%
United States
Philippines
18%
Philippines

Display Battle Types (12)


Display Conditions (8)

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