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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Tibungco Beach
Mindanao 1945 #10
(Defender) Japan vs Philippines (Attacker)
United States (Attacker)
Formations Involved
Japan 100th Infantry Division
Philippines 107th Division
United States 24th 'Hawaiian' Infantry Division
Display
Balance:



Overall balance chart for MIND010
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 1945-05-15
Start Time 08:00
Turn Count 22
Visibility Day
Counters 73
Net Morale 1
Net Initiative 1
Maps 4: 80, 81, 82, 83
Layout Dimensions 86 x 56 cm
34 x 22 in
Play Bounty 189
AAR Bounty 168
Total Plays 1
Total AARs 1
Battle Types
Inflict Enemy Casualties
Beach Control
Entrenchment Control
Conditions
Entrenchments
Minefields
Off-board Artillery
Terrain Mods
Scenario Requirements & Playability
Mindanao 1945 Base Game
Saipan 1944 Maps + Counters
Introduction

Since the American capture of Davao, they had attempted to drive up the coastline to make contact with the Philippine guerillas, who in turn had been fighting to push the Japanese away from the beaches to allow them to join up with the Americans. Most of the Japanese on this flank had been pulled back into the center of the Japanese line, but a blocking force remained to keep the Americans and Filipinos apart.

Conclusion

The Japanese fought hard to keep the American 19th Infantry Regiment and their allies apart, and on the initial day of the offensive managed to hold off the attackers. It would take a full week before the beach zone could be declared under control and weapons and supplies could flow to the guerillas.

Additional Notes

The Japanese wagon and the Philippine guerillas are from Pacific Armor. The American I&R, Scott, and one ENG are 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).
  • 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

Display Order of Battle

Japan Order of Battle
Imperial Japanese Army
  • Towed
Philippines Order of Battle
Guerrilla Army
  • Foot
United States Order of Battle
Army
  • Mechanized

Display AARs (1)

Mindanao 1945, scenario #10: Tibungco Beach
Author JayTownsend
Method Solo
Victor United States, Philippines
Play Date 2026-07-04
Language English
Scenario MIND010

Mindanao 1945, scenario #10: Tibungco Beach

This was a spread-out scenario and a lot depends on how the Japanese setup their defenses and how the Americans and Philippine forces attack. Sure the Japanese could just defend the beaches but it’s better to put a couple entrenchment counters out there in the depth of the maps/land area and make the Americans split up their force chasing after victory objectives.

In my game, the American artillery and air-support helped a ton but still having only 22 turns the Americans had to rush and those minefields hurt and cause casualties but they still had a two to one advantage in casualties and the Japanese had only a demoralized Japanese unit within three hexes of the beach so they achieve two objectives but had one entrenchment still contested so they achieved a minor victory. One more turn and the American would have achieve a major victory, one less turn and they would have lost, that is how close it was. Fun stuff!

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