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The Marauder Strikes!


The B-26 has arrived in the European Theater of Operations. It has now joined the B-17, B-24 and the Lancaster over the skies of war torn Europe...


Martin B-26 Marauder: The Wingless Wonder was the name of a variant of Avalon Hill's B-17: Queen of the Skies solitaire boardgame. A draft of B-26 was available for play testing which used the B-17: Queen of the Skies rules and B-17 was needed to play. Everything has changed since then, and B-26: The Marauder Strikes! has completly new mechanics and is a stand alone game. It is a solitaire game set on board a Martin B-26 Marauder medium bomber during World War Two in the European Theater of Opearations from July 1943 until the end of the war in May 1945.

B-26: The Marauder Strikes! is a big game in that there are many target lists, rules, mission maps and details which are not found in B-17: Queen of the Skies or B-29 Superfortress: Bombers over Japan. For example, the Damage Tables are more detailed than the earlier games and the combat system is similar, but completely new. The Target Lists include a large selection of targets attacked by B-26s from July 1943 until the end of the war in May 1945 and are placed on 13 maps (movement boards) which are different depending on where your base is located, from England to the Netherlands. Different models of the B-26 is also included from the early B-26 in 1941 until the B-26G which entered combat in October 1944. The earlier models are not used in the European Theater of Operations (the ETO) in which B-26: The Marauder Strikes! is set, but will be used in 22nd Bomb Group: Marauders from Australia, an add-on variant set in the Pacific in the war against Japan in New Guinea.

The rules in this Flight Manual try to reflect the twin engined B-26 Marauder and situations and events which the crews saw on their missions and historical accuracy has been an important guideline during the development of this game.

Players familiar with B-17: Queen of the Skies or B-29 Superfortress: Bombers over Japan recognize the mechanics used in B-26. One or more 6-sided dice are rolled on tables to plan the mission, to determine if enemy fighters appear, to hit with machine gun fire and to determine damage and wounds and much more. B-26 is as easy to play as B-17 with its basic system which is similar to the mechanics in B-17: Queen of the Skies. Players who have flown missions in B-17 may find that B-26 is similar, but more detailed and there are ideas included in B-26 which can be found in the B-17: Queen of the Skies community. If you add the advanced and optional guidelines you will find B-26 to become deep, detailed and complex, but still does not stray far from the simple mechanics of the basic system. You will also find yourself in situations where you have to make a decision.

The Core Game Flight Manual will be used to play the A-20 Havoc, A-26 Invader and B-25 Mitchell add-ons.

You can begin your campaign flying missions from bases in England or jump in later in the war when the B-26 groups had moved to the continent and you will find Mission Maps with your station either in England, France, Belgium or the Netherlands depending on when you fly your missions. Put together a crew, name your B-26 and fly missions over France, Belgium, the Netherlands, Luxemburg, Germany, Austria and Chechoslovakia!

Mission: Aug 6, 1944 to Argentan, Railroad Bridge & Embankment

Mission Reports Posted on 2018-01-20 21:01:56

I am developing the Box 1 and 2 add-on, it will most likely be available as a free download. Also, testing the “Bomb Loads” add-on. Two different type of bombs, one type in each box. I think it will be possible to have different types in each flight when bombing by flights but that is nothing I am going to work on.

In the Bomb Loads add on, you have mods on TZ-4 and TZ-5a and some other effects depending on the type of bomb load. You have Fuel Factors if you use the Fuel Consumption add-on. Not done yet with that. In the B-26 you can have bombs in both the main and aft bomb bay, the same type or two different types if you would like. If you have two different types or the same you can make two bomb runs or bomb two targets. If you have the same type you can drop all at once.

Pattern bombing is possible too! More bombs on target but less effective.

And now my mission…

I am in Zone 1 with bad weather. My close escort has not shown up. I stayed one extra turn in the zone to see if they would arrive, but the bad weather is preventing them from either taking off or finding us. I have decided to go on to the target…

…and of course…

In Zone 2, I roll “11” on MT-2 and with modifications, one wave attacks and in this attack my ship is attacked by a veteran pilot in a 190A-6. My ace engineer in the top turret, missed and then this veteran scored a WH-W (walking hits – wings)…
Aileron hit, holes in wing, ventilation in bomb bay, bombs hit, engine hit, right inboard flap destroyed. I was lucky. The bombs could have detonated…

In the Target Zone, in the first wave of three, a persistant 109G-14 made two successive attacks before it left. Three ships in my box have also been hit. Box 2 does not see any fighter attacks.

A 109G-6 is a Kaczmarek and in the third wave a 190A-6 attacks twice. It is seriously damaged by my tail gunner on a passing shot. (7.38.7 If a fighter is SD (NEW ADDITION!), FBO or KIA on the Passing Shot it will not make a Successive Attack. (7.39 See Successive Attack.))

Flak (Medium guns, alt 7500) for Box 1 is very strong and accurate. Three ships plus mine is hit. I am take three bursts on TZ-3a and take 8 hits. Damage is mostly superficial, but right wing gear door cannot be opened.

Bombing is by flights. Box 1 has 8x300lbs bombs. Lead is poor. I am lead ship in the high flight and am also poor. The low flight cannot identify the aim point but drops on estimation and is 500 feet, good.

Box 2 has a bomb load of 6x500lbs. Lead is excellent, high is off and low is poor.

Leaving the target, flak for both boxes is very strong, inaccurate. No bombers are damaged in box 2, but two in box 1.

Several fighters attack. Three waves pound box 1 and two box 2. Again, no bomber is damaged in box 2, but a total of five plus mine are damaged. A green 109G-14 attacks from vertical dive. Lightly damaged by the top turret gunner and then when it attacks from 6 high the combined defensive fire by the armorer and engineer drives it off. The armorer in the tail will get the credit for the FBO. (Both gunners hit, SD, but the tail gunner had the highest to hit result on 2D6.) A FW190A-8 comes in from 12 high. This pilot is green. After being lightly damaged by the top turret (I don’t have a flexible nose gun since I have a bomb sight – not in the rules) it scores six hits. An oxygen bottle (no oxygen installed in B-26 but I use the bottles for extra action should a fire occur. I see this as a different type of fire which could burst out) and the tail guns are destroyed. The bombardier in the nose is not happy now and hopes he doesn’t have to bail out because his parachute was hit and is damaged. The other hits were superficial. The 190 makes a successive attack from 6 high but cannot get into a position to fire (Kaczmarek). My engineer hits but there is no effect on the bandit. The radio operator has moved to the waist guns and attempts a passing shot when it dives to a vertical climb position.

We leave the target zone behind but not the enemy fighters. One wave attacks both boxes. This time no bomber is damaged. There are three 109G-6s in the wave attacking my flight which are close enough for my defensive fire. All three are Kaczmarek. The top turret guns jam!

The formation is off course so the lead navigator must check his maps and instruments. He gets the formation back on course and we fly closer to England and over the Channel. We are still in enemy defense areas but they have lost interest in us now.

We reach our station near the coast and all land safely. Because of my jammed gear door I have to make a belly landing. My ship will be repaired in two days.

The total damage on the target (Railroad Bridge & Embankment) is Fair.

One B-26 was shot down. 11 were hit once and 2 twice.


Tables & Charts Posted on 2018-01-20 19:08:54

Added on MT-1d, FLAK ZONE!

5-6: FLAK ZONE! Check your Altitude (MP-2) & Flak

(MP-4) and Roll D6 on TZ-2. If Target Zone

Return: Check regular FLAK: Box 1: Evasive action

has no effect. Box 2: Check Navigation. If, on course,

FLAK ZONE is avoided.

TZ-1 – Target Size

Suggestions & Ideas Posted on 2018-01-20 14:30:48

I think I will delete the “Bridges: +1” Aim Point modifier and use only the size modifier. Have not decided yet. I think I read somewhere that bridges were easier to identify, but I don’t remember if I read it or if it is my imagination only.

But on the other hand, on TZ-4, there is a negative To Hit modification…

I don’t know what to do. I will think about it.

Bridges in Italy were often difficult to locate, because of the mountainous terrain.

What do you think?