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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!

2.60.1 Expected Flak over Target – edited.

RULES Posted on 2019-07-14 12:49:39

2.60.1 Mission Planning, check Table MP-4, Expected Flak over Target.

In B-26 Flak Defenses depend upon your altitude. If your mission altitude is at 500

to 4500 feet you will be fired at by mostly Light Flak Guns. At 5000 to 7500

Medium Flak will fire at you and Heavy Flak Guns from 8000 to 15000 feet. Roll

also to see if your Target has Radar Directed Flak. Flip the Mission Chart over and

copy the details from the front page to the Flak Box on the right center of the

second page.

8.9.0 Togglier

RULES Posted on 2019-07-09 15:45:35

I have made changes in rule section 8.9.0 Toggliers inorder to make it easier to understand how to use TZ-4b and TZ-5a.

FLAK & Evasive Action. A.8.11.4 & Flak Zone

RULES Posted on 2019-05-21 09:01:17

When Going Around and if in a Flak Zone Evasive Action -2 will be deleted.

Evasive Action -2 is only after the Bomb Run with no bombs on board.

Box/Flight Evasive Action with NO BOMBS onboard: -2


RULES Posted on 2019-05-15 12:51:29


As was mentioned above the B-26 until the B-26B/C-45 had two bomb bays, one main and one aft. The aft bomb bay was rarely used in the ETO and was deleted on the later B-26 models. In B-26 only the main bomb bay will be used, but as an option on short missions no longer than to Zone 3, roll 2D6. On “11-12” the aft bomb bay will be used and it will have slight extra effect on the bomb run, and will consume more fuel. (See Target Zone Table 4a & b and 5a for modification and The Fuel Consumption Chart.)


RULES Posted on 2019-03-31 20:41:35


Basic Game Play use only the following:

a), j), l), m), p)

Navigation Basic Game Play

RULES Posted on 2019-03-31 17:20:46

Add to 7.44.5

Navigation Basic Game Play: If the Nav Equipment destroyed or B/N or N SW/KIA, roll on MT-4, Navigation (a new table) before moving into the next turn (after MT-2).

MT-4 2D6

0-4: Off course. Stay one more turn in this Zone. If this is the second turn in the current zone, stay two turns in the next zone. The first turn is off course, the second is on course. Move forward then check MT-4 before moving into the next turn (after MT-2).

5-12: On course. Move forward then check MT-4 before moving into the next turn (after MT-2).


B/N or N skill: +X

Zone 0 or 1: +1

Pilots Navigating: -1

Hydraulic Failures.

RULES Posted on 2019-02-13 09:47:04

While working on B-25 I now realize that Hydraulic Failures are too complicated to use. I will revise it all.

A-20/26 & B-25 (&P-61) CROSSFEED

RULES Posted on 2019-01-19 12:34:52

Here’s an idea I’m working on now while I am updating the expansions to FDD.


As long as the Fuel Transfer pump is operating the first leak on two separate tanks are no effect. The second leak on one tank is Treated as a Leak on a third thank (Player’s choice). The first and second tanks will be considered empty from this point.

When the third tank is empty, the fourth tank is Treated as a Leak. If the third tank leaks before a second leak on another tank see 1st leak on main/outboard tank.

Should the fourth tank leak before the third tank is empty see first leak on main/outboard tank and keep track of how much fuel remains in each tank.

When the third tank is empty, fuel from the fourth tank supplies both engines. Divide the remaining fuel turns by 2 rounded up.

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