Blog Image

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!

Target Zone, Bombing by Flights

Examples of Play Posted on 2017-01-14 15:23:43

Example of Play – Target Zone, Bombing by Flights
Target: Castle Ter Linden in Brugge, Radio Station (Very Small)

Weather from Mission Planning: Good
Altitude: 10500 feet
IP: 4 (Aim Point Check: +1)
Expected FLAK: Heavy/FLAK Mod: +2/ FLAK RADAR: Yes
Enemy Airforce Resistance: Moderate
Little Friends: Poor Close Escort
Position in Flight: Lead (#1), High Flight, Box 2, Lead Group
Bomb Load (from Bomb Load Add-On): 2x 2000lbs

From the Flight Manual:

8.10.0 Target size and Bombing by Flights

Most targets were bombed by boxes of 18 planes with the box dropping on the Box Lead Bombardier. Some targets were bombed by flights of six since they were smaller. Bridges were usually bombed by flights and airfields, no ball and other small targets were also often bombed by flights. The 394th Bomb Group bombed by flights for the first time on April 20, 1944 and from May 5 bombing by flights became their standard procedure of bombing targets and had lead crews in all flights.

8.10.1 In Basic Game Play all Medium, Large and Very Large targets will be bombed by boxes, and Very Small and Small targets are bombed by flights (see 8.10.3). The Target Size can be found in the Target List and Gazetteer, in the Gazetteer Chart, next to Target Area. The different Target Sizes are Very Small (VS), Small (S), Medium (M), Large (L) and Very Large (VL). The size can modify your Aim Point Check (see 8.6) and your Bombing Accuracy (see table TZ-5a & b for details).

8.10.2 In Optional/Advanced B-26: The Marauder Strikes! you may bomb all targets by boxes or by flights (see 8.10.3). You can decide during Mission Planning if you want to bomb by boxes or by flights (as it was usually decided at that time) but in B-26 you may also decide on route to your target or before you roll on MT-1a, Formation Events (see A.5.20) in the Target Zone. You are in Flights Formation after MT-2 in the Target Zone.

8.10.3 When you Bomb by Flights, after the Aim Point Check (8.6) roll first on Table TZ-4a or b (Lead Bombardier/Bomb Sight Bomb Run or Togglier) for your Flight, (See also 8.9, Togglier) and then on TZ-5a, Bombing Accuracy for your flight. Roll on TZ-5b, Bombing by Flights-Accuracy & Result, for the success of the Box. (See TZ-5b for details.)

8.10.4 See Target Zone Table 5c (on page 40 in Tables & Charts) for Damage Assessment.

Optional/Advanced Rules are used.

1. I move into the Target Zone.
The weather from Mission Planning is GOOD. I go Target Zone Table 1 (TZ-1) Weather Conditions, to see if there is a change in the weather sitiuation:The result on 2D6 is “7” and the weather is GOOD.

3. As in each Zone, I begin the new Turn by rolling on Mission Table 1a (MT-1a), Formation Events:2D6 says “2” – Random Events & Formation Check. On Random Events I roll “4” but for this example of play I will skip this event.
On MT-1b, Formation Check, I roll “9” but with the “Bad Formation” from Zone 0 Formation Assembly I have +1 and the modifier for being in the Target Zone (-1) the final result is “9” and the Flight is Loose. (The formation will be loose until I roll another result on this table.)4. Fighters may attack. I roll on Mission Table 2 (MT-2):“4” and with +0 for Enemy Airforce Resistance (EAR), -2 for GAZ Mod, -1 for poor Close Escort, +1 for Lead Group and +1 for Target Zone, to Target the final result is “3” and No enemy fighters attack.

5. I am now at the Target. Heavy Flak is expected. I roll on Target Zone Table 2 (TZ-2) and cross reference the result on the “Heavy” row. 2D6 is “7” and the Flak Mod is +2, and the Bombing by Flights Mod is -1. “8” and Strong Intensity. I also rolled D6 for Accuracy (at the bottom of TZ-2) and the final result is “1 – Inaccurate.” (D6 was 2 and -1 for Bombing by Flights.)Flak is Strong Intensity, Inaccurate. Formation Casualties is “7- NA.” I roll 2D6 three times on TZ-3a, Inaccurate:“4 – Miss; 9 – Miss; 3 – Hit!” Of course, I am hit, so I go to TZ-3b to find out how many hits, and it’s Heavy Flak:
“12 =5 Hits” and I must now see where I am hit:
“9, 8, 6, 4 & 10.”

Aft Bomb Bay:For additional action, I roll on this to see if there’s a fire as I have no Oxygen Bottles on board. From the Flight Manual:


The B-26s flew missions at altitudes which didn’t require heat or oxygen. There were oxygen bottles in the cock-pit and radio compartment and an oxygen regulator at the crew stations. Heat was provided by the right engine for the nose, cock-pit and radio room, and the left engine for the waist and tail. There were also electrical suit-heaters for the top turret, waist gun and tail station. However, the B-26 crews flew without heat and oxygen as it was believed that it was not necessary on medium level missions.

In B-26: The Marauder Strikes! Heat and Oxygen will not be used. Treat hits and damage to these systems as superficial damage. Use the following Advanced and Optional rule to simulate B-26 missions with no heat and oxygen and how it can affect your crew members:

7.40.1 Heat and Oxygen – History Simulated

– Compartment Heat is used on all missions.

– No oxygen or electrical heat is installed. Treat all hits to these systems as Superficial

Damage. (Missions may not be aborted if Oxygen or Heat is out.)

– The B-26 will be on the Mission Altitude (MP-3), Column D in the Zone next to the

Target Zone and in the Target Zone on route to the Target and in the Target Zone

when leaving the Target. (You may change altitude if you have a Secondary Target.)

– In the other Zones you will be in Column C (MP-3). Roll on MP-3 again on Column

C for altitude in these zones.

– When you are at the Mission Altitude, the crew men may become affected by the

cold and lack of oxygen. On MT-1a, if the result is 8 or 9 one, or more of your crew

men have been affected. Roll D6 once for each crew member: 1-5: No effect.

6: Affected – See effects for Light Wound and if Heat is also out, see effect

for Intercom Out. He is affected until you reach the Altitude on Column C again.

(Optional: If you roll 6, roll again. If another 6 is rolled, crewman is unconscious (see

DT-7a and 7.36 Damage Tables, Damage Table 7a.)

– If Compartment Heat is out, check for frostbite on DT-7a, Wounds & Frostbite.

– If your target is in Zone 2, you must fly two turns in Zone 1. You will be at the

Mission Altitude in the second turn.

Right and also Left Wing:Main Bomb Bay (2D6 – 10):Nose:Except for being hit by flak, I have not taken any damage which will affect the Bomb Run. I make notes on the Mission Chart of the damage and place two “FLAP” counters on the Combat Board:

From the Flight Manual:

8.6 Aim Point Check (TZ-1)

The Aim Point must be identified before the bomb drop. Roll 2D6 on TZ-1 and Aim Point, on the correct column (Very Good to Very Bad) to ID the Aim Point. To ID the Aim Point you need to roll equal to or higher than the number shown. Bombardiers add their skill and a modification if they are wounded in the Target Zone on the Bomb Run. Target Size will modify the Aim Point Check die roll. If Player is Togglier add 1 to the roll.

Make the Aim Point Check after FLAK. (When the Aim Point has been identified, roll on Target Zone Table 4a (TZ-4a) Bomb Sight Bomb Run (if you are Box Lead or use a bomb sight) or Target Zone Table 4b (TZ-4b), Togglier Bomb Run, if you are a Togglier or still at the Deputy Lead position, or Flight Lead bombing as Togglier and have been hit by flak or have damage which will affect your bomb run (see 8.9, Toggliers).) (See 8.7.0, BOMB RUN.)

If the Aim Point cannot be identified you must decide if you should go around for another bomb run (Part 3 – Advanced, 8.11.0) or go for the secondary target (Part 3 – Advanced 8.12.0) or return home (8.13.0).

Play-Test Comment: I think I will have to add a paragraph about Bombing by Flights and the Aim Point Check. It appears to be unclear. On Target Zone Table 5b (TZ-5b) you can find this information: Check Aim Point on TZ-1 (with +1) for average result of your other two flights. If AP is identified roll once on TZ-5b Accuracy & Result. (Optional: Roll once for the two flights on Aim Point (TZ-5b) and once for each on Accuracy & Result.) Check also TZ-5c, Box Result when Bombing by Flights on page 40.

6. The Aim Point Check. The weather is GOOD. I am Box 2, High Flight Lead and will be the 5th flight to bomb. Before I can bomb I must first identify the Aim Point on TZ-1. However, there are four flights ahead of me and I want to find out how successful they are. I can roll Aim Point on TZ-1 once for each flight, or once for an average result and then on TZ-4a, Bomb Run for Box 1 and for the other two flights in my Box, or, which I have found to be a better method, roll on TZ-5b, Bombing by Flights. When Bombing by Boxes roll only once for the other Box. If you’d like you can roll once or twice for the other group too.I roll once for each flight (D6 for AP; D6 & D6 for Accuracy and Damage) with modifier -1 on D6 (2):

Box 1, Lead: AP 5, (1) 6, (2) 6 -1 = Superior
Box 1, High: AP 4, (1) 6, (2) 5 -1 = Superior
Box 1, Low: AP 2, (1) 6, (2) 1 -1 = Fair

Box 2, Lead: AP 5, (1) 4, (2) 4 -1 = Fair
Box 2, High – My Box, My Flight:
* Aim Point in Good Weather is 4+
* My Bombardier/Navigator is in the Nose. His experience is Rookie/Inexperienced: -1
* Target Size is Very Small: -2
* Initial Point is 4, which gives me +1 on Aim Point
* On 2D6 i roll “7” and with modifiers I have “5” and Aim Point is identified.

7. I am Lead in my Flight so I look now at Target Zone Table 4a (TZ-4a), Lead Bombardier/Bomb Sight Bomb Run.My 2D6 is “9.” My modifiers: Rookie -1; PDI Bomb Run -1; Pilot Skill +1; Hit by Flak: -1; Target Size VS -2; Bomb Load +1. Result is “6” and On Target, 500 feet.Roll now on TZ-5a, Damage and see at the lower left for Bombing by Flights modifiers. My 2D6 are “11” and my flight is Loose -2, Target is VS +3 and my bomb load is 2×2000 +3. That is “15” and Excellent.

Box 2, Low: AP 5, (1) 1, (2) 6 -1 = Fair

Now we have done our job over the target and must return.

8. Turn the counter on the Map to face your base, then roll on MT-1a, Formation Events (see step 3 for an image of MT-1a).

The result on MT-1a, is “9 – Formation Casualties” and I roll on MT-1c, Formation Casualties. The 2D6 is “2” so two B-26s leaves.

An option now is to roll on CT-1 (Combat Board 1), which you find on the Combat Board, near 10 o’clock, to see which flight will be affected by this loss. I roll once for each casualty.

D6 is 5 and I roll again and get another 5. #5 in the High Flight leaves. The second roll is also 5, representing the High Flight again and the other D6 is 6, for #6. Two ships from the High Flight have left the formation, probably damaged by flak.

9. FLAK. Defensive FLAK will fire after we have dropped the bombs and turn around. Roll on TZ-2 (see image by #5 above), Flak is Heavy. 2D6 is “8” but with “Evasive Action after the Bomb Run Mod (-2) it is “6” and Moderate. At the bottom of TZ-2 you also have flak accuracy, and you see that Radar Flak is Inaccurate. I make a note of it on the Mission Chart (St, Inacc is from #5 above).An option on TZ-2 is to roll also on MT-1c, Formation Casualties (see image at 8 above).I roll “9” and one ship leaves. An option now is to roll D6 & D6 on CB-1 and I roll “6,5” but that ship has already left so I roll again “6,6” and that ship has also left. A third roll tell me that Lead Flight #6 (4,6) now is damaged and leaves.
To see if I am hit by flak I roll on TZ-3a, twice for Modereate and on the Inaccurate column. I on a roll of “7 & 4” my plane is not hit.


Before I leave the Target Zone behind I have to see if enemy fighters attack. I roll on MT-2 and add the modifiers for Enemy Air Force Resistance (EAR) (+0), GAZ (-2), Close Escort (-1) and Lead Group (+1). After a roll of “8” on 2D6, the finlal result is “6” and one wave attacks.

I am in May 1944. As it is between 3/44 and 7/44 i roll on 3/44. The Target Zone is a FW 190 Area (information you see in the Target List and Gazetteer Booklet) so there is +2 on the roll. The result is “8+2” and there will be one or more 190A-8s in this wave. (On Combat Table B (CT-B) you can see information about this fighter, and also the same information on its counter.)Where does it attack from? I find CT-1a to find the direction and CT-1b for the its altitude in relation the my bomber.With “21” and “5 -1 (for high flight)” this 190A-8 attacks from 10 level. I find the counter for this fighter and place it on the Combat Board. This fighter is out of my field of fire. The Top Turret and Left Waist can fire at fighters attacking from this direction, but not if they attack from level.Fortunately, I have Poor Close Escort and their fight against the enemy fighters is represented by CT-3, Fighter Cover.I will roll D6 with added modification for Close Escort, Poor (+0) and if the result is 5 or 6 I roll D6 again. “6 +0” and “3.” The enemy fighter is Seriously Damaged and I place that counter on top of the fighter counter.

This fighter is approaching my flight, but I don’t know yet if he is attacking my ship or is going for another. After a roll on CT-2a, I will know:With Position in Flight Modifier (which I have calculated during the Mission Planning Steps) of +0 when I am attacked from the front, Loose Flight and Fighter Damaged, the final result is “8” and this is an Average fighter pilot and he is attacking my ship. Had this been a “Kacsmarek” he would not attack your bomber, but you may fire at him.

From the Flight Manual:
Kaczmarek –
This is a Polish surname, which came to be used by the German pilots in the meaning of “Wingman.” In B-26 this refers to a “Non Attacker.” It can be a wingman protecting his leader, a fighter going after another bomber or a fighter breaking off its attack early, ie, any fighter which is not attacking your bomber.

11. I cannot fire this bandit, since he is out of my field of fire. The enemy pilot needs “10” to hit my plane, but also has -2 because of his damage (this can also represent other factors after combat with my Little Friends, such as low ammo or the pilot being distracted by an escort fighter on his tail…). With a low result of “5 -2” he misses.

The fighter moves now the a Passing Shot Position at 7 low. My Armorer in the Tail can fire at it now. He will need “10” on 2D6 to hit.

I cross off ammo and roll… an “8.” The Armorer misses. The enemy breaks off and disappears and combat is now over. I leave the Target Zone…
Everything that has taken place in the Target Zone until now will take 2-5 minutes. It can take a few minutes longer if more fighters attack.

Example of Play – Le Trait, Ship Yard (Part 1)

Examples of Play Posted on 2016-03-27 12:23:02

MISSION PLANNING (This takes 2-3 minutes to complete.)

Advanced/Optional in Italics.

1. The date is September 8, 1943. The campaign is JULY TO OCTOBER 1943, 8th AF SUPPORT COMMAND, 8th Air Force and I roll on this Target Table in the Target Lists & Gazetteer Booklet.

2. I roll D6 & D6 and the result is 1 & 6 (i.e. 16). This is Ship Yard and the area is Le Trait. I make a note on the front of the Mission Chart.

3. I look at the next page and find Le Trait in the Gazetteer. Target Size is M (Medium). I put that on the Mission Chart as a reminder when I am over the target and the bomb run. The size will affect the bomb run.
4. At the back of the Mission Chart I copy the values from the Gazetteer (GAZ) in to the boxes where you have Route/Zones & Terrain/GAZ.

ZONE 1: E-W/-5 *(England and Water is the terrain you’ll be flying over in this zone. -5 is the modifier you have on the dice roll on Mission Table 2, Luftwaffe Early Warning Operations (MT-2). The asterix (*) tells you that this zone is Me109 heavy and will give you -2 on Combat Table (CT-A) Type of Attacking Fighter, a greater chance of encountering an Me 109 than a FW 190 or another type of fighter.

ZONE 2: W/-2

ZONE 3: F/+0 ¤ t (This is the Target Zone, as you have no more zones in the gazetteer with information that must be copied onto your Mission Chart. The little star (¤) marks this as a FW190 heavy area and you have +2 on Combat Table A. the “t” marks this zone as a Special fighter area and you have +2 on CT-A and if the result is SPECIAL, 110, 410 or Special, you roll on the Special Fighter Table at the bottom of CT-A. In a “t-area” roll on 7/43. (CT-A has columns with different time periods.))Target: F (The Terrain where the Target is located. A Target can be close to the ocean (W-F) or another country (N-G) and if you are shot down over the Target you may have to let a die roll decide where you land. Some Targets located in Zone 7 or 8 are also in this column with the Terrain and a GAZ Mod.

5. Mission Planning Table 1a (MP-1a), Season Modifiers. It is September 1943, so the Season Modifier is +0. This is applied on MP-1b, Weather.

6. MP-1b, Weather Forecast
a. I roll 2D6 for weather at Take Off and then on Landing. (I always roll 2x 2D6 (four dice) to save some time and dice rolls.) “5” at take off is Good. “3” when landing is very good!

b. Roll now for weather forecast over the target. “10” is poor. This will affect fighter attacks in the target zone and flak over target.

7. MP-2, Mission Altitude. The altitude on which you fly will affect flak, your bomb run, and there might also be a chance to be affect by lack of oxygen and heat. (B-26s usually flew with out heat and oxygen. On this table you roll D6 to decide Column A-D and 2D6 for altitude. “3” is Column B and “4” is 8000 feet. Column A-C means no Oxygen and heat and in B you have +1 to hit on your bomb run.

MP-3, Initial Point. Roll D6 to decide how far from the target your IP is. It will affect your chance of identifying the aim point, your bomb run to hit and flak. I roll “2” and the to hit is -1 and flak intensity is +1.

NOTE: When you are flying as the leader of the formation (Box 1, Lead) you may choose your altitude and IP (This option is not in the rules.) If you’d like you can chose on MP-2 & 3 already from Mission 1.

MP-4, Expected Flak over Target. The Type of flak guns which will fire at you depends on your mission altitude from MP-2, step 7 above. On this mission I will be at 8000 feet over Le Trait. In B-26 heavy flak guns will fire at you if you are at 8000 to 15000 feet. Roll now to check if the guns will be controlled by radar. I roll “4” which means that they are radar controlled and thus poor or worse weather will not affect their offensive fire.There were different types of anti-aircraft guns, and they were effective at different altitudes. The Germans had 20 mm light flak guns, 37 to 50mm medium flak guns and 75 to 150mm heavy types of flak guns. One B-26 Pilot Training Manual categorizes the guns into light (20-50 mm) and heavy (75-155 mm, although the largest gun according to other sources is one of 128 mm and still others refer to a 150 mm caliber flak gun). Flak batteries of various sized guns were placed around potential targets with search lights for night defense. There were also flak trains with guns on flat cars which could be taken quickly to areas that needed protection. Berlin, Hamburg and Vienna were defended also by 128s in pairs on top of large flak towers which could be used as bomb raid shelters. Heavy guns were usually aimed by radar which calculated the range and altitude and could be fired accurately even through heavy clouds. “Window,” strips of aluminum, could be dropped by “Window Ships” to disturb the radar. Light and medium guns were manually aimed and more or less effective depending on the weather and altitude.

10. Enemy Air Force Resistance. The level of Enemy Air Force Resistance (EAR) can be Token, Light, Moderate or Heavy. It will give you a greater or lesser chance of encountering enemy fighters. There can be several factors behind the resistance level. For example, the number of fighters available and how many fighter units in the area, weather over a fighter base, enemy communications and friendly operations. The modifiers on Table MP-6, Enemy Air Force Resistance, are based to some degree on the progress of the war. You can find a high modifier in the beginning and a very low at the end of the war. Roll 2D6, modify the result, check the effect and make a note of what the modifier on Table MT-2, Luftwaffe Early Warning Operations, will be (see Table MT-2 & 6.0 Luftwaffe Early Warning Operations.)
I roll “10” then +2 for 5/43 – 11/43. 12 is heavy resistance.

11. MP-6, Fighter Cover. To simulate the fighter cover provided in B-26: The Marauder Strikes!, roll D6 on MP-6 during the Mission Planning to decide what type of fighter cover that will be provided for the mission. After the type has been determined, roll D6 again to find out the strength of the fighter force available, and if it is Close Escort it is either Poor, Fair or Good. Area Cover gives only a modification on MT-2, Luftwaffe Early Warning Operations.My roll is first “3” then “4” and I have Fair Close Escort.

MP-7, Formation Position. In B-26: The Marauder Strikes! your B-26 will be positioned in the Lead, High or Low Flight of Box 1 or 2. You will also be a Box Lead, Flight Lead, Deputy Lead or Wingman. You may also be in the Lead or Tail Group. My first roll is for Position in Flight. “7” and -2 for my pilot’s experience. I am flying lead wing and then I let a D6 decide if I am #2 or #3. My D6 says I am #3, on Lead’s right wing.

The second roll is for my Flight Position and that is “5” Box 2 Lead, and my third roll (“3”) determines that I am in the Lead Group.

13. Mission Planning is done and I will take off. See Example of Play – Le Trait, Ship Yard (Part 2a) to follow the mission from england to Le Trait.

Example of Play – Le Trait, Ship Yard (Part 2a)

Examples of Play Posted on 2016-02-18 15:44:44


Advanced/Optional in Italics. I am not using the Fuel Consumption and Bomb Load Add-Ons on this mission. No House Rules.

Turn 1 – Zone 0 – Take-Off

1. Table TOA-1a, Take-Off: I roll ”6” on 2D6. Pilot Skill is +0 since my pilot has more than 5 missions, but less than 21 missions. The B-26 Take-Off Modifier (B-26B) is -1. The final result is “5” and I take off without any incident.

2. Table TOA-2a, Take-Off Turn Events and Formation Assembly. On this mission the group has problems during Formation Assembly and will fly a bad formation today. I roll “8” on 2D6, Bad Formation Assembly and Flying. (This will affect rolls on MT-1b.)

Turn 2 – Zone 1

We’re on our way and move into Zone 1, South of London.

1. Table Z1-1, Formation Events. I roll on this to find out if the formation is flying a tight, normal or lose formation now, random events, mechanical failure, casualties, the weather may be bad, or navigational errors. We may have drifted off course, which will make it harder for the Little Friends to RV with the bombers. My 2D6 is “7- NA.”

2. Table Z1-2, Rendez-vouz with Little Friends. I should have Good Close Escort today, but I must roll on this table to see if my Little Friends are where they are supposed to be at this time. 2D6 says “8” which means that RV is successful. I place three Fighter Cover (Close Escort) Counters on the Combat Board.

3. In the Gazetteer I have modifier in this zone of -5 which means that enemy fighter might attack. I must check 2D6 on Mission Table 2 (MT-2), Luftwaffe Early Warning Operations. “6” with modifiers for Heavy Enemy Airforce Resistance (EAR) +1; GAZ Mod -5; Litte Friends Good Close Escort -3. The final result is -1: No fighter attacks (0-5 is None).

Turn 3 – Zone 2

I move the B-26 Counter from Zone 1 into Zone 2. I am now over water, crossing the Channel, between England and France.

1. Mission Table 1a (MT-1a), Formation Events: In Zone 1 I rolled on Z1-1. (MT-1d and Z1-1 are similar, but Z1-1 is used only in Zone 1 on route to the target.) From now on I use MT-1a. The 2D6 is “10 – Navigation Off Course.” I am off course and will have to check MT-1d, Navigation before moving into the next zone. If I was over land I would have to check MT-1d, Navigation for Flak Zone.

2. Enemy Fighters may attack now. The GAZ Modifier in this zone is -2. I roll 2D6 on MT-2, Luftwaffe Early Warning Operations: “5” and add modifications for Heavy Resistance +1; GAZ Mod -2; Little Friends – Good Close Escort -3. The final result is “1” which means that no fighters attack.

3. I am Off Course and must now check Navigation on MT-1d. 2D6 is “8” and +1 for Togglier (since I am not in a lead position, I do not have a bomb sight and the navigation is done by the Lead Navigator in Ship #1, Lead Flight.) On a result of 6 or higher the formation is on course. I will now into Zone 3. (Had I been Off Course I would have to stay one more turn in this zone.)

Turn 4 – Zone 3 – Target Zone

1. During Mission Planning I rolled on MP-2 for Weather Forecast over the Target. Now I must find Target Zone Table1 (TZ-1), Weather Conditions and roll 2D6 to see if the forecast has changed. The forecast was poor. I roll 2D6 and check the result on the Poor row. I roll “12!” 12 is in the Very Bad column. The weather has changed from poor to very bad, the target is completely covered by cloud and I cannot bomb. However, for this example of play I will now change the result to “Fair.”

2. MT-1a, Formation Events. “3-Formation Check.” I must check how my formation is flying by rolling 2D6 on MT-1b, Formation Check. “7” and -1 for flying in the Target Zone and +1 for Bad Formation (see Turn 1, step 2). The result is “7 – Normal Formation.” (A formation can be normal, tight or lose.)

3. Now, let’s see if fighters attack on MT-2. The 2D6 is “4” and with modifications (Heavy +1; GAZ +0; Good Close Escort -3; Target Zone, To Target +1) the final result is “3 – None.”

4. A. There is Flak! Radar Controlled Heavy Guns will fire. I go to table TZ-2, Flak Accuracy and Intensity. First 2D6 for Intensity with no applicable modifications. “8” and that is Strong Intensity. The next roll is D6 for Accuracy with applicable modifications. “3 – Fair.”

B. After Intensity and Accuracy I must roll on TZ-3a, Flak To Hit and I roll under Fair and 2D6 three times (three times for Strong Intensity). “4 – Hit; 9 – Miss; 5 – Miss.”

C. With one “Hit” on TZ-3a I roll once on TZ-3b, Number of Flak Hits under “Heavy.” I am lucky! “3 – Superficial.”

5. A. I have come to the Bomb Run. First I must identify the Aim Point on TZ-1. The weather is Fair and I need 6+ on 2D6 to ID the Aim Point. My roll is “5” with +1 for being a Togglier. (The +1 represents the Lead Bombardier’s Skill.) The Aim Point is identified and the B-26 box drops the bombs.

B. Since I am a Togglier I roll on TZ-4b, Togglier/Bombing on the Formation Leader. 2D6 is “8” with no applicable modifications. “5-8 = On Target, 500 feet.” The formation is On Target. I was not by flak and look at the bottom half of the table. There are no applicable modifications. (Note: I might add Bad Formation Flying -1.)

C. Damage on TZ-5a. The formation was on 500 feet. I roll 2D6 and check the result under On Target, 500 feet. “11 – 90% – Excellent.” That is really good! (I can check TZ-5b for the result of Box 1: Aim Point is found and Excellent result!) Damage Assessment on TZ-5a: My target is medium size. To destroy it I need 1x Superior. Box 1 was Excellent and my Box 2 was Excellent. 2x Excellent equals one Superior! The ship yard is DESTROYED!

Example of Play – Le Trait, Ship Yard (Part 2b)

Examples of Play Posted on 2016-02-09 16:32:09

Turn 5 – Zone 3 -Target Zone – Return

I turn the B-26 Counter to and set course for England.

1. MT-1a: “6 – NA.”

2. TZ-2, FLAK: “8” with -2 for Evasive Action after the Bomb Run. The result is is “6” and Heavy Guns, “Strong Intensity.” Accuracy is “1” and -2 for Evasive Action. 0-2 is Inaccurate. I roll three times (for strong intensity) on TZ-3, Flak To Hit and check under the Inaccurate column. “5, 9 and 9” – all miss, good!

3. MT-2, Luftwaffe Early Warning Operations. “8” and modifications for Heavy Resistance (+1), -3 (Good Close Escort). “6 – 1 Wave.”

a. Combat Table A (CT-A) Type of Fighter. The date is September 1943. I check the result of 2D6 in the 7/43 column (next is 12/43). “4” and +2 for a 190 Heavy Area. “6” is a Me 109G-6.

b. Combat Table 1a (CT-1a), Position of Attacking Fighter. I roll D6 twice (or 2D6): “1” and “5” is “15 – 2 o’clock.

c. Combat Table 1b (CT-1b), Altitude. On a D6 I roll “1 – High” and place and Me 109G-6 Counter on the Combat Board at 2 High.

d. My Little Friends may damage or shoot it down. I roll D6 on CT-3, Fighter Cover. “3” and +2 for Good Close Escort. “5” – the attacking fighter is damaged so I roll D6 again: “5 – FBO – Fighter Breaks Off.” This bandit breaks off his attack and is removed.

e. This concludes all actions over the Target.

Turn 6 – Zone 2 Return
The group is heading back to England. I move the B-26 Counter into Zone 2, now over Water.

a. MT-1a: “7 – NA.”

b. MT-2. The 2D6 is “11” and with modifications (Heavy EAR +1, Good Close Escort -3). The final result is “9 – 2 Waves.”

First Wave

a. CT-A: “10” with no modifications on 7/43: FW 190A-6

b. CT-1a, Position: (D6 & D6) “45 – 7 o’clock.”

c. CT-1b, Altitude: (D6) “1 – High.”

d. Place the 190A-6 Counter on the Combat Board at 7 High.

e. CT-3, Fighter Cover (D6): “4” +2 for Good Close Escort – Attacking Fighter Damaged! I roll D6 again. “4” the fighter is Seriously Damaged (SD). I place a Serious Damage on the Fighter Counter.

f. CT-2a, Fighter Pilot Status (2D6): “6” and -1 for the Damage Counter. The result is Kaczmarek, which means that this fighter does not attack my bomber. It has his sight on another ship, has already attacked, or it may be breaking off because of its damage. He is at 7 High and is with the Field of Fire for my Top Turret and Tail Guns(see CT-4b, B-26 Gunner Field of Fire). I can fire at this fighter or elect to conserve ammo. My guns may jam if I chose to Spray Fire. If I miss this one I have wasted ammo, but if I hit my gunner may shoot it down and be a step closer to becoming an Ace.

g. I place the Top Turret Fire! And Tail Guns Fire! Counters on the 190A-6. At this point I must decide if I should fire Spray Fire of a more accurate burst.

h. This attacker is a Kaczmarek and is not attacking my ship. The tail guns fires, but my top turret gunner is searching for other targets.

a. CT-4a, B-26 Gunner To Hit. I need a “7” on 2D6 to hit a fighter at 7 High with my Twin. 50s. “3 – Miss!” Combat is over. (If this was not a Kaczmarek, or Basic Game Play, the Bandit would fire.)

Second Wave

a. CT-A: Me 109G-6

b. CT-1a (D6 & D6) & b (D6): 12 o’clock low

c. Place the 109G-6 counter at 12 low on the Combat Board.

d. CT-3, Fighter Cover (D6): “1” +2 for Good Close Escort – “3 – No effect.”

e. I place the Flexible Nose Gun Fire! Counter and a Spray Fire counter on the 109G-6

f. CT-2a, Fighter Pilot Status (2D6): “10 – Average.” This Bandit will attack my ship!

g. Defensive Fire – Spray Fire. Mark off one box per fighter and one box per altitude. I also mark off two extra boxes to increase To Hit and Damage.

a. CT-4c, Damage on Fighter – SPRAY (2D6): “5” +2 for two extra Ammo Boxes “7 – Light Damage!” I place a Light Damage (LD) counter on the Bandit.

h. Offensive Fire

a. CT-5a, Enemy Fighter To Hit. From 12 low the fighter needs “8” on 2D6 to hit my ship. “9” and -1 for LD – “8 – HIT!”

b. CT-5b, Hits on Bomber (2D6 on 12 High & Low): The 109G-6 has +0 Hits, but it also fires a 30mm cannon. I roll first for the MGs. “7 – 2 (a)” (a) if ACE this is Walking Hits). I take two hits.

c. CT-5c, Area Hit (2D6 on 12 Low): “3 – Left Wing; 9 – Pilot Compartment.”

d. 30 mm Cannon. The 109G-6 rolls once on TZ-3a, Flak To Hit (the Me 262 rolls four times) on Fair/30mm. “7 – Hit!”

i. TZ-3b, Number of Hits (2D6): “10 – 3 Hits.”

ii. CT-5c, Area Hit from 12 Low. “7 – Radio Room; 6 – Aft Bomb Bay/Armorer’s Station; 9 – Pilot Compartment.”

e. Now I’ll check what the damage is. I roll 2D6 on the Damage Tables (DT-1 to 9):

i. DT-6, Wings (Left): “8 – Engine” and I must roll 2D6 again. “4 – Superficial Damage. I place a Superficial Damage Counter on the Engine #1. (Five Superficial Damage Counters are included. The fifth has a green border. Visible External Damage is shown by a counter with a green border. A fighter will make a Successive Attack if it has hit the bomber and a damage counter for visible external damage is placed on the Combat Board.)

ii. DT-2, Pilot Compartment: “8 – Superficial Damage.” I place the second Superficial Damage Counter the B-26 on the Combat Board.

iii. DT-4, Radio Room: “9 – Superficial Damage.” The third Superficial Damage Counter is placed on the Radio Room.

iv. DT-7, Aft Bomb Bay/Armorer’s Station: “9 – Oxygen System.” This equipment was usually not installed on the B-26, so this is Superficial Damage. The fourth Superficial Damage is now on the B-26.

v. DT-2, Pilot Compartment: “6 – Nose Wheel.” I roll D6: “4 – Wheel Punctured.” This will affect my landing.

f. The fighter breaks away into a Vertical Climb Position (but is diving). I can’t fire a Passing Shot as I have no gunner able to fire from the Ventral Gun.

g. I have no Visible External Damage, the Bandit does not make a Successive Attack. Combat is over.

Turn 7 – Zone 1 Return
I now move into Zone 1 and roll on MT-1a. “12 – Mechanical Failure.” I am directed to MT-1g, Mechanical Failure and I roll 2D6: “5 – Intercom Out.” This may affect the mission during combat.

There is a GAZ (Gazetteer) Mod in this Zone, so I roll on MT-2 to check for fighters. With modifications (Heavy EAR +1, Good Close Escort -3) the final result is 0. No fighters attack.

Turn 8 – Zone 0 Return.
Time to land.

a. MT-1a: “7 – NA.”

b. Landing Table 1a (LT-1a), Landing on Land: “7” and with modifications (-1 for punctured nose wheel, +0 Pilot Skill, -1 for B-26 Model Landing Modifier, the final result is “5 – Landing OK!”

Example of Play – Le Trait, Ship Yard (Part 3)

Examples of Play Posted on 2016-02-05 11:40:45

Part 3 (1 & 2 will be posted later)

After the Mission

1. I go to the Mission History and Loading Chart and find the Bomb Run column. I copy the notes from the Mission Chart, “Assessment: Excellent” (I can also put 90%, but that is not necessary as %-age is used after the bomb run to calculate the damage if there are casualties and loose or tight formation flying.)

2. I don’t have any wounded crew members or any bandits shot down so no more info needs to be put on record.

3. On the Mission Chart I change the number of missions for my ship and crew members individually.

4. The mission is over.

Two 109G-6s from 6 o’clock.

Examples of Play Posted on 2016-01-05 12:32:49

Bomb Run

Examples of Play Posted on 2013-06-18 08:49:00

Here’s how I play the Bomb Run. (The weather is Fair, the Formation is Normal, Flak has hit my B-26 and three ships have left the formation due to Formation Casulties.)

1. The Aim Point has been identified. (Fair Weather, 6+. IP 5 = AP roll +1)

2. TZ-4b, Togglier Bomb Run. (I am #5, Low Flight, Box 1, Tail Group.) I roll 5 modified by Pilot Skill (-1) and Hit by Flak (-1). Result is 3, Loose Formation. I fly a bit too far off.

3. TZ-4a, Bomb Sight Bomb Run with Modifiers for Togglier. I roll 8, modified by IP 5 (+1), Large Target (+1). Final result is 10, On Target (250 feet).

4. TZ-5a, Bombing Accuracy. I was on Target 250 feet, I roll 6 – 90% – Excellent, but the dice roll is modified by Altitude (9000-10500 feet, +1). The result (7) is still 90% & Excellent.

5. The Accuracy (%) is modified by Formation Flying (three B-26 have left, -5%/B-26 = -15%) and by my loose formation flying (-2%) The final result is 73% (90%-15%-2%, 250 feet, Good).

Two Turns in the Target Zone (Return) after a BIP

Examples of Play Posted on 2013-06-15 14:04:40

This is how I play two turns in the Target Zone after I have been hit by flak after the bomb run. The bomb run was on target (250 feet, Superior), I turned around, rolled on MT-1, then TZ-2, Flak Intensity & Accuracy on Medium Flak. The result was strong and Inaccurate. I rolled 3 times on TZ-3a, Flak to Hit, Inaccurate. The first roll was 12 – BIP. The second and third were misses. TZ-3d (Optional), Burst Inside Plane, (DR 3), sent me on to TZ-3c, Area Hit by Flak. With DR 10 I was hit in the nose. Now with the nose destroyed I fly with drag, out of formation and am slowed. The group fly on, I am straggling behind.

1. The group will roll on MT-2, Luftwaffe Early Warning Operations, but because of the drag I am still in the Flak Zone and will instead roll on TZ-2, Flak Intensity & Accuracy. (Had I been In Formation I would have rolled on MT-2, before moving into the next Zone.)

2. I roll instead on TZ-2, Flak Intensity & Accuracy. (A second roll on TZ-2 will replace the MT-2 roll.) I am Out of Formation (-2) and Slowed (+1). The final modifier on Intensity is -1 and Accuracy is Inaccurate (for Radar Flak). The result is Weak, Inaccurate. I roll 7 on TZ-3a, which is a miss.

3. Now the group will move into Zone 3, but since I am left behind with drag I stay one more turn in Zone 4, the Target Zone. My second turn in the Target Zone begins. Now I am leaving the Flak Zone to face fighters and roll on MT-2. (I was thinking of TZ-2 again before MT-2 to start the next turn, but I think it is better to skip TZ-2 at this stage.) A 190A-5 with an Ace attacks from 9 low. My Radio Operator contacs a Little Friend who comes to our aid and will stay with us until we reach England. He cannot chase this bandit away and my defensive fire by the Armorer with the Left Waist Gun (spray fire) is ineffective. The A-5 scores a Walking Hits – Wings. (Two hits on each wing and two in the Main Bomb Bay.) He runs out of fuel or ammo and does not come around for a successive attack. (I rolled 51 on CT-1a, Position of Attacking Fighter.)

4. My second turn in the Target Zone is over and I will move into Zone 3, while the Group moves into Zone 2. In Zone 3 I will roll on MT-1a once and then MT-2, twice, because of the drag.

Next »