Suggestions & IdeasPosted by Magnus Kimura 2017-09-01 10:39:37
I think that the Combat Table is good with the Flight Manual Sections you have on the left, the Crew Placement Board on the right and the selection of tables you can find on it. However, there are two tables have wanted to put on it. It is MT-1a and MT-2, but there's no room!
I think it would be a good idea to have MT-1a and MT-2 on the Combat Board also, but putting them there would mean either making the combat area smaller, removing the Crew Placement Board, removing two other tables, or adding more space on the right side. I don't think I like any of these ideas...
The Combat Board is your HUD. A lot of necessary information should be on it so you don't have to look in the Tables and Charts Booklet that often. If the two MT-Tables are on it you won't have to check in it until you have a result from MT-1a or if fighters appear on MT-2. Maybe also CT-1a, Position of Fighter and CT-1b, Altitude should be on it too...
If the two latter tables are on the board too, you will need to check the Tables and Charts for type only and then again after you know how many hits your ship has taken.
On the earliest versions of the Combat Board I also had flak tables on it, but adding them will be too much.
And do you remember the Quick Reference Booklet? I kind of liked it. You had necessary tables in it, basically what you find on the Combat Board today, but also the tables I'd like to add on it. You also had "Going Around" & "One Engine" in it too. I removed it because the Core Game would be way too large with that one added. I noticed that it would be better to put the information on the table instead, in front of your eyes.
Here's an example of a Quick Reference Chart. With a cleaned up Combat Board and this chart in combination you will not have to flip through the Tables and Charts until you have been hit by a fighter (or Random Events and Mechanical Failures):
Suggestions & IdeasPosted by Magnus Kimura 2017-07-04 13:33:29
What do you think, is this change in the introduction better and more true? It is after "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!
Suggestions & IdeasPosted by Magnus Kimura 2017-07-02 13:52:30
2.82.0 How to use the Little Friends Counters
The image on the counters is for flavor only and depicts aircraft types that often accompanied the medium bombers as escorts. There is one counter each for Poor, Fair, Good, Forward Support and Area Cover. Place the correct counter near your B-26 on the Combat Board. If you have Close Escort with Forward Support place also the Forward Support Counter near your B-26. You find information on the counters which you will use on Table MT-2 and CT-3. (See 6.0 Luftwaffe Early Warning Operations and 7.31.0 Combat Table 3 – Fighter Cover.)
Suggestions & IdeasPosted by Magnus Kimura 2017-07-02 11:19:34
Here are Random Events changes in red on a couple of tables. Not happy, but I think it is better than before. Please let me know what you think and suggestions of more, better and more interesting, more fun random events are welcome.
Forgot to include TOA-2a. Made a few changes on it, in red.
Suggestions & IdeasPosted by Magnus Kimura 2017-07-01 09:53:55
I am not satisfied at all with the Random Events table - never have been. It got better when I changed it to the current table, but I still don't like it. I'd like to see other types of random events and maybe increase the frequence from 2 to 2-3 or maybe 2-4. That would mean that Navigation and Weather could be placed on the Random Events table.
Suggestions & IdeasPosted by Magnus Kimura 2017-04-21 02:02:07
Here's an idea. Try it!
If you want to have more details on your box and the other box in your group.
Not finished, but try it and see what you think and let me know if yo add anything. I'll use this on my next mission.
Suggestions & IdeasPosted by Magnus Kimura 2017-04-17 13:54:48
Going Around for a Second Bomb Run and Bombing the Secondary Target are a part of the Core Game included in the Advanced/Optional Section. Should these two events be deleted from the Core Game and be available either as expansions or included in other expansions instead? It will make the Core Game Flight Manual somewhat shorter...
I'd like to have this in the Core Game because it often happened on missions that bombers went around for another try or bombed the secondary.
Suggestions & IdeasPosted by Magnus Kimura 2017-04-09 12:20:41
I may add this on TZ-4a:To Release or Not To Release?
If your final modifier is low you may elect to not drop your bombs and Go Around or Bomb the Secondary Target.
I imagine that this simulates how the Lead Bombardier looks through his sight and can see how his aim is and thus can decide if to release or not. After all, he is in charge during the bomb run. Even though he has identified the aim point he may still judge his aim to be off.
To add this or not to add this, that is the question!