Suggestions & IdeasPosted by Magnus Kimura 2019-01-23 14:08:00
Water Injection adds more to the rules. Any ideas?
I am working on it now, changing the A-26 rules quite a lot. 5 WI boxes are added on the mission chart, and I think I will delete one on the Fuel Consumption Chart. Each time you use WI you check 1-5 boxes. 2-5 if only one engine is dead.
WI will affect Evasive Action, and damaged engines, increase number of turns in formation, but the good engine may be damaged.
All ideas welcome.
Suggestions & IdeasPosted by Magnus Kimura 2018-08-17 14:08:18
I think I have solved it today! I will put it in Word and send it to you so you can play-test it. Small Formations (2-12 bombers, 1-2 flights, maybe also three flights 16-18 ships, haven't decided yet) will be used in the MTO and PTO. I think you could combine it with low-level mission rules too (which I must revise completely).
It will be a bit difficult to find your bombers for the enemy, but once found, there may be intensive fighter attacks. Does it make sense? Before enemy contact you have -2 on MT-2. If you have encountered enemy fighters or flak you have +1 on MT-2 next turn. If there is no contact, the next turn is again -2.
You have an option of deciding how your formation will be. Will you decide to fly in formation or in a loose echelon? If loose, you may fly evasive action, as if you are out of formation, but if in formation you will use the Fighter Pilot Status modifiers.
Fighters will always make successive attacks and if you roll 51-66 for a fighter (which will be removed) during the last wave you must roll on MT-2 again.
This could work... I will put it together and try it and then send it to you.
If this works... the MTO expansion can be play-tested (excluding sea sweeps).
Suggestions & IdeasPosted by Magnus Kimura 2018-05-01 11:19:21
Here is an idea, an outline now, have to work on the details.
If you judge the weather on TZ-1 to be too unfavorable for you to bomb the target you may change the altitude and go lower.
1. Enter the Target Zone.
a) Roll on TZ-1 for Weather. If you judge the weather to be unfavorable to you go to b).
b) Roll on Mission Planning Table 2 (MP-2) Mission Altitude.
c) The result on MP-2 is the altitude for the new weather condition from TZ-1. If the result is your altitude, the new weather is lower. If the result is higher, the weather is at your altitude. Example:
The new weather condition on TZ-1 is Bad. Your altitude is Column C, 10000 feet. The c)-roll on MP-2 says Column C.
I thought I had time to finish this post today... I will post this short message, and then come back and edit it. Here is an image which I am using to illustrate my idea and to help me think about how to use the existing rules and tables... It may also be helpful to you to see what he steps in the Target Zone are. It is small though...
Suggestions & IdeasPosted by Magnus Kimura 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?
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.