The Marauder Strikes!

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!

The Other Box

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.

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Going Around & Secondary Target?

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.

  • Comments(4)//

TZ-4a - To Release or Not To Release? That is the question!

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!

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Close Escort with Forward Support and TZ-1?

Suggestions & IdeasPosted by Magnus Kimura 2017-02-21 09:46:28
Here's is something that I wanted to add because it is a situation which often occurred. I did not know how to reflect it before, but here's a suggestion (which will be added as a note on Z1-b and a reference on MP-6, Fighter Cover to Z1-b)):

Close Escort with Forward Support: With Forward Support you may roll on TZ-1, Weather Conditions when you are two Zones away from the Target. If the weather is unfavorable to you you may elect to abort the mission or go the Secondary Target (see A.8.12.0). If the weather is Very Bad, the Forward Support Commander will order you to bomb the Secondary Target or abort if no other target has been assigned. Do not roll on TZ-1 again in the Target Zone.

AND... not sure about this, but may also add:

You will be without Forward Support until you reach the Target Zone.

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Skip Bombing?

Suggestions & IdeasPosted by Magnus Kimura 2017-01-28 13:39:24
Skip Bombing is something I am working on now, trying to come up with a good idea that will work. It will be used in the MTO and the PTO.

I could simplify it, in which case it is finished, or make it more complicated by trying to figure out a way that will work to reflect the skipping.

  • Comments(4)//

Changing Formation on the Bomb Run?

Suggestions & IdeasPosted by Magnus Kimura 2016-12-18 13:42:24
Here's another Optional/Advanced suggestion:

If your formation is Loose or Normal increase IP by 2 and change to Tight. IF IP is 6 Increase MT-2 +1 and FLAK +1/+1. Your formation will be Tight Box and Flight on the Bomb Run. Roll on MT-1b, Formation after MT-1a if MT-1a is not Formation in the first after the Bomb Run.

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Changing Altitude in the Target Zone?

Suggestions & IdeasPosted by Magnus Kimura 2016-12-09 13:53:50
On some missions the Mission Commander decided to try to go below the cloud cover to find the target. I wanted to include this as a rule in B-26 but here's another rule that will make it more complex, so it will either be a house rule, add-on or optional.

Change Altitude.
If the weather in the target zone prevents you from finding the aim point, you may try to go around and descend to a lower column. On your next bomb run, roll on TZ-1, Weather using the weather result from your first run. If the result is equal to or worse condition, it is equal to your first result. You may try again, but in the core game you cannot go lower than Column A on MP-2, Altitude.

See also #6 in the post below...

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Evasive Action on the Bomb Run?

Suggestions & IdeasPosted by Magnus Kimura 2016-12-09 13:40:38
The B-26 formations usually flew evasive action on the bomb run to avoid flak. This is not obvious in B-26. I did not include this maneuver in B-26 as I thought it would be another step to complicate the game flow. (Well, it is included, but it is used before the IP.) However, I think that I will make this an optional rule, and also another decision you can make in B-26, there are already some and I'd like to see even more. If you have any suggestions, please let me know.

Flak Evasive Action Suggestions:

1) You can fly Evasive Action in the Target Zone to avoid flak. If your IP is longer than IP1, you can shorten it by setting a new IP, eg., from IP6 to IP2.

2) No change in AP, but Flak Intensity/Accuracy is -2/-1 and the bomb run on TZ-4a & b is -2.

3) Change IP (see suggestion #1). Before TZ-2, Flak Intensity/Accuracy, your bombardier must roll on MT-1d, Navigation, Flak Zone. If Flak Zone! Roll on TZ-2. If No Event, TZ-2 is (well, I was thinking "No Flak," but...) Intensity/Accuracy -3/-2. If there's no flak radar MT-1d is +1. Bombardier skill 16+ missions is +1 on MT-1d.

4) No, evasive action vs flak is not based on the IP, it will be based on the intensity. MT-1d then if no event flak intensity will decrease by 2 levels and/or accuracy will be inaccuarate.

5) ...and another no, evasive action must be decided before TZ-2, Intensity/Accuracy.

6) ...there's no room for another table or rule expansion...

7) Evasive Action on the Bomb Run to Avoid Flak

a) You must decide to use Evasive Action or not before rolling on TZ-2, Flak Intensity & Accuracy.

b) If you use Evasive Action your Bombardier must roll on MT-1d, Flak Zone, add his (and the Pilot's?) skill.
b1: If No Event roll for Flak normally.
b2: If Flak Zone, Flak is evaded. TZ-2, Intensity/Accuracy is -4/Inaccuarte (or-2?)

c) If you use Evasive Action on the Bomb Run to Avoid Flak the modifications for the Aim Point and Bomb Run is always IP1 (-1/-2).

...this could work... (see also #6.)

This maneuver will be used by the Window Ships flying infront of the Pathfinder. The Pathfinder will always use IP6. The formation may stay behind the Pathfinder or fly Evasive Action and form up behind the Pathfinder when it is time to drop the bombs. Both tactics were used on PFF missions. Not sure yet how Window will affect the Flak Radar yet...

  • Comments(4)//
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