The Marauder Strikes!

The Marauder Strikes!

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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...


PRE-ORDER B-26 HERE AT LEGION WARGAMES: http://www.legionwargames.com/legion_B26.html

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!

FLAK & Evasive Action. A.8.11.4 & Flak Zone

RULESPosted by Magnus Kimura 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



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MAIN AND AFT BOMB BOMB BAYS IN B-26

RULESPosted by Magnus Kimura 2019-05-15 12:51:29

MAIN AND AFT BOMB BOMB BAYS IN B-26

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.)

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MP-7 FORMATION POSITION - Basic

RULESPosted by Magnus Kimura 2019-03-31 20:41:35

MP-7 FORMATION POSITION

Basic Game Play use only the following:

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

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Navigation Basic Game Play

RULESPosted by Magnus Kimura 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).

Mod:

B/N or N skill: +X

Zone 0 or 1: +1

Pilots Navigating: -1



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Hydraulic Failures.

RULESPosted by Magnus Kimura 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.



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

RULESPosted by Magnus Kimura 2019-01-19 12:34:52
Here's an idea I'm working on now while I am updating the expansions to FDD.

CROSSFEED

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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RULE CHANGE - DRAG

RULESPosted by Magnus Kimura 2018-12-26 18:51:49

7.42.0 DRAG

Mechanical Failures or combat damage can result in drag or slowing down your bomber. An unfeathered propeller, landing gear down, flaps down, cowl flaps open, BIP damage and Aft Bomb Bay Doors jammed open will cause drag.

7.42.1 The B-26 is out of formation (see 7.45.0 Out of Formation) immediately after the attack (Initial/Successive/FLAK/Mechanical Failure - see A.5.26) and after all actions are finished in the current Turn the B-26 must begin the next Turn returning to base. (See also 7.42.4 to 6.)

7.42.2 Bombs must be dropped. If the bombs cannot be dropped the B-26 must crash land or the crew bail out at the end of the second turn at the latest. Jettison ammunition and machine guns to gain one more turn.

7.42.3 With one engine out and drag the crew must bail out Table BO-1b. If at 2000ft or lower Table BO-1c or crash landing on LT-1a (Land) or LW-1 (Water). Bail out or land at the end of the Turn.

7.42.4 If DRAG damage in the Target Zone by Mechanical Failures/Fighters: The B-26 is out of formation and the bombs must be dropped. It will not go through FLAK nor bomb with the Formation. After all actions are finished in the current Turn the B-26 must begin the next Turn returning to base. (See 7.42.6.)

7.42.5 If DRAG damage in the Target Zone by FLAK: The B-26 is out of formation and the bombs must be dropped. It will not bomb with the Formation. After FLAK in the current Turn the B-26 must begin the next Turn returning to base. (See 7.42.6.)

7.42.6 When returning the B-26 must go through two Turns in the current Turn and two turns in each of the following zones.

7.42.61 If returning in the Target Zone after FLAK, the first Turn has first FLAK (TZ-2) then Fighters on MT-2. The second Turn has only Fighters on MT-2. (If Advanced Table MT-1a is used, roll on it first each Turn.)

7.42.62 If already returning from Target the B-26 is out of formation and must go through one more turn in the current zone.

7.42.4 The mission may be aborted.

7.42.5 No Evasive Action (7.46.0) is allowed.

7.42.6 Drag & Fuel Consumption. (MAY CHANGE!)

7.43 SLOWED has been deleted. ALL FOLLOWING SECTIONS WILL BE RENUMBERED.



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Slow progress

RULESPosted by Magnus Kimura 2018-12-19 15:10:07
Sorry. Seems I have been inactive. Both yes and no. Got stuck on rules tweaking trying to change rules to make them easier to understand and play - and so I can continue my mission.

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