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.

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. In some ways it can be quicker to play a mission, but at the same time it can seem to be "dice-ee-er" than its companions. B-26 is, with its advanced and optional guidelines, deep, detailed and complex, but still as easy to play as B-17 or B-29 with its basic system which is similar to the mechanics in B-17 or B-29.

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!

Revisions in the Flight Manual

RULESPosted by Magnus Kimura 2017-04-12 13:24:19
Apr.9-12:
Special Thanks added.
Sentence added in the Introduction.
Revisions on 8.10.2 and 8.10.3 when Bombing by Flights.
8.10.4 deleted.
Minor changes and corrections.

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Deletions and Changes

RULESPosted by Magnus Kimura 2016-12-12 23:03:06
Delete 7.44.70 Fuel Consumption and all entries including 7.44.74.

Delete 7.42.4 Drag & Fuel Consumption.

Delete 10.5.4 Check Fuel Consumption (7.44.70) when you reach Zone 0 and check MT-1a each turn.

See Comments for more.





  • Comments(10)//themarauderstrikes.magnuskimura.se/#post608

Page 30 7.41.0 ENGINE OUT

RULESPosted by Magnus Kimura 2016-09-13 11:18:36
Page 30, 7.41.0 deleted “and equipment.”

7.41.12 added "Jettison ammunition, machine guns, and fire extinguishers to gain one more turn."



  • Comments(0)//themarauderstrikes.magnuskimura.se/#post602

Plan your Mission?

RULESPosted by Magnus Kimura 2016-08-31 00:27:28
I have been thinking about adding this somewhere, but I am running out if space, so it will most likely be an add-on instead, which will add another element to the decision making in B-26.

Instead of rolling for certain parameters, you can plan your mission after the intelligence you have...

  • Comments(6)//themarauderstrikes.magnuskimura.se/#post601

A.8.12.0 - Secondary Target - Mission Sequence Clarification

RULESPosted by Magnus Kimura 2016-08-06 13:20:34
Had to make this section easier to understand. This is on page 56:


A.8.12.2. Once you have decided the Secondary Target find it in the Target Lists & Gazetteer, then copy the values in to the gazetteer boxes on your Mission Chart/Route/Spec. Roll for Predicted Weather over the Secondary Target, Altitude and IP and check FLAK on the Mission Planning Tables, as you would for a Primary Target. Enemy Airforce Resistance, Fighter Cover and your Position in Formation will not change. As an option you can re-roll Fighter Cover from your Secondary back to base. Write the results on the Mission Chart/ Secondary Target.


A.8.12.30 When you are ordered to or chose to bomb the Secondary Target:

A.8.12.31 If you have not yet entered the Primary Target Zone: Finish all actions

in the current Zone, then enter the Secondary Target Route/GAZ in the same Zone

and continue the mission normally.


A.8.12.32 If you have not yet entered the Primary Target Zone and have

passed the Secondary Target Zone: Finish all actions in the current Zone, then turn

around and stay on your Primary Route/GAZ. When you reach the Secondary Target

Target Zone, enter it as a normal Target Zone, but on the Secondary Target

Route/GAZ and your Formation facing away from your base, then continue the

mission normally.


A.8.12.33 If you are in the Primary Target Zone and have passed the Secondary

Target Zone: Break-Off after MT-2 with FLAK and the Break-Off Modifier (plus

any other applicable modifiers) or after the Aim Point Check with FLAK. Begin a new

turn by turning around, then roll on MT-1a. If you broke off after MT-2 do not roll

for FLAK after you turned around. If you broke off after the aim point check roll for FLAK (with Break-Off

Modifier plus any other applicable modifiers). Check MT-2 and then continue the

mission normally until you reach the Secondary Target Target Zone. Enter it as a

normal Target Zone, but on the Secondary Target Route/GAZ and your Formation

facing away from your base, then continue the mission normally.


A.8.12.34 If you are in the Primary Target Zone and the Secondary Target is in

the same Zone: Break-Off after MT-2 with FLAK and the Break-Off Modifier (plus

any other applicable modifiers) or after the Aim Point Check with FLAK. Begin a

new turn by turning around, then roll on MT-1a. If you broke off after MT-2 do not

roll for FLAK after you turned around. If you broke off after the aim point check roll for FLAK (with Break-

Off Modifier plus any other applicable modifiers). Check MT-2. Stay one more Turn

(Target Zone-turn), then enter the Secondary Target Target Zone. Enter it as a normal

Target Zone, but on the Secondary Target Route/GAZ and your Formation facing

away from your base, then continue the mission normally.


A.8.12.35 If you are in the Primary Target Zone and the Secondary Target is

further away from your Primary Target: Break-Off after MT-2 with no FLAK or

after the Aim Point Check with FLAK and the Break-Off Modifier (plus any other

applicable modifiers.) Check MT-2. Begin a new turn by entering the Secondary

Target Route/GAZ in the same Zone and continue the mission normally.

**********
On the mission chart, secondary target, info has been re-arranged:





  • Comments(4)//themarauderstrikes.magnuskimura.se/#post598

Area Cover - Change!

RULESPosted by Magnus Kimura 2016-06-06 18:43:47
Area Cover will affect MT-2 (-2) and if Attacking fighter damaged on CT-3, Fighter Cover, the Bandit is removed.


Does this make more sense?

Here's the latest, I think it reflects area cover more accurately:
The Area Cove modifier on MT-2 is -2 (see above).



  • Comments(12)//themarauderstrikes.magnuskimura.se/#post587

Frostbite and Light Wounds

RULESPosted by Magnus Kimura 2016-05-15 14:09:03
I have not heard of any reports at all with B-26 crewmen with frostbite. Therefore the chance of getting frostbitten is virtually zero. However, as an option in B-26 you can add this to the rules:

Under 7.40.1 Heat and Oxygen:

- OPTIONAL: If Compartment Heat is out, check for frostbite.

And on table DT-7a there is a new modification:
New modifications for LW when landing:

LW: Landing -1
2LW: Landing -2





  • Comments(1)//themarauderstrikes.magnuskimura.se/#post581

11.3 Crew Skill

RULESPosted by Magnus Kimura 2016-05-10 11:11:27

All in bold have been changed:

11.3 B-26 Crew Man Number of Missions and Experience Skill

(see also 7.33 B-26 Gunner Ace Status)

Your crew men begin as green, inexperienced airmen, but as they fly more missions and fire at enemy fighters they gain experience and become more skilled in their position. When they begin the campaign all men have a skill of –1. This modifier is added to dice rolls reflecting an action they perform such as firing at enemy fighters or unjamming a machine gun. (Check the tables for directions when to add a crew man’s skill to the dice roll.)

For Pilot:

0-5 Missions: Experience/Skill –1

6-20 Missions: Experience/Skill +0

21+ Missions: Experience/Skill +1 (Co-Pilot: 35+ Missions)

When a Pilot has 15 Leads: Another +1

For Bombardiers (& Bombardier/Navigator when using a Bomb Sight):

0-5 On Target: Bomb Run Skill –1

6-15 On Target: Bomb Run Skill +0

16+ On Target: Bomb Run Skill +1

For Navigators (& Bombardier/Navigator):

0-5 Missions: Nav Skill –1

6-10 Missions: Nav Skill +0

11+ Missions: Nav Skill +1

10 Missions as Box or Flight Lead: Another +1

For Gunners (Pilots, Bombardier/Navigator, Radio Operator, Engineer & Armorer):

All Gunners begin with -1 To Hit.

First KIA or after two SD: Increase to +0

Five KIA – See 7.33

Unjamming Machine Guns/Repairs/Actions (excl. Pilots)

0-5 Missions: Experience/Skill –1

6-10 Missions: Experience/Skill +0

11+ Missions: Experience/Skill +1

Ranks, Promotions & Suggested Starting Rank

Ranks and promotions are not used in B-26. It is only included as flavor and has no effect on game play. The starting rank for the crew men could be the following:

Pilots, Bombardier/Navigator, Bombardiers & Navigators: Second Lieutenant

Radio Operator, Engineer & Armorer: Sergeant





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