Page 30, 7.41.0 deleted “and equipment.”
7.41.12 added "Jettison ammunition, machine guns, and fire extinguishers to gain one more turn."
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!
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
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.**********
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.)
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
10.5.0 Landing at an Alternate Landing Ground (Optional)
There were often Alternate Landing Grounds (LGs) which could be used if the weather over the home station was too poor to land in. This will be simulated in B-26 by a dice roll during Mission Planning for weather over alternate landing grounds. In B-26 these will be located in Zone 0 and each dice roll after the first Alternate LG roll represents the number of turns away from your Home Field in Zone 0 that the Alternate LG located., ie., if you make three rolls the Alternate LG is three turns away from Zone 0. (See also 10.3.20 Landing at an Emergency Airfield or Open Ground.)
10.5.1 If the weather is poor or worse when you land, roll again for weather (MP-1b) over Alternate LGs. You may roll four times, once for each Alternate Landing Ground, and you may land where you find the best weather conditions.
10.5.2 Each roll (10.5.1) represents one turn away from Zone 0. You may roll four times during mission planning to see how far (i.e. how many turns) you must fly to find more favorable weather.
10.5.3 Decide before you land at your Home Field in Zone 0 if you would like to land at an Alternate Landing Ground.
10.5.4 Check Fuel Consumption (7.44.70) when you reach Zone 0 and check MT-1a each turn.
10.5.5 Table AM-1 (Light and Serious Wound recovery) is +2 and your B-26 is replaced on any other result than Landing OK on LT-1a or b when you land at an Alternate LG.
10.5.6 If you would like to simulate your flight back to your home station roll for take-off (and MT-1a in each turn) and then landing at your station. (The weather will be good.)
It looks like this on the Mission Chart now: