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!

Damaged Supercharger

RULESPosted by Magnus Kimura 2018-10-15 11:01:44
I have a question about damaged superchargers.

What will the effect be if one or both have been damaged/inoperable?

I think I have simulated it in two different ways. The current is that if you are at 11000 or higher your bomber is SLOWED.

The first simulation was that the engine would be at ½-power. Do you think this is more or less correct, or do you have another suggestion? I think that may be more correct, but I am not sure. I have googled for answers, but with my limited knowledge about engines I cannot find an answer.

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Jammed Machine Gun

RULESPosted by Magnus Kimura 2018-09-24 17:45:14
Combat Table 4a, Gunner To Hit: Optional: The MG will jam on an unmodified roll of “2.” You cannot continue to fire until you have unjammed it.

Combat Table 4c – Damage on Fighter
.50 and Twin .50 DR 2
Machine Gun jams if extra Ammo Box used.
Spray Fire DR 2 &3 Unmodified roll: Machine Gun jams!

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Serious Wound

RULESPosted by Magnus Kimura 2018-09-24 17:29:10
Serious Wound: Crewman may not perform any actions for the rest of the mission. (See also Optional below.) One Crew Man must be with the wounded crewmember. He may move to man a machine gun (When two men in the Nose, Flexible Nose Gun
Spray Fire only) after the first Initial Attack of the first attacking wave. He must move back to the wounded crewmember after all attacks, before moving into the next turn.

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Veterans/Aces/Experts/Old Hares Attacks.

RULESPosted by Magnus Kimura 2018-09-24 17:02:32

Veteran – The veteran is an experienced pilot with good flying and fighting skills. The Veteran has +1 bonus on his To Hit roll.

Aces/Experts/Old Hares No change in their position if you are Out of Formation and the Top Turret and Tail Guns/Turret are inoperable.

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Successive Attacks?

RULESPosted by Magnus Kimura 2018-09-24 16:52:38
Successive Attacks seem to go on FOREVER. I have changed/added the rules.

Any Kaczmarek result will break off and not make Successive Attacks.

If a Bandit's To Hit is unmodifed 4 or lower it will break off after the Successive Attack.

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B-26C Replacement.

RULESPosted by Magnus Kimura 2018-09-16 10:52:55
The B-26C in B-26 is represented B-26B-20 to B-55 and all B-26C models with the Bell tail turret.

Earlier C models with the twin hand held tail gun is represented by B-26B-4.

B-26C will be available from June 1943.

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7.39.0 SUCCESSIVE ATTACKS - Correction

RULESPosted by Magnus Kimura 2018-01-22 12:28:51
7.39.1 A fighter will make a Successive Attack if:
a) it has hit the bomber and a damage counter for visible external damage is placed on the Combat Board. (Visible External Damage is shown by a counter with a green border. Five Superficial Damage Counters are included. The fifth has a green border.)

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Rule added

RULESPosted by Magnus Kimura 2018-01-09 23:08:12 If the final result is “On Target (250 feet) roll on TZ-5a, On Target, 250 feet. If the final result is “On Target (500 feet) roll on TZ-5a, On Target, 500 feet. If the final result is “Off Target” roll on TZ-5a, Off Target. If TZ-5a, Off Target is 0 add %-age from Bombing by Boxes/Flight and Player (see bottom of TZ-5a).

Comment (not in the Flight Manual)

A superior result can only come from "On Target (250 feet)" on TZ-4a or b, plus modifications on TZ-5a. If you are "On Target (500 feet)" on TZ-4a or b the maximum result you can score is Excellent, even if you have modifications which give you 100% or more. In this case 100% of your bombs falls within 500 feet of the target. Some have also hit within 250 feet of the target, but not enough to score a superior result. A superior result can only come from 100% on target (where all bombs have hit within 250 feet). If the result on TZ-4a or b is On Target (250 feet), and the result is lower than 100% most of the bombs fall within 250 feet of the target, but if the final result is lower than 80% the result is only good or less.

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