RULESPosted by Magnus Kimura 2018-01-09 23:08:12
22.214.171.124 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.
RULESPosted by Magnus Kimura 2017-12-19 12:51:08Rule added:
11.3 Bomber Maintenance and Repair Time
The maintenance and repair procedure is simplified o an extreme in B-26. To keep it simple your bomber will be ready for the next mission unless it is irreparably damaged. For a more detailed procedure all superficial damage will be repaired on time for the next mission. All damage on one to two of the Damage Tables (DT-1 to 9) will take one day, or one mission, to repair (see Target Lists & Gazetteers, General Notes). Each wing is treated separately. If one wing (DT-6) and the tail (DT-9) are damaged it will take one day/mission. Both wings and the tail will take two days/two missions.
RULESPosted by Magnus Kimura 2017-09-12 22:06:07
7.41.13 You may try to restart
the engine once after the attack and once at the end of each Turn and once
before landing (10.30.0), unless the engine is dead.
RULESPosted by Magnus Kimura 2017-08-21 14:23:36REVISED:Incudes:
Insert Step 15:
A fighter with REAR MACHINE GUN at LEVEL,
LOW or VERTICAL CLIMB on its Passing Shot Position may fire again with its Rear
Machine Gun. This will be treated as simultaneous fire as the B-26 Gunners’
Passing Shots. Roll on CT-5a, Rear MG (by Vertical Dive) to hit the B-26, and
if hit roll on CT-5b, Hits on Bomber, Rear MG (by Vertical Dive). (See 7.38.21.)
Insert after Step IV.21:
c. Move into the next Zone for a New Turn and go to IV.a. If next Zone Is the Target Zone, go to V. Target Zone.
V.f reads now:
f. New Turn: Turn plane around facing Zone 0. IV.a then V.c, IV.b and IV.c.
Step I.d: Weather at Take-Off should be in Italics.2-page sheet for the Core Game on card board?
RULESPosted by Magnus Kimura 2017-08-21 09:27:52
Optional: Treat all KIA as FBO.
RULESPosted by Magnus Kimura 2017-08-19 12:46:32
Aug. 6: Page 56, clarification, re-numbered & Mission Chart Secondary Target box data re-arranged.
Sept 13: Deleted unnecessary sentences and corrected grammar. Page 29, 7.40.1 deleted “OPTIONAL.” Page 30, 7.41.1 deleted “and equipment.” 7.41.12 added “Jettison ammunition, machine guns, and fire extinguishers to gain one more turn.”
Dec. 10: 7.37.2 minor changes. 8.8.0 Corrected errors in the number sequence and deleted a duplicate section. A.5.23.40, page 51, deleted “Medium Flak, No Radar.”
Dec. 13: Revisons on 7.44.0 (Fuel) and other sections referring to fuel consumption.
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.
Aug. 19: Revisions on 10.5.0 Landing at Alternate Landing Grounds
Tables and Charts
DT-7a & AM-1 – Addition: Lack of Oxygen.
Wider Field of Fire for the Waist Guns
Added Optional Box/Group on MP-7
Changes on TZ-5bDec. 10:
MT-1d Nav/Flak Zone. ”No Radar” deleted
TZ-2, changed “To Target” to “Bomb Run”Dec.13:
TZ-2, dice roll values changed.
DT-6, DR10, fuel consumption changed.2017Apr.6:
MT-2, changed “Target Zone, To Target”
TZ-2, “Box 1” deleted by “if no flak radar”
TZ-2, Bombing by Flights modification is +1 Apr.9-12:
MT-2, deleted “Target Zone, To Target” added “Bombing by Boxes and Flights.CT-2a, added a flight casualty modifier.
TZ-1, new Aim Point Check values.
TZ-4a, new info, Bombardier Lead Crew Mod added, new Fire
TZ-4b, Bombing by Flights deleted, new Fire
TZ-5a, Target Size deleted, new Damage Assessment
AM-4, change in info.Apr.12:
TZ-4b, NOW Bombing by Flights deleted and hidden info
at the bottom can be seen.Apr.13:
MP-3, Initial Point, change IP6 Flak from +1
CT-B and Fighter Counters updated.
Me 109F-4 & Re.2001 on CT-B and Counter
updated & corrected.
on CT-4a & change on CT-4c.
2.82.0 How to use the Little Friends
7.41.1 When the
engine is out: 7.41.11 & 7.41.12
7.45.10 Fighter Cover when
flying Out of Formation
ALL OF THE ABOVE WILL BE IN FINAL
DEVELOPMENT B 8.22.17
RULESPosted by Magnus Kimura 2017-08-19 12:32:05
Here is a Sequence of Play, created by Ken Legg, one of the B-26 test-pilots, somewhat modified by me.Sequence of Play
I. Mission Planning (Before Take-off)
a. Determine Target by using the Target List and Gazetteer booklet.
b. Determine Weather at Take-Off, Landing and over the Target (Table MP-1b)
c. Determine Altitude (Table MP-2) & Initial Point (Table MP-3)
d. Determine Expected Flak (Table MP-4)
e. Determine Enemy Air Force Resistance (Table MP-5) & Fighter Cover and Strength (Table MP-6)
f. Determine Formation Position (Table MP-7)II. Take-off (Zone 0)
a. Take-off (Table TOA-1a)
b. Assemble and Join Formation (Table TOA-2a)III. Zone 1 (Out only)
a. Formation Events (Table Z1-1)
b. Rendezvous with Fighter Cover (Table Z-2)
c. If GAZ Mod:
Luftwaffe Early Warning Operations (Table MT-2)IV. Zones 2 to Target Zone
a. Formation Events (Table MT-1a)
b. If GAZ Mod:
Luftwaffe Early Warning Operations (Table MT-2)V. Target Zone
a. When entering Target Zone:
Weather Conditions (Table TZ-1)
b. Perform IV.a & b
c. Flak (Table TZ-2 then Table TZ-3a)
d. Initial Point (Table TZ-1). If unidentified:
V.e (see Aim Point Mod on TZ-1) or VI. Go Around.
e. Bomb Run (Table TZ-4a or TZ-4b then Table TZ-5a)
f. New Turn:
Turn plane around facing Zone 0. IV.a then V.c and IV.bVI. Go Around for a Second Bomb Run
a. New Turn:
Formation Events (IV.a, Table MT-1a)
b. Flak (Table TZ-2 with Break Off Mod then Table TZ-3a)
c. If GAZ Mod:
Luftwaffe Early Warning Operations (Table MT-2)
d. New Turn:
V.b to f.VII. Landing (Zone 0)
a. Formation Events (Table MT-1a. ATTN: Note c & e)
b. Alternate Landing Ground? New Turn
c. Landing on Land (Table LT-1a) or Landing in Water (Table LW-1)
d. Mission is over.
RULESPosted by Magnus Kimura 2017-07-06 11:47:13
Changes in 7.41.11 & 12:
7.41.1 When the engine is out
7.41.11 If you cannot restart the engine the bombs must be dropped/jettisoned.
Jettison bombs, ammunition and machine guns to stay in formation.
7.41.12 With bombs on board, you are Out of Formation (7.45.0) and the B-26 can go two more turns after the current, then the Pilot 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.