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!

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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11.3 Bomber Maintenance and Repair Time

RULESPosted by Magnus Kimura 2017-12-19 12:51:08
Rule 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.

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7.41.1 When the engine is out

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.

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Sequence of Play (Long)

RULESPosted by Magnus Kimura 2017-08-21 14:23:36



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? See below...

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Fighter FBO/KIA.

RULESPosted by Magnus Kimura 2017-08-21 09:27:52
Optional: Treat all KIA as FBO.

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RULESPosted by Magnus Kimura 2017-08-19 12:46:32

Flight Manual


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.

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

Aug. 2:
DT-7a & AM-1 – Addition: Lack of Oxygen.
Wider Field of Fire for the Waist Guns

Sept. 26:
Added Optional Box/Group on MP-7
Changes on TZ-5b

Dec. 10:
MT-1d Nav/Flak Zone. ”No Radar” deleted
TZ-2, changed “To Target” to “Bomb Run”

TZ-2, dice roll values changed.
DT-6, DR10, fuel consumption changed.

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

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 modifiactions.
TZ-4b, Bombing by Flights deleted, new Fire modifiactions.
TZ-5a, Target Size deleted, new Damage Assessment values.
TZ-5b, changed.
TZ-5c, deleted.
AM-4, change in info.

TZ-4b, NOW Bombing by Flights deleted and hidden info at the bottom can be seen.

MP-3, Initial Point, change IP6 Flak from +1 to +2

CT-B and Fighter Counters updated.

Me 109F-4 & Re.2001 on CT-B and Counter updated & corrected.
Addition on CT-4a & change on CT-4c.

Aug. 22:

2.82.0 How to use the Little Friends Counters

7.41.1 When the engine is out: 7.41.11 & 7.41.12

7.45.5 Advanced/Optional.

7.45.10 Fighter Cover when flying Out of Formation


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Sequence of Play

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.b

VI. 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 then VII.a
c. Landing on Land (Table LT-1a) or Landing in Water (Table LW-1)
d. Mission is over.

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