Tables & ChartsPosted by Magnus Kimura 2018-09-25 10:26:07
Right Side Tail Guns Ammo Box
B-26 and B-26A: Superficial damage.
B-26B-G: Tail Guns’ right side Ammo Box damaged. When an Ammo Box has been hit it has been destroyed and the Tail Gun is inoperable after 4 more bursts and then the Tail Guns loose Twin Gun modifier and fire as a single Machine Gun.
When both boxes have been destroyed the Tail Guns become inoperable after 4 more bursts.
Tail Gun’s Ammo Track
B-26 and B-26A: Superficial damage.
Roll 2D6: 1-3: Left side Track hit. Tail Gun is inoperable after 3 more bursts. 4-6: Right side Track hit. Tail Gun is inoperable after 3 more bursts.
When a Track has been hit it has been destroyed and the Tail Guns loose Twin Gun modifier after 3 bursts. When both tracks have been destroyed the Tail Guns become inoperable after 3 bursts.
Tables & ChartsPosted by Magnus Kimura 2018-09-16 09:37:40I cannot believe I have been so wrong!
Hold all MTO missions from Maison Blanche until I have corrected the maps and gazetteers! The location of Maison Blanche is totally wrong.
I was beginning to wonder why I did not have enough fuel to return to base after a mission to Zone 13 when I used the B-26 fuel consumption chart. I had to double check 319th reports and their first mission was to Sfax which is 13 Zones on the Mission Map. They made two-three passes and even strafed... dropped 69 300lbs bombs. The main bomb bay can hold 8 300lbs bombs, and there were 9 bombers, so each must have had eight each, that is 2400lbs, so I was wondering how could they carry a full load of 300lbs and make several bomb runs and return to Maison Blanche when it seemed to be too far and there were no records of emergency landing or staging at Telergam, which I have had to to.
It is even stated in the 319th records that "Maison Blanche Airdrome abides by Algiers."
It is not the Maison Blanche I have on the map which is near Tafaraoui, by Oran.
Tables & ChartsPosted by Magnus Kimura 2018-09-13 19:59:43
Light 0 1 2-5 6-9 10+
Why is Medium very strong 9+? Because I have included light, medium and heavy flak guns in that value.
Why is Heavy strong 8-10 and very strong 11+? Flak was dangerous at around 10000 ft... I have these values to increase survivability. Earlier I had lower values... and that was killing me. Not fun.
Tables & ChartsPosted by Magnus Kimura 2018-09-13 19:14:08
D-8 Bomb Sight above 5000 ft: -2; above 8000 ft: -5
Tables & ChartsPosted by Magnus Kimura 2018-08-27 11:21:57
Fighter Breaks Away - FBA
Twin .50 and .30 MGs also have FBA.
DR 5 for Twin .50 changes from LD to FBA. (Modified and unmodified)
.30 has a higher rate of fire than the .50. More hits, less damage.
Tables & ChartsPosted by Magnus Kimura 2018-08-25 12:10:02Hydraulic System Damage
I have made some minor changes on the Damage Tables. It will not affect play-testing.
Tables & ChartsPosted by Magnus Kimura 2018-08-24 23:22:2711:
Battery – Destroyed! B-26:
12V Electrical System. Left Wing: No effect. Right Wing: See Two Batteries Destroyed.
One Battery Destroyed:
No effect. If one Generator also destroyed:
Propeller Governor malfunctions
(DT-6, DR8, #12) and Instrument Panel – Vital Instruments out (DT-2, DR5).Two Batteries Destroyed:
No other effect if one Generator is operating.Two generators Destroyed:
Roll on DT-6, DR8, Engine, once for each Engine. Ignore all results except for
Runaway Engine. Check also Runaway Engine each following Turn.To conserve power,
Two Engines on ½-Power (7.41.4) and no Re-Start possible. The following systems must be turned off:
Radio out – no mayday. If out of formation when forced to ditch LW-3, Sea Rescue is –5. At
night, the mission must be aborted.
Intercom Out – mission may be aborted. Gunners’ To Hit is -1 and Bailout on BO-1a-c for
crew man not in the Cock-Pit is -1. No Passing shots.
Top Turret (and B-25C/D/G Lower Turret) is out.
Tail Guns’ Ammo Tracks are out.
On Pathfinder: Oboe Equipment dead. Abort.Power is Low:
Before moving into the next Zone, roll D6
(-2 if one Battery is destroyed): 1:
Power is low. You
must land within 2 Turns, or use Radio (roll again, +Radio Operator Skill, if power is low Radio is malfunctioning)
then land in next Turn, or continue 1 Zone, then in next Turn Complete failure of the Electrical System – Land
on LT-1, Land or LW-1, Water or bail out on Bailout, BO-1a, b. Treat as Two Engines on ½-Power when landing.
Enough power to continue.Two Batteries Destroyed & if two Generators are also Destroyed:
Complete failure of the Electrical System –
Land on LT-1, Land or LW-1, Water within 2 Turns or bail out on Bailout, BO-1a, b. Treat as Two Engines
on ½-Power when landing.