The Marauder Strikes!

The Marauder Strikes!

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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!

Clarification: Tail Ammo Box and Track

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.

B-26B-G:

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.

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Maison Blanche? Or Maison Blanche!!

Tables & ChartsPosted by Magnus Kimura 2018-09-16 09:37:40
I 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.

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Change Light Flak Values

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.

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D-8 Bomb Sight Change

Tables & ChartsPosted by Magnus Kimura 2018-09-13 19:14:08

D-8 Bomb Sight above 5000 ft: -2; above 8000 ft: -5




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New Values on MP-5, EAR

Tables & ChartsPosted by Magnus Kimura 2018-09-13 11:44:11


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CT-4c, Damage on Fighter

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.



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Hydraulic System Damage

Tables & ChartsPosted by Magnus Kimura 2018-08-25 12:10:02
Hydraulic System Damage
I have made some minor changes on the Damage Tables. It will not affect play-testing.

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DT-6, DR11

Tables & ChartsPosted by Magnus Kimura 2018-08-24 23:22:27
11: 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, treat as 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. 2-6: 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.

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