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!

Added on BO-2a, Bailout Landing

Tables & ChartsPosted by Magnus Kimura 2018-01-06 23:09:30

The procedure of returning a rescued airman back to England or sent back to the US to be rotated to another therater of war will not be covered in B-26. It could take several weeks or months for a rescued airman to return to England and in B-26 it will be simplified as follows and not entirely historically correct:

Roll D6 for the number of weeks (1 to 6) it will take for the airman to return to England, and then another D6 to see if he will return to the group or be sent to the US for another assignment; 1-4: The airman stays with the group and will become a member of another crew, eg. the Player’s crew. 5-6: The airman is sent to the US.

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Added on CT-4a

Tables & ChartsPosted by Magnus Kimura 2017-04-19 20:39:49
Long Burst vs One Fighter: Mark off Extra Ammo Boxes. +1 To Hit & +1 on CT-4c per Extra Ammo Box used.

There have been some changes and additions on CT-4c. NE has increased, KIA decreased. Greater chance of jammed machine guns if extra ammo is used. To Hit and damage increases with extra ammo boxes.

Another choice added to the game play with this in mind.

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Revsions in Tables

Tables & ChartsPosted by Magnus Kimura 2017-04-12 13:21:56

Updated Tables and Charts Booklet will be uploaded to Dropbox


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.

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

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TZ-5b The Other Box/Flight Damage

Tables & ChartsPosted by Magnus Kimura 2017-04-12 02:04:41

TZ-5b The Other Box/Flight Damage

Simplified Method

Check Aim Point on TZ-1 (with +1) for average result of your other two flights. If AP is identified roll once on TZ-4b with modifiers for Target Size and Bridge only. Roll on TZ-5a for damage. After the Bomb Run you will have one result for your Flight and one result for the other two Flights in your Box. You may combine the two results, ie, two Good becomes one Excellent.

Optional and Advanced Method

This method can be used to determine the success for each Flight in each Box when Bombing by Flights and for the other Box in your Group when Bombing by Boxes. You can even use this method to determine the success of other Groups.

Check Aim Point on TZ-1 (with +1) once for each Flight in your Box, and then TZ-4b with modifiers for Target Size and Bridge only for each Flight. Roll on TZ-5a for damage also for each Flight. Do the same for the three flights in the other box.

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Why Complicate it?

Tables & ChartsPosted by Magnus Kimura 2017-04-11 13:06:19
I'll delete TZ-5b. Use TZ-1, TZ-4b and TZ-5a also for other boxes/flights/groups than yours. More info on this soon.

A version of TZ-5b will be included in shipping attacks (MTO/PTO/Aleutians/SWP/RAF Med), unless I find that it is easier to use TZ-4b and TZ-5.

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MT-2, TZ-2, Bombing by Flights - Change

Tables & ChartsPosted by Magnus Kimura 2017-04-06 21:27:59
On MT-2, change Target Zone, To Target to Target Zone, Bombing by Flights.

On TZ-2, change the modifier for Bombing by Flights (Bomb Run only) from -1 to +1 on both Intensity and Accuracy.

...and another change on TZ-2 is by "If no flak radar" under Intensity. Delete Box 1. Should now read "Lead Flight."

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Mission Chart - Additions

Tables & ChartsPosted by Magnus Kimura 2016-12-15 12:32:09

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DT-6, DR10

Tables & ChartsPosted by Magnus Kimura 2016-12-13 11:27:27

If a Fuel Transfer Pump is operating it is possible to transfer fuel from the other tanks:

- When an engine is out you may transfer fuel from its Main and Auxiliary Tank or Bomb Bay Tanks to the Main Tank of the operating Engine. Roll D6 on Main Tank Fuel Consumption. Treat as a Leak.

- If the Fuel Lines are Leaking, no Fuel can be transferred between the Wings or from the Bomb Bay Tanks to the Main Tanks.

NOTE: You cannot transfer fuel to a leaking tank and you cannot transfer fuel from a Wing Auxiliary Tank to the engine. You must transfer from an Auxiliary Tank to a Main Tank.

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