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!

Wing almost rips off...

Mission ReportsPosted by Magnus Kimura 2017-09-19 22:02:21
This was on a mission to Maintenant, a bridge. First a flak zone and then the flak defense over the target. Right wing is hit several times, both before and after the bomb run. The wing root takes four hits! One more and it would have ripped off.

I also used a lucky charm to negate #1 out so I could stay in formation and bomb the target.

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In the Target Zone...

Mission ReportsPosted by Magnus Kimura 2017-07-10 12:12:47
There is flak over the target at La Pollonieres rail road viaduct. It's very strong but inaccurate...

I roll 4 times on inaccurate... 3... 12... 5... 10... and that is hit, hit, miss, hit... of course.

So how many hits? I roll 2... 10.... & 5... and that is, 6 hits, 5 hits and 3 hits in one area...

6 hit: left wing, tail, waist, tail, radio room, armorer's station
5 hits: pilot compartment, right wing, waist, tail, left wing
3 hits in the pilot compartment

I have to use three lucky charms. A 109G-14 has hit my ship earlier and I used another lucky charm at that point. With the three lucky charms now there is a total of 6 superficial damage. Other damage is a punctured wheel, inoperable landing gear and the raft destroyed.

On route to the target three 109G-14s have attacked in one wave from 6 (DR6 in zone 3). Three 109A-7s came in from 6 (DR65 in zone 4) and three 109G-6s attacked from 12 (DR 66 in zone 5) before flak over the target.

I am high flight lead in box 2, lead group and we are now going to bomb this viaduct...

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The Mission with the Worst Results Ever?

Mission ReportsPosted by Magnus Kimura 2017-04-13 00:38:00
The mission today was on June 12, 1944, to Valogne, Railroad Junction. No fighters attacked on route to target. I was Box 2 Lead.

The High Flight in Box 1 hit and had fair results. Lead and low missed. On my first run I could not identify the aim point so I decided to go around. I had been hit by flak, right landing gear destroyed, and on this second run a fighter attacked from 10 high, an ace in a FW 190A-8. My top turret gunner missed and so did the fighter pilot. I was hit by flak! Pilot's control column and Complete failure of the electrical system! With two lucky charms I negated these two results.

The weather was fair and for the second time the aim point was lost. I decided to bomb anyway, but was off target 0%. High and low flight were Off!

Only one flight out of six hit this small railroad junction and the group's result was poor.

This mission was with new aim point check values on TZ-1 and TZ-5b deleted.

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65 Missions?

Mission ReportsPosted by Magnus Kimura 2016-12-14 11:02:12
The Green Witch has completed 64 missions. Some of the crew men have only one more mission to complete a tour. (Actually, the tour of duty was 50 at this time of the war... I see that now in the rules.) The 65th mission is a short hop to Bethune, MY in Zone 2, on April 24, 1944. I have about ten Lucky Charms... will that be enough?


The Green Witch returned! There were no fighters seen and flak was weak, inaccurate going in and strong, inaccurate as we returned. Box 2 missed the target. I was deputy lead in Box 1 and we were on, Excellent, 95%. One ship was lost, High #5, hit by flak. I was hit by flak in the main and aft bomb bay. A lucky charm negated a destroyed bomb door mechanism which would have kept the bomb doors open after the bomb run. The hit in the aft bomb bay was superficial. Box Lead left the formation after a flak hit so I took over. High #4 also became a flak casualty.

The Green Witch will now be upgraded to a B-4, but without the package guns.


Two crew men, the B/N and the Armorer will fly missions with other crews to reach 65. The B/N has 5 more to go and Armorer has 3 more. The next mission is to Marquenneville, NB, Amiens, MY, is secondary. They are in ship #669, a B-26C.


The Co-Pilot will most likely become Pilot on The Green Witch when she returns. The Pilot may become a lead crew pilot or transfer to the 1st Pathfinder Squadron.

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Huge Disappointment over Ijmuiden

Mission ReportsPosted by Magnus Kimura 2016-08-19 15:44:19
The weather changed from good to bad.

Box 1 did not ID the Aim Point.

I am Lead Deputy in Lead Flight Box 2.

Aim Point Identified!

Bomb Run is on, 500 feet.

Accuracy... on 2D6... is "2!"

Result is 20%, poor...

Oh, well...

The good thing in this is that Box 2 Tail Group was Superior. Box 1 did not ID the Aim Point.

Flak was heavy, very strong and accurate. No bombers were lost and I took a hit in the right aileron and a superficial damage in the tail. That was good too.

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Aim Point Unidentified over Cormette, No Ball in Fair Weather

Mission ReportsPosted by Magnus Kimura 2016-05-16 18:12:14
I am Lead in Lead Flight, Box 1. The weather is fair over the target which is a No Ball at Cormette. My HQ Lead Bombardier does not identify the aim point on the first run.

I could have bombed using the new modifier, but I decided to go around instead. High Flight did not identify the aim point either, on TZ-5b, and will go around. Low flight bombed, hit the target and scored Excellent! I would not know this until after the mission when the strike photos are analyzed. An excellent result destroys this very small no ball target.

What do I do now?

Go around an bomb the target to smitherines? Since I would only know that the low flight has bombed, but not hit, and not how accuarate, I should go around and bomb, and so should the high flight. I have already rolled the result for the low flight and know that the target has been destroyed, which means that I could return to base.

I think that I'll go back, cancel the result for the low flight, go around with the lead and high and check the result after the mission... or keep the low flight's result and pretend that it is what rolled after the strike photos has been developed.

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A20-J Sweet Suzie, Mission #2

Mission ReportsPosted by Richard Morey 2016-05-10 05:47:27

A-20J Sweet Suzie

Mission No: 2/2

Campaign: Normandy, 1-5 June 1944

Date: 5 June 1944

Primary Target: Airfield, Chartres, France

Secondary Target:

Mission Profile: 12,500 Ft, Flight Lead, Lead Flight, Box II, Tail Group

Results: DNB

EA engaged: Bf 109G-6

Formation Losses: None

Crew Mssns EA

Pilot: 1LT William (Bill) Howell (1) (0)

Bomb/Nav: 2LT Kenneth (Ken) Rodgers (1) (0)

Engineer: Sgt Kang Zhao (1) (0)

Gunner: Cpl John Maxwell (1) (0)

Claims: None

Awards: None

Damage: Superficial x4 (4), Starboard Oil Cooler (10), Rudder x2 (20), Windscreen x1 (5), Port Engine Out (15+25), Starboard Engine NE (15+5) = 99 Peckham Points, AC ready next day.


This was not our lucky day. Then again, considering we made it back with our skins intact maybe it was. But it sure didn’t feel like it at the time.

Once again we found ourselves flying flight lead, though with the size of the target we were just one small part of a large formation. Things starting going awry almost from the beginning, with a near collision on takeoff due to someone else not paying attention to the departure schedule.

People still weren’t paying attention and as we headed out over the Channel people started drifting out of position, resulting in a loose formation. At least it wasn’t just my flight. Somehow we managed to link up with our escort and then headed toward France.

Formation Lead got confused and we encountered some Falk as we crossed the French coast south of Ault. A near burst took out a goodly chunk of the rudder. The German gunners must have vectored their airborne cousins onto us because shortly afterward the Luftwaffe came in with a vengeance, Sweet Suzie being targeted by a Bf 109G-6 with plenty of kill marks on his tail. This guy knew what he was doing, coming in low on our 10 O’clock where we couldn’t fire back. Our Little Friends were otherwise occupied so we had no choice but to sit and take it. Jerry hit both engines, taking out the port one while the starboard oil cooling system began streaming black smoke. I tried restarting #1 but it was dead. At least I managed to feather the prop. John (Cpl Maxwell) took a shot at Jerry as he dove away, but missed.

Jerry came back for a second attempt, this time coming in level on the nose. The P-38s were still busy elsewhere and I fired the nose guns but missed. No so Jerry, hitting the windscreen right in front of me. For a moment I thought I’ had it but the plexiglass held. My scare wasn’t near as gerat as Ken’s (2LT Rodgers). Jerry’s big 30mm put a couple rounds into the nose, apparently zipping past either side of Ken’s head. John took another shot and missed as the cocky Kraut flew by. Jerry must’ve run out of ammo as he broke of the attack after that.

With one engine out I had to turn the Flight Lead over to 1LT Blackstum in Randy Rhonda and drop out of formation. I ordered the crew to jettison all non-essential equipment so we could stay up on the one good engine, and dropped to a warmer altitude as we’d lost heat along with the port engine. I turned for home. Fortunately, the Luftwaffe was more interested in the bombers continuing on to the target and we were left alone for the trip back to Chalderton.

The landing was bit touchy with only one engine, but Sweet Suzie lived up to her name and we pulled onto the tarmac where TSgt Ballard’s face said it all. After chiding me about what I’d done to “His airplane,” TSgt Ballard calmed down a bit and promised he’d have her back in flying condition by tomorrow.

William Howell, 1LT, commanding

A-20J, Sweet Suzie

130th Squadron, 135th Bomb Group (L)

Here's the dieroll-by-dieroll:

And here are the rules questions that arose:

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I should have bombed the secondary!

Mission ReportsPosted by Magnus Kimura 2016-05-02 11:15:16
This was an unsuccessful mission. The target was a no ball at Linghem. I improvised and sent Box 2 to a no ball at Clety. The weather was predicted to be poor in the target zone so I chose Cambrai/Niergnies airfield as a secondary. I bombed this about a month earlier, but with poor results.

When I arrived the weather was indeed poor. I was High Lead, Box 1. Lead Box 1 found the aim point and hit with good result. My B/N did not identify his aim point so he bombed through the clouds which covered the target (ie, new bomb run modifier on TZ-1). There were also heavy winds here which made the bombing even more difficult. (Bad weather from (MT-1e). His skill is -1 because he has less than 5 On Target Results. He was off target! Low, Box 1 did not identify the aim point and was off/no effect.

Box 2 did not identify the aim point at Clety and went to the secondary. Box 2 was On, but scored no more than a poor result.

I should have ordered both boxes to Cambrai when I knew the weather situation over the primary, especially since the weather over Niergnies was good!

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