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!

P-61, Cock-Pit Heat

P-61Posted by Magnus Kimura 2017-02-09 19:41:24

For a larger image: http://talk.consimworld.com/WebX?14@@.1ddb8af9/62

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P-61, CT-5c

P-61Posted by Magnus Kimura 2017-02-09 13:01:08


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P-61?

P-61Posted by Magnus Kimura 2016-07-31 05:44:56
Radar and night fighting could work. Think I need a better combat and movement board though with hexes.

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New GCI Screen?

P-61Posted by Magnus Kimura 2016-03-11 23:02:13


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Radar & Night Dog Fights?

P-61Posted by Magnus Kimura 2015-11-08 11:09:25
As you know by now, I have been working on and off on P-61 for many years, longer than B-26. I got stuck and B-26 was begun instead. The challenge I have been facing is how to simulate the GCI and AI. GCI has contact on a bogey and directs you toward it, it is dark, you can't see it, your RO picks it up on his scope and directs you to the bogey, you must visually identify it before you fire. Perhaps an enemy night fighter sneaks up on you from below and behind?

I thought I had something that would work, but I have to come up with another idea....


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P-61 Title?

P-61Posted by Magnus Kimura 2015-10-01 01:19:19
P-61 Black Widow
LADY IN THE DARK

CONFIDENTIAL
CONFIDENTIAL
548TH NIGHT FIGHTER SQUADRON, AAF APO # 245
548TH NIGHT FIGHTER SQUADRON MISSION REPORT #548-4 15-16 AUG 1945
1. A. TWO P-61 AIRCRAFT
B. ONE JAP TOJO
2. A. NONE
B. ONE JAP TOJO DESTROYED.
3. NIGHT INTERCEPTIONS
4. LT. JONES----ETC BOB 72
CAPT. SOLOMON-----ETC BOB 55
(I changed my name in 1962 from Solie Solomon to Lee Kendall)
TAKEOFF: BOB 72 - 1910 LANDED: BOB 72 - 2116
BOB 55 - 1910 BOB 55 - 2203
BOBOLINK 72 WAS AIRBORNE ----------ETC
BOBOLINK 55 WAS AIRBORNE AT 1910 ON REGULAR CAP WITH PINEAPPLE CONTROLLING. ABOUT 2000 CONTROLLER INFORMED PILOT THAT THERE WAS A BOGEY ON HEADING OF 180 DEGREES,ALT. 4500 FT. ALMOST IMMEDIATELY AI CONTACT WAS MADE AND BOB 55 CLOSED TO 2000 FT. RANGE AT A SPEED OF 300 MPH. IN CLOSING RADAR OBSERVER PICKED UP WINDOW NUMEROUS TIMES AND ALSO DURING THE CHASE. BOGEY MADE A HARD RIGHT TURN. GCI CUT OUT THE RO AS HE DIRECTED THE PILOT TO MAKE A PORT TURN AND SECONDS LATER, AS MESSAGE WAS REPEATED OVER INTERPHONE, BOB 55 HAD LOST ADDITIONAL RANGE. PILOT MADE TURN AND BEGAN CLOSING AND WINDOW WAS AGAIN DROPPED BY BOGEY, AS HE CONTINED HARD, EVASIVE ACTION, UNTIL HE WAS OVER POINT OKIE WHERE HE TOOK ADVANTAGE OF THE GEOGRAPHY AND DUE TO GROUND SCATTER, RO LOST CONTACT. BOB 55 SEARCHED OVER POINT OKIE FOR ABOUT 10 MINUTES WHEN PINEAPPLE GAVE PILOT A HEADING OF 270 DEG. AND THEN CHANGING TO 240 DEG. BOB 55 USED ALL SPEED OF 300 MPH OR BETTER IN TRYING TO CLOSE BUT EVEN SO, PINEAPPLE INFORMED THEM THAT BOGEY WAS PULLING AWAY. DURING THIS PERIOD, WHILE BOGEY WAS USING VIOLENT EVASIVE ACTION, AI CONTACT WAS PICKED UP FORE TIMES AND LOST EACH TIME. BOGEY HAD WORKED HIS WAY TO POINT UNCLE WHERE BOTH GCI AND BOB 55 LOST CONTACT. LATER A SPLASH WAS REPORTED ON POINT UNCLE BY PINEAPPLE. PILOT ORBITTED OVER THAT AREA FOR A HALF HOUR DURING WHICH TIME BOGEY DID NOT APPEAR. BOB 55 PULLED OUT TO NORMAL PATROL AREA TO FINISH REMAINDER OF CAP. PANCAKED AT 2203.
CONFIDENTIAL
CONFIDENTIAL
----------------
One more thing: an excerp from: Aircraft Number 106
Squadron/Signal Publication
"Probably the most famous Black Widow was Lady in the Dark of the 548th NFS. The Lady was credited with the last two kills of the Second World War. Both kills were achieved without firing a shot when the P-61 forced both Japanese fighters into the sea."
This publication failed to mention that Lady in the Dark was assigned to me and my crew.It also failed to give the date of the first kill on the 14th of Aug. 1945 and the second kill (mine) on the night of 15-16th of Aug. 1945, almost 24 hours after the war was offictially over!
No wonder history is so often distorted or plain wrong.
http://www.military.cz/usa/air/war/fighter/p61/p61_docum.htm

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Work in Progress...

P-61Posted by Magnus Kimura 2015-05-01 10:27:12
P-61 AI Action Board

I am pretty sure that I have solved the first problem I encountered which put this project on hold about 20 years ago and that was how to use the GCI/AI Radar. Next obstacle is DOG FIGHT.

This beast will also be included:

P-61: Queen of the Midnight Skies was what I named this B-17:QOTS variant at first some 20 years ago. Later I found a book which has that title so I will change the P-61 B-26 Add-On to something different.

GCI Screen - use the data from GCI on the Radar Intercept Action Board
















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And Suddenly...

P-61Posted by Magnus Kimura 2015-04-29 06:23:38
...the P-61 Damage Tables have been begun and will probably be finished later today, if we're lucky.

Ooops.

About time! The P-61 started this whole shabang.

DT-1: Nose/Cock-Pit
DT-2: Cock-Pit/Gunner-Obeserver
DT-3: Instruments
DT-4: Mid-Section
DT-5: Gun Bay
DT-6: Wings
DT-7: Radar Operator
DT-8: Booms/Tail

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