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!

Q & A #17

Q & APosted by Magnus Kimura 2016-05-19 02:02:39

Q: DT-5 DR11 then DR4 Oil Cooling –SMOKE! I assume this occurs but the second roll for a fire only takes place if the engine either has been or is subsequently hit.
A: Yes, each time the engine is hit after this damage, you must check for fire. This includes a second hit to this engine during this attack.

Q: Rule 7.39.3 on a roll of 51-66 fighter breaks off before next attack. Does this mean it still follows through with the successive attack currently being rolled, or does it break off before firing/being fired upon?
A: "For purely selfish reasons I chose the latter interpretation." That was correct! The fighter breaks off before the successive attack. It spent all ammo during the previous attack and must return to base, fuel is low or it may have been attacked by a little friend, it may have been damaged by another bomber.

Q1: Fuel Use - Even though the fuel use chart states ‘per engine’ I assume that with one engine out it still consumes fuel as per two engines to reflect additional usage by the lone engine to maintain speed. Otherwise, it should take two turns/zone if running on only one engine at ‘normal consumption.
A1: I actually have this in pencil on my fuel consumption chart and was going to change it later on the file. When you are flying on one engine the bomber uses two boxes. I suggest that you draw fuel from the dead engine first, because if the fuel transfer (on the B-26) is damaged you will not be able to transfer fuel between the wings. Using one box when flying on one engine is not recommended. The running engine must work for two and if you only mark off one box it is as if this is running on ½-power. Does this make sense? I have been thinking about this and am not sure, but what made most sense is that you use two boxes if you're on one engine.

Q2: I assume the two fuel boxes gained for jettisoning bombs and equipment does not accrue if the jettisoning was done to stay in the air on one engine.
A2: Good question, I am not sure. Lately, I have been thinking about changing this somehow or define "equipment" at least, to "ammo" and "guns" perhaps. What would the effect be if you throw everything on board off the ship when you're on one engine, how much would you gain? Perhaps not two boxes, but you'll stay in formation? I have to think about this one for a bit.

And a comment on the Expert's successive attack. His position (and aces) is not changed during the successive attack, only for the initial attack. The Old Hare moves also for the successive attack.

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Q & A #16

Q & APosted by Magnus Kimura 2015-11-20 10:27:22

Q: Table TZ-4b - I am assuming that if you are on target you are also in formation as well.
A: If you are on target after you have modified the final DR on TZ-4b, you are in formation if the final result was on target.

8.9.5 If you have been Hit by Flak and the Formation is On Target modify the final result from 8.9.2 above with the modifiers on the lower half of TZ-4b. If the result is still On Target, you are in Formation and bomb on time. If the result is Off Target, your timing is off, or you may have been forced out of formation for a short while, and your bombs miss the target. (See TZ-5a and modification for Player.) If you are in formation and your Bombardier (Togglier) has been wounded and/or Bomb Release has been damaged add also the modifiers at the bottom of TZ-4b.

Q: Table TZ-4b - I also assume that if you press on to the target zone out of formation that this table is skipped and you are automatically off target?
A: Yes, since you don't have a bomb sight installed as a Togglier, you are off target.

Q: What is a skill level and what is considered a lead position?
A: Skill level depends on the number of missions a crew man has flown (see 11.3). A lead position is ship #1 in each flight. #1 in the lead flight is the box leader (as well as lead flight lead).

Q: Is it the flight or group aspect on the reverse of the Mission Sheet?
A: That is a view of your flight from above. (See 2.90.0 Formation Position.) I have added "POSITION IN FLIGHT" on the Mission Chart.

Q: When out of formation, there is no friendly fighter cover?
A: If you have Area Cover, you will still have Area Cover when you are out of formation. Close Escort is not available. (See 7.45.10 and Table CT-4d.)

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Q on TZ-5a

Q & APosted by Magnus Kimura 2015-11-20 09:53:08

Q: TZ-5a break down results in even (10, 20, 30, etc.) increments yet have modifiers that can result in halfway (15, 25, 35, etc.) results. Are such X5 results rounded up or down for purposes of determining the qualitative (Good, Superior) effects on target?

A: %-age is used to calculate the final result. These are rounded down.

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Q & A #15

Q & APosted by Magnus Kimura 2015-10-12 23:39:06

Q1: Table MT-1d, last paragraph, LITTLE FRIENDS, there is NO Table CT-4d.
A1: Corrected. Should be CT-1d.

Q2. Fighter Special Notes on Table CT-b: Heinkel HE 162-A1 Rear MG/Damage & Special Notes, the sentence is truncated ..... if AC is ...............

BF 262 A-1 same as for Heinkel Note above.
A2: Corrected. "Good" his hiding under the line.

Q3: Table TZ-2 comment on Flak Accuracy (.... if Weak, Moderate or Strong.......) should be deleted as Flak Accuracy is used in ALL Intensity levels as indicated in the 4 Level Intensity explanations above it.
A3: Deleted.

Q4: Table TZ-4b seems redundant as you use Table TZ-4a to simulate Lead's Bomb Sight Bomb Run anyway. Maybe re-examine table's purpose ?
A4: The fourth point is a good one. I have struggled with this issue for many years. I have tried to come up with a good idea which would work well to simulate the togglier and I actually have my doubts about this table (TZ-4b). However, I feel that it is the best yet, but it could be better, or simplified somehow to make it better and easier to use. The purpose of TZ-4a is to simulate the success of the entire formation (flight or box). TZ-4b simulates your own single B-26 in the formation, how damage and hits to your ship affect the final result. You use TZ-4b only if you have been hit by flak or have the damage listed in that table.

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Q & A #14

Q & APosted by Magnus Kimura 2015-10-12 13:45:36

Q1. What occurs after 5 superficial hits take place?
A1. After five superficial hits you have visible external damage. (see 7.39 Successive Attacks.) That means that even if your ship has no serious damage, it still has taken so much damage that it looks seriously damaged to the enemy fighters and they will single out your bomber and try to bring it down.

Q2. Is there a flak check in zone 1 due to navigation (if it occurs)? It seems that zone 1, being so close to Britain, a flak check would be unrealistic. Is there a possibility to make an exception to exclude flak checks in zone 1 ?
A2. No, no flak check in Zone 1 (even if it sometimes is "enemy territory." Zone 1 is friendly, but may see enemy fighters over friendly territory. ie. a modifier in the gazetteer.) I will see if I can add this tho the rules.

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Q & A #13

Q & APosted by Magnus Kimura 2015-10-06 23:53:35
Q1: Is there a rule that covers 'Engine Out' & 'Gear Down' on the same side?

A1: There is a rule which covers one engine out and gear down, which causes drag, but not a rule to specify what the effect is if the gear is down on the same side as the engine out.

7.41.1 When the engine is out

7.41.11 The bombs and equipment must be dropped/jettisoned. You can stay In

Formation until the Turn is over before you drop/jettison the bombs and


7.42.0 DRAG

Mechanical Failures or combat damage can result in drag or slowing down your bomber. An unfeathered propeller, landing gear down, flaps down, cowl flaps open, BIP damage and Aft Bomb Bay Doors jammed open will cause drag.

7.42.1 The B-26 is out of formation immediately after the attack and must go through one more turn in the current zone and two turns in each of the following zones (see 7.45.0 Out of Formation).

7.42.3 With one engine out and drag the crew must bail out or the B-26 must land at the end of the second turn.

Q2: Does DRAG cause an Out of Formation occurrence ?
Yes, it does. See 7.42.1 The B-26 is out of formation immediately after the attack and must go through one more turn in the current zone and two turns in each of the following zones (see 7.45.0 Out of Formation).

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Q & A #12

Q & APosted by Magnus Kimura 2015-09-30 00:33:34
Q: I noticed that there are blind spots to B26 fire in the 10 and 1:30 clock positions as no gun is listed as having a line of sight to these. I assume this is intentional ?

A: Yes, no gun can fire at fighters attacking from 10 and 2 (changed from 1.30) level and low. The Top Turret can fire at 10 and 2 high.

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Q & A #12

Q & APosted by Magnus Kimura 2015-09-24 11:52:36
Here are new questions which I'd like to take a moment to reply to: second mission sent me to a Marshalling Yard in Lille. On the outbound leg in the target zone I encountered 3 enemy fighters (an Alter Haze, a wingman, and a green pilot).

Q1: When using CT-3, do I roll for the effects of fighter cover for EACH attacking aircraft?
A1: Yes, roll for each fighter. (Flight Manual by 7.31.0.)

Q2: What is the 1st roll modifier all about?
A2: That modifier is to reflect the strength of your your fighter cover force against enemy fighters. The base value for a successful fighter cover engagement is 5 or 6. If you have a stronger force, eg. good close escort (more fighters) then their effort modify the first roll with +2.

Q3: Do I have to roll twice for each attacking fighter?
A3: The answer to that question is actually both yes and no. NO if the first roll is No Effect. YES if the first roll is "Attacking fighter damaged!" A third roll is optional if the fighter is KIA.

Q4: There are no SERIOUS -2 markers for enemy fighter damage.
A4: I'd like to say both yes, there are and oh, no, you are correct! I have them and use them, but I have forgotten to include them in the Core Game. Very sorry about that! I'll them ASAP.

Q5: Bad Formation counter says MT 2, but there is no MT 2 only Table MT-1b.
A5: That is correct. Good and Bad Formation should be MT-1b, not MT-2. I'll correct that.

Q6: No crew experience modifiers. May I suggest the following:

Green -2; Trained -1; Average 0; Good +1; Excellent +2; Superior +3

My question to this: Interesting idea! Is that for the B-26 crew? Could you elaborate on that and how Crew Experience could be used.

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