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 #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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Q & A - Basic or Adv?

Q & APosted by Magnus Kimura 2015-09-22 12:05:21
Some comments by Ken in our play-test team:

It took Ken about 20-30 minutes to set up the mission. I hope that with these changes it will be quicker to do that and also easier to understand by just looking at the tables which you use in basic and advanced game play.

The basic and advanced rules need to be outlined and distinguishable so as to clarify what is being used. Expressly, I find that the tables and charts need to be listed as an advanced use table or a basic use table. Use different sections if necessary. Reply: I have put the title of each of the advanced tables in italics and also put "Adv" to the right of it.

2. I think it would be better if you eliminated one box from the squadron as 6 aircraft are enough and these can be listed as Flight 1 (first 3 aircraft with Lead) and Flight 2 (last 3 aircraft with Deputy Lead). Reply: I will keep this as it is for now as your mission (bomb run & defense) is affected by how many ships you have in your formation. Perhaps simplify this for Basic game play?

3. Be sure to specify which aircraft are using Toggliers and which are using Bombardiers( I figured it out after perusing the rules, it specifies Lead and Deputy Lead have Bombardiers only). Reply: I have added a note on Table MP-7 about which planes have a bomb sight and which are toggliers.

4. The data sheet (flight log) is quite extensive. The entries that are used in the basic game should be highlighted (bold type or italics perhaps ?) so as to skip the entries that apply to the advanced game. Reply: I have italicized the advanced/optional entries on the Mission Chart.

Flight Manual (page 7 - page numbers have been added)

Under "The Tables and Charts Booklet" below "Part 3"

All the tables you need to fly missions are in this booklet. They are arranged in an order in which you might come across them during a mission. Tables used with the Advanced Flight Rules are also included in that order, so that you will not have to flip through the pages to search for these advanced/optional tables. The Advanced/Optional Tables have the title in italics and “Adv” to the right of the title (eg.: MT-1a FORMATION EVENTS Adv). It may confuse you at first when all tables are together, but soon you will learn which tables to use on your mission.

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Q & A - Low-Level

Q & APosted by Magnus Kimura 2015-05-30 13:44:50
More questions arose after Boardwalk Beauty's third low-level mission. Attached is the document with questions and the answers in red.

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Q & A - Low-Level

Q & APosted by Magnus Kimura 2015-05-22 12:29:35
A couple of questions arose after Boardwalk Beauty's second low-level mission. Attached is the document with questions and the answers in red.

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Q & A #11

Q & APosted by Magnus Kimura 2015-04-03 09:18:45
Q1-3: (These refer to the two A-20 Models Tables tables in the A-20 Add-On.)
A: I understand your confusion. Please ignore those for now, they're not finished yet.

Q2: H & J Mission Charts list “Dorsal Guns” rather than “Top Turret.”
A: That has been corrected.

Q3: (Bomb Load Add-On) A-20 bomb Load table roll for Wing Racks should include J as well as H (A-20G-20).
A3: That has been corrected and "A-20G-20" has been changed to A-20H.

Q4: (More Fuel Consumption Boxes?) Either I am reading the fuel rules wrong or something is broken here. I ran a five zone mission and landed with no fuel. There is no way I would have made it with wing bomb racks or if we had gone Off Course at any point.

Q4 - a: I’m assuming that all fuel cells are equal, 1 Bomb Bay Fuel Cell is equal to 1 Wing Tank Fuel Cell. If this is wrong, and one Bomb Bay Fuel Cell equals two Wing Tank Fuel Cells, then there is my problem. If that is the case, I would suggest making them equal and doubling the number of Bomb Bay Fuel Cells.
A4-a: No, your assumption is correct, each cell should be equal. I actually noticed this when I tested the A-20 Fuel Charts last week. I had never used the Bomb Bay Fuel Cells on the B-26 so I did not think about this at all. It was only during one of the first missions with the new A-20 that I realized that I may be wrong with the fuel in the bomb bay. On this mission I crossed off only one box (ie. it equaled two wing tank boxes).

On the following mission I added one row of boxes to the G and H/J. I was flying a J, but used the chart for the G at the same time to test if it would work better with an increased fuel limit. This, and the previous mission, had the target in Zone 5, and I used one box per engine.

The H/J would make it with and without the increase, and one box per engine, but still you'd be worried. The G landed with virtually empty tanks on the previous mission, and made it only to Zone 2 when returning.

It seems that doubling the amount of cells in the A-20G bomb bay would be a good idea and adding 10 boxes for the H & J. I'll do that on the charts today.

Historical Note:
Main Tanks: 136 gallons each (B-26: 360)
Outboard Tanks: 64 gallons each (B-26: 121)
Bomb Bay:
G - two cells, 70 gallons each (140 total)
H/J - three cells 108 gallons each (325 total)
(B-26: The bomb bay tanks held 250 gallons each)

The limited range was a concern for A-20 crews, if I am not mistaken. I have not been able to find a consistent range value for the A-20s. Here's what Joe Baugher has on his excellent site:
A-20G (1-45): 1025 miles with 2000 lbs bomb load
A-20H (=A-20G-45 but with different engines): 880 miles (normal range)
A-20J (=A-20G-25 and later models): 1000 with 2000 lbs bomb load
A-20K (=A-20H, but with glass nose): 830 miles (normal range)

While looking at this compilation I see that all A-20 models in B-26 should have an equal amount of fuel cells, because the A-20H and K are not covered in the game. If you look at the fuel consumption charts, you'll see that the "Game G" is like the H-model above. Remember, in the game there is a change:

A-20G-5 is now A-20G
A-20G-20 is now A-20H
No change for the A-20J

The G-5 has the twin dorsal guns and the G-20 the top turret. I made the change in the game to distinguish the difference in armament.

Q4 - b: Under the Per Event entries:

Q: Is the Take Off Turn correct (1 ½ in addition to the normal 1/zone) or should it be ½ extra?
A: That is in addition to the normal usage per zone.

Q: Should the parenthetical “(or 1 & 1 Left or Right Engine)” be “(1 Left or Right Engine)” as per the others.
A: This is confusing, I think I'll remove that from the charts. Use 1½ per engine or 1 per engine and then 1 (2x ½) from either the left or right engine.

Q: I’m still not clear about the ½ for “Off Course on MT-1a.” If I have to spend an extra turn in zone that will already cost extra fuel. Does this ½ apply even if I roll “On Course” at the end of the turn?
A: I'm sorry, I forgot that you were confused about this earlier too. That ½ is used each time the result on MT-1a is Off Course, not when you're off course on MT-1d navigation. It is because you spend some extra time in the zone to get back on course.

Q: IP & RP Turn; is it +1 for the IP turn and another +1 for the RP turn, or am I misunderstanding and the IP & RP all take place on the same turn?
A: No, you are correct. It is 1 for each event. I'll divide that sentence on the chart.

Q4 - c: Under Damage per Zone, Fuel Tank Leak: Do you roll D6 each zone and lose that many Fuel Cells, roll once, but lose that many Fuel Cells each subsequent zone, or do you only roll and lose the fuel when the leak first occurs?
A: I was actually thinking about this during the week, the amount per zone or once? I'm not sure what the easiest way would be. Today, that amount will be leaking per turn. So, the normal usage plus the leak each turn.

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Target Zone Question

Q & APosted by Magnus Kimura 2015-03-31 16:41:26
Here's a question that I thought of today and my answer to that question:

Where does the Target Zone Turn begin and end?

The Target Zone Turn begins in the Zone where the target is located and it begins by rolling on TZ-1, Weather. You then roll on MT-1a and MT-2.

If you Break-Off the Bomb Run for some reason, usually a Random Event at this point, then you can do it now. Your next turn (Target Zone/Return) begins by rolling on MT-1a and FLAK. Before you move into the next turn roll on MT-2.

After MT-2 and possible fighter combat, roll on TZ-2, Flak intensity and accuarcy.

Next you make the Aim Point Check on TZ-1.

If you Break-Off the Bomb Run because you cannot ID the Aim Point your next turn (Target Zone/Return) begins by rolling on MT-1a and FLAK. Before you move into the next turn roll on MT-2.

If you can find the Aim Point roll on (TZ-4b and) TZ-4a. Finish the Target Zone Turn by rolling on TZ-5, Accuracy.

You begin the Target Zone/Return by turning the Formation Counter so that it faces your base. Check MT-1a, flak and finish with MT-2.

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