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!

Mission to Chievres Nov. 30, 1943

Examples of PlayPosted by Magnus Kimura 2013-05-12 11:11:51

Zone 0 - Take-off

Crew Chief House Rule, no mechanical failures on this mission.

Take-off roll "11" (No B-26 Take-off modifier, Pilot Skill +1, Good Weather.)

Formation Assembly: Good formation assembly and formation flying on this mission. (All future formation flying rolls on this mission are +1)

Zone 1

Mission Event: Formation Check - Formation Flying is Normal.

RV with Little Friends is successfull. We have Fair Close Escort as briefed.

Zone 2

Mission Events: Formation Casulties. One B-26 leaves. Due to radio silence we don't know why. Perhaps it is because of a mechanical failure.

Luftwaffe Early Warning Operations: No enemy attacks. (modifiers on this roll are Heavy Enemy Activity +1; GAZ Mod -1; Little Friends, Fair Close Escort -2; Tail Group +1) Roll was 4, final modifier -1, final result is 3 = no enemy attacks.

Zone 3

Mission Events: Navigation. I am Lead, Box 2 and follow Box 1 so I only check as a Togglier. Lead Box 1 is on course.

Luftwaffe Early Warning Operations: No attacks.

Zone 4 (Target)

Weather Conditions: BAD was predicted at briefing. We find that it has deteriorated and is now VERY BAD, 100% cloud cover, no visiual bombing possible.

Mission Events: Formation casulties. Two B-26 must leave.

Luftwaffe Early Warning Operations: No attacks.

FLAK: We break off the bomb run due to very bad weather over the airfield, the aim point cannot be identified. Flak can fire at us, but today they have no time to find our range and altitude. No flak fires.

Zone 4 Return

Mission Events: Formation Check - Normal Formation.

Luftwaffe Early Warning Operations No attacks. (one of the modifiers is -3 for bad weather.)

Zone 3 Return

Mission Events: Formation Check - Normal Formation.

Luftwaffe Early Warning Operations No attacks. (Even with a final GAZ Mod of +1, the die roll is 4 (+1) = 5 no attacks.)

Zone 2 Return

Mission Events: None.

Luftwaffe Early Warning OperationsNo attacks.

Zone 1 Return

Mission Events: Random Events - Ace for a Day: Pilot.

The weather over my station is very bad. I leave formation and find a field with better weather to land at.

Zone 0 Return

Landing OK.

I'll fly back to my station when the weather has improved.



Bomb Run:

External Damage:

Internal Damage:

Mechanical Failure:


1Lt Gabriel Cahill

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Aim Point Unidentifed

Examples of PlayPosted by Magnus Kimura 2013-04-29 08:27:02
I am on a mission to bomb Schipol, Nov 13, 1943. Weather is poor. The AP was not identified on the first run (Section 8.6 Aim Point Check & Table TZ-1, Weather Conditions: AP DR 8+, Togglier DR Mod +1).

No secondary target is assigned on this mission.

Had I found the AP, I would have rolled on TZ-4b, Togglier Bomb Run and then TZ-4a, Bomb Sight Bomb Run (and then TZ-5a, Accuracy).

Since the AP has not been IDd, I will Go around for a second Bomb Run (8.11.0). I will skip the roll for Commander's Decision.

1: MT-1, Mission Events. (The box is breaking off the bomb run, going back to the IP.)

I rolled "7 = NA."

2: I am in a flak area so I will check for flak, (Optional, TZ-2, Flak Intensity and Accuracy and then) TZ-3a, b & c. (NOTE: 8.11.4 After FLAK check for fighters on MT-2, Luftwaffe Early Warning Operations is moved to 8.11.5 You are now at the IP. Roll on MT-1, Formation Events again, then check for fighters on MT-2, Luftwaffe Early Warning Operations.)

On TZ-2 I rolled 6, DR -1 for Box Evasive Action after Bomb Run. Result is Moderate intensity, then 5 for accuracy with -1 for Box Evasive Action after Bomb Run. Result is 4 - Fair in accuracy. (Heavy Flak Guns with Radar.)

I will now roll Flak To Hit, TZ-3a, twice on FAIR: 9 - Miss; 8 - Miss!

Had I been hit, I would have now rolled on TZ-3b, Number of Hits, on Heavy, then TZ-3c, Area Hit by Flak.

3: I am now back at the Initial Point. I roll on MT-1, Mission Events.

4: Check for fighters on MT-2.

5: Check again for flak (Optional, TZ-2, Flak Intensity and Accuracy and then) TZ-3a, b & c.

6: Now try to Identify the AP again.

7: If it has not been identified, return to base or go for the secondary.

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Missions 2 -3

Examples of PlayPosted by Todd Beckman 2012-06-13 00:58:52


Belle Star has completed missions 2 and 3. Mission 2 had no problems.

We were off target, but still got 10% of it. No real damage.

Yet, mission 3 and flying in the Tail position was trouble.

First major issue was that the group got of course and it seemed that

we would never get back on, finally, in the third homeward zone, we did.

Over the target the heavy flak took out the left wing engine, causing the plane

to drag and be slow. Sending twice the time in a zone drove the Luftwaffe out and the flak flying more. Yet, our Little Friends did a great job in keeping them off our backs and SSG Way again from his Tail Turret position got a half of a kill.

Belle Star had an ok landing and the crew kissed the ground.

Ready to get patched up and hit the airfield at St. Omer/Longuesnesse.

1LT Steve Campbell - reporting.

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