The Marauder Strikes!

Wing almost rips off...Mission Reports

Posted 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.

A Work in Progress: B-26 Cover.B-26: The Marauder Strikes!

Posted by Magnus Kimura 2017-09-13 12:52:54

A sneak peak at the new B-26 cover (a work in progress as this is the first draft from the artist):

Blog image



7.41.1 When the engine is outRULES

Posted by Magnus Kimura 2017-09-12 22:06:07

7.41.13 You may try to restart the engine once after the attack and once at the end of each Turn and once before landing (10.30.0), unless the engine is dead.

Two More Tables on the Combat Board?Suggestions & Ideas

Posted by Magnus Kimura 2017-09-01 10:39:37

I think that the Combat Table is good with the Flight Manual Sections you have on the left, the Crew Placement Board on the right and the selection of tables you can find on it. However, there are two tables have wanted to put on it. It is MT-1a and MT-2, but there's no room!

I think it would be a good idea to have MT-1a and MT-2 on the Combat Board also, but putting them there would mean either making the combat area smaller, removing the Crew Placement Board, removing two other tables, or adding more space on the right side. I don't think I like any of these ideas...

The Combat Board is your HUD. A lot of necessary information should be on it so you don't have to look in the Tables and Charts Booklet that often. If the two MT-Tables are on it you won't have to check in it until you have a result from MT-1a or if fighters appear on MT-2. Maybe also CT-1a, Position of Fighter and CT-1b, Altitude should be on it too...

If the two latter tables are on the board too, you will need to check the Tables and Charts for type only and then again after you know how many hits your ship has taken.

On the earliest versions of the Combat Board I also had flak tables on it, but adding them will be too much.

And do you remember the Quick Reference Booklet? I kind of liked it. You had necessary tables in it, basically what you find on the Combat Board today, but also the tables I'd like to add on it. You also had "Going Around" & "One Engine" in it too. I removed it because the Core Game would be way too large with that one added. I noticed that it would be better to put the information on the table instead, in front of your eyes.

Here's an example of a Quick Reference Chart. With a cleaned up Combat Board and this chart in combination you will not have to flip through the Tables and Charts until you have been hit by a fighter (or Random Events and Mechanical Failures):




Sequence of Play (Long)RULES

Posted by Magnus Kimura 2017-08-21 14:23:36


REVISED:

Incudes:

Insert Step 15:

A fighter with REAR MACHINE GUN at LEVEL, LOW or VERTICAL CLIMB on its Passing Shot Position may fire again with its Rear Machine Gun. This will be treated as simultaneous fire as the B-26 Gunners’ Passing Shots. Roll on CT-5a, Rear MG (by Vertical Dive) to hit the B-26, and if hit roll on CT-5b, Hits on Bomber, Rear MG (by Vertical Dive). (See 7.38.21.)

Insert after Step IV.21:

c. Move into the next Zone for a New Turn and go to IV.a. If next Zone Is the Target Zone, go to V. Target Zone.

V.f reads now:

f. New Turn: Turn plane around facing Zone 0. IV.a then V.c, IV.b and IV.c.

Step I.d: Weather at Take-Off should be in Italics.


2-page sheet for the Core Game on card board? See below...









Fighter FBO/KIA.RULES

Posted by Magnus Kimura 2017-08-21 09:27:52

Optional: Treat all KIA as FBO.

RevisionsRULES

Posted by Magnus Kimura 2017-08-19 12:46:32

Flight Manual

2016

Aug. 6: Page 56, clarification, re-numbered & Mission Chart Secondary Target box data re-arranged.

Sept 13: Deleted unnecessary sentences and corrected grammar. Page 29, 7.40.1 deleted “OPTIONAL.” Page 30, 7.41.1 deleted “and equipment.” 7.41.12 added “Jettison ammunition, machine guns, and fire extinguishers to gain one more turn.”

Dec. 10: 7.37.2 minor changes. 8.8.0 Corrected errors in the number sequence and deleted a duplicate section. A.5.23.40, page 51, deleted “Medium Flak, No Radar.”

Dec. 13: Revisons on 7.44.0 (Fuel) and other sections referring to fuel consumption.



2017
Apr.9-12:
Special Thanks added. Sentence added in the Introduction. Revisions on 8.10.2 and 8.10.3 when Bombing by Flights. 8.10.4 deleted. Minor changes and corrections.

Aug. 19: Revisions on 10.5.0 Landing at Alternate Landing Grounds

Tables and Charts

2016
Aug. 2:
DT-7a & AM-1 – Addition: Lack of Oxygen.
Wider Field of Fire for the Waist Guns

Sept. 26:
Added Optional Box/Group on MP-7
Changes on TZ-5b

Dec. 10:
MT-1d Nav/Flak Zone. ”No Radar” deleted
TZ-2, changed “To Target” to “Bomb Run”

Dec.13:
TZ-2, dice roll values changed.
DT-6, DR10, fuel consumption changed.

2017
Apr.6:
MT-2, changed “Target Zone, To Target”
TZ-2, “Box 1” deleted by “if no flak radar”
TZ-2, Bombing by Flights modification is +1

Apr.9-12:
MT-2, deleted “Target Zone, To Target” added “Bombing by Boxes and Flights.CT-2a, added a flight casualty modifier.
TZ-1, new Aim Point Check values.
TZ-4a, new info, Bombardier Lead Crew Mod added, new Fire modifiactions.
TZ-4b, Bombing by Flights deleted, new Fire modifiactions.
TZ-5a, Target Size deleted, new Damage Assessment values.
TZ-5b, changed.
TZ-5c, deleted.
AM-4, change in info.

Apr.12:
TZ-4b, NOW Bombing by Flights deleted and hidden info at the bottom can be seen.

Apr.13:
MP-3, Initial Point, change IP6 Flak from +1 to +2

Apr.19:
CT-B and Fighter Counters updated.

Me 109F-4 & Re.2001 on CT-B and Counter updated & corrected.
Addition on CT-4a & change on CT-4c.

Aug. 22:

2.82.0 How to use the Little Friends Counters

7.41.1 When the engine is out: 7.41.11 & 7.41.12

7.45.5 Advanced/Optional.

7.45.10 Fighter Cover when flying Out of Formation

ALL OF THE ABOVE WILL BE IN FINAL DEVELOPMENT B 8.22.17



Sequence of PlayRULES

Posted by Magnus Kimura 2017-08-19 12:32:05

Here is a Sequence of Play, created by Ken Legg, one of the B-26 test-pilots, somewhat modified by me.

Sequence of Play
I. Mission Planning (Before Take-off)

a. Determine Target by using the Target List and Gazetteer booklet.
b. Determine Weather at Take-Off, Landing and over the Target (Table MP-1b)
c. Determine Altitude (Table MP-2) & Initial Point (Table MP-3)
d. Determine Expected Flak (Table MP-4)
e. Determine Enemy Air Force Resistance (Table MP-5) & Fighter Cover and Strength (Table MP-6)
f. Determine Formation Position (Table MP-7)

II. Take-off (Zone 0)
a. Take-off (Table TOA-1a)
b. Assemble and Join Formation (Table TOA-2a)

III. Zone 1 (Out only)
a. Formation Events (Table Z1-1)
b. Rendezvous with Fighter Cover (Table Z-2)
c. If GAZ Mod: Luftwaffe Early Warning Operations (Table MT-2)

IV. Zones 2 to Target Zone
a. Formation Events (Table MT-1a)
b. If GAZ Mod: Luftwaffe Early Warning Operations (Table MT-2)

V. Target Zone
a. When entering Target Zone: Weather Conditions (Table TZ-1)
b. Perform IV.a & b
c. Flak (Table TZ-2 then Table TZ-3a)
d. Initial Point (Table TZ-1). If unidentified: V.e (see Aim Point Mod on TZ-1) or VI. Go Around.
e. Bomb Run (Table TZ-4a or TZ-4b then Table TZ-5a)
f. New Turn: Turn plane around facing Zone 0. IV.a then V.c and IV.b

VI. Go Around for a Second Bomb Run
a. New Turn: Formation Events (IV.a, Table MT-1a)
b. Flak (Table TZ-2 with Break Off Mod then Table TZ-3a)
c. If GAZ Mod: Luftwaffe Early Warning Operations (Table MT-2)
d. New Turn: V.b to f.

VII. Landing (Zone 0)
a. Formation Events (Table MT-1a. ATTN: Note c & e)
b. Alternate Landing Ground? New Turn then VII.a
c. Landing on Land (Table LT-1a) or Landing in Water (Table LW-1)
d. Mission is over.