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!

Multiple Questions

RULESPosted by Richard Morey 2013-05-30 23:34:35

Rules Questions

1. 7.41.1 a & b: Is there an objective definition of ‘visible’ damage or is that a subjective call on the player’s part? Some damage (suit heat out) clearly is not visible to the attacking fighters while other damage (engine feathered) clearly is. The issue arises in between. For example, is a KIA the result of a single round or concentrated fire that left a large hole in the AC? Landing gear hanging down when it shouldn’t be is obvious, but what about the same gear damaged but remaining in its enclosure? Does an approaching fighter interpret a gun not tracking him as damage, or has the Radio Operator simply not assumed his post – having to wait until after the initial attack?

2. 7.41.4: Since a Kaczmarek doesn’t fire on the bomber (hit or miss) does rolling that status on a successive attack mean the fighter will conduct no further successive attacks? That’s how I read the rule.

3. 7.47.7 – 7.47.9: Do you check engine fuel at the beginning or end of the Zone 2 turn? In other words, does a result of “…empty end of 2 Turns” mean I have fuel for the current turn (Zone 2) and one more turn, or for two turns after the current (Zone 2) turn?

4. 8.13.4: As I read this, I reroll Flak intensity and Accuracy on the exit turn in the target zone. Does the -1 DM apply to both Intensity and Accuracy, or just one?

5. DT-5 DR 10: Says to “Roll D6.” Given that the potential results range from 2 – 12 I assume this should be “Roll 2D6.”

Thanks for a great game. By the way, when will 22nd Bomb Group be available?

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