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!

New Section: Fuel, Fuel Leaks and Fuel Consumption

RULESPosted by Magnus Kimura 2012-05-22 22:48:04

I returned from Beaumont Le Roger with the 670th Bomb Group, supporting the 281st on a mission to Romilly ( Flak and fighters damaged my B-26B-4. Left main gear was hit and came down and was locked, causing drag, and later the fuel lines in the main bomb bay were severed. These damages also affect fuel consumption.

During my own play-test missions this has never happened to this extent and I thought I had to write a section in the Flight Manual on Fuel, Leaks and Fuel Consumption to explain how this is used in B-26.

What you find now on Damage Table 6, Wings, DR 10, Fuel Tanks, is not enough to explain how to use this when you have several hits to the fuel system and damage which cause drag, or should you be off course more than one turn.

I placed this section beween 7.46.0 Slowed and the section on Out of Formation which has changed from 7.47.0 to 7.48.0.

Fuel, Fuel Leaks and Fuel Consumption is now 7.47.0. No other sections have been re-numbered. In the next Field Manual (FD_3, you have FD_2) this section has been added.

I hope that this will clarify this subject.


Damage to your fuel tanks or fuel lines, drag and flying off course for more than one turn will affect your fuel consumption. You will not have to keep track of how much fuel you use each turn unless you have taken damage which affects the fuel system. Leaking tanks and leaking fuel lines make you loose fuel. Drag and extra turns when you fly off course is treated as a fuel leak because those factors also consume fuel. When a fuel tank is empty and no fuel can be transferred to that tank, either from the oppsite wing or bomb bay auxiliary tanks, the engine stops running and it is not possible to restart it.

7.47.1 Drag, leaking fuel lines and flying off course result in fuel consumption which is treated as one hit to a main tank. (“Treat as one hit” – see MT-1d & f; DT-5, DR-10, #9; DT-7, DR 7, #9; Section 5.23.d Navigation; 7.45.0 Drag.)

7.47.2 To determine the tank affected roll D6: 1-3: Left Main Tank. 4-6: Right Main Tank.

7.47.3 A second “treat as” result, automatically affects the opposite wing main tank. If both tanks are already leaking roll D6 above by 7.47.2.

7.47.4 In Basic Game Play the first leak to a main tank has no effect unless the B-26 has no Auxiliary Tanks. (See DT-6, DR 10.) If the B-26 has no Auxiliary Tanks roll D6 on DT-6, DR 10 to determine when the engine will stop running.

7.47.5 In Advanced Game Play the first leak to a main tank affects the same wing Auxiliary Tank. Roll D6 on DT-6, DR 10 to determine when the Auxiliary Tank is empty.

7.47.6 When the Auxiliary Tank is empty roll D6 on DT-6, DR 10 for the same wing Main Tank.

7.47.7 Fuel runs out after the current turn plus the number of turns rolled.

7.47.8 If the Fuel Transfer Pump is operating (see DT-5, DR 10, #9 & #10) you can tranfer fuel from a Main Tank to the opposite wing when the leaking tank is empty in order to keep the engine running for a few more turns. Treat the transfer as one hit to the Main Tank. When all fuel in the Main and Auxiliary Tank is empty all fuel is out and both engines will die. (See DT-6 (continued), DR 10 for use of the Bomb Bay Auxiliary Tanks.)

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