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 ReportsPosted by Magnus Kimura 2015-03-21 11:22:28
It all happened in the target zone. The weather was good and the first wave attacked. We faced two 190A-8s, but both were driven off by our little friends, if I remember correctly.

Then there was flak...

It was Heavy, no radar, moderate and accurate. My ship was only superficially damaged in the pilot compartment and left wing, but our flight leader was seriously damaged. He had to leave. We were on the bomb run! Since we did not have a lead now, we had to go around so that the deputy lead could take over as flight lead.

Flak missed, but there was another wave coming in. This time there were two 109G-6s. One came in from 12 low. He was an ace. Our defensive fire was ineffective and pilot riddled our plane with bullets and he also hit with his 30mm cannon in the cock-pit. co-pilot Acheson was wounded, he will recover though. His control column was hit and destroyed. The right engine fire extinguisher was also destroyed. This pilot was driven off by the fighter cover before he could attack again.

By now lead and the low flight had bombed. Lead had superior results and low hit the bridge but with an excellent result it was not destroyed yet.

Fighters attacked again, but did not get through our tight flight. Flak hit #5 in my flight and he had to leave the formation. We were now four ships in the high fligt. Our deputy lead found the aim point and we also hit the bridge, but with two gone we only damaged it and thanks to our tight flight we had a good result, 75%. Our bomb load was 6x 600 and the IP was 5.

As we left the target we could see that the bridge began to cruble. Box one had hit it earlier with a superior result! Our bow was waiting for us and we formed up with them again. On route back to England our deputy also left the formation.

We encountered no fighters and landed at another base due to bad weather over our own station, with 5 fuel boxes left. Extra fuel was used because of our bad formation flying from assembly.

Play-test comment: Must change the Go Around rule again... After the AP check: MT-1, Flak, then fighters; ie a regular turn. Then you will be back for the bomb run again: MT-1, fighters, flak, AP check, BR. This should work better. That is how I did it on this mission.

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