The Marauder Strikes!

The Marauder Strikes!

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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...


PRE-ORDER B-26 HERE AT LEGION WARGAMES: http://www.legionwargames.com/legion_B26.html

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!

Decisions you can make in B-26.

RULESPosted by Magnus Kimura 2015-10-09 02:03:15
If you have the Low-Level Missions add-on module, the first decision you must make is to choose your type of mission, medium level or low-level, and if you choose low-level, should you use what will be called "RAF Tactics" (minimum level to the target and then climb to medium level in the target zone) or bomb from minimum level up to 4000 feet. You can choose or let the dice decide for you.

Then you can decide to continue the mission or abort if your fighter cover does not appear.

Over the target if you don't find the aim point, you can either go around for a second bomb run, break off or go to the secondary target. With some improvisation you'll be able to change the altitude, ie., descend to get below the clouds. (I have thought about adding a rule for this, but that will have to wait.)

When fighters attack, some might be "non-attackers." You can decide to fire at them, with the risk of jamming your guns, making an ace quicker, spending ammo which may be more useful later or let him pass to attack your friend (because he has his sights on another ship, or has been fired upon by another bomber and is breaking off...) (Here's an idea that just now popped into my head: If you don't fire at this "non-attacker" will he fire at another ship, and that will be reflected by rolling on MT-1c, formation casualties? If the result is 9-10, one leaves, this bandit has shot down one of your ships. I think that I have found a house rule that I will use from now on.)

In a low-level attack you can drop all bombs at once or drop some on several attack runs. You can strafe, but should you do it with all of your guns or just one or two? Load bombs in the main and aft bomb bay? Load your A-20 or A-26 with rockets also?

You can choose if you want to bomb by flights or by boxes.

I am sure that there are more decisions that you can make. Please help me out here. I also have ideas on topics that I would like to include but have no room for in the Core Game.







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