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!

Example of Play - Le Trait, Ship Yard (Part 2b)

Examples of PlayPosted by Magnus Kimura 2016-02-09 16:32:09

Turn 5 – Zone 3 -Target Zone - Return

I turn the B-26 Counter to and set course for England.

1. MT-1a: “6 – NA.”

2. TZ-2, FLAK: “8” with -2 for Evasive Action after the Bomb Run. The result is is “6” and Heavy Guns, “Strong Intensity.” Accuracy is “1” and -2 for Evasive Action. 0-2 is Inaccurate. I roll three times (for strong intensity) on TZ-3, Flak To Hit and check under the Inaccurate column. “5, 9 and 9” – all miss, good!

3. MT-2, Luftwaffe Early Warning Operations. “8” and modifications for Heavy Resistance (+1), -3 (Good Close Escort). “6 – 1 Wave.”

a. Combat Table A (CT-A) Type of Fighter. The date is September 1943. I check the result of 2D6 in the 7/43 column (next is 12/43). “4” and +2 for a 190 Heavy Area. “6” is a Me 109G-6.

b. Combat Table 1a (CT-1a), Position of Attacking Fighter. I roll D6 twice (or 2D6): “1” and “5” is “15 – 2 o’clock.

c. Combat Table 1b (CT-1b), Altitude. On a D6 I roll “1 – High” and place and Me 109G-6 Counter on the Combat Board at 2 High.

d. My Little Friends may damage or shoot it down. I roll D6 on CT-3, Fighter Cover. “3” and +2 for Good Close Escort. “5” – the attacking fighter is damaged so I roll D6 again: “5 – FBO – Fighter Breaks Off.” This bandit breaks off his attack and is removed.

e. This concludes all actions over the Target.

Turn 6 - Zone 2 Return
The group is heading back to England. I move the B-26 Counter into Zone 2, now over Water.

a. MT-1a: “7 – NA.”

b. MT-2. The 2D6 is “11” and with modifications (Heavy EAR +1, Good Close Escort -3). The final result is “9 – 2 Waves.”

First Wave

a. CT-A: “10” with no modifications on 7/43: FW 190A-6

b. CT-1a, Position: (D6 & D6) “45 – 7 o’clock.”

c. CT-1b, Altitude: (D6) “1 – High.”

d. Place the 190A-6 Counter on the Combat Board at 7 High.

e. CT-3, Fighter Cover (D6): “4” +2 for Good Close Escort – Attacking Fighter Damaged! I roll D6 again. “4” the fighter is Seriously Damaged (SD). I place a Serious Damage on the Fighter Counter.

f. CT-2a, Fighter Pilot Status (2D6): “6” and -1 for the Damage Counter. The result is Kaczmarek, which means that this fighter does not attack my bomber. It has his sight on another ship, has already attacked, or it may be breaking off because of its damage. He is at 7 High and is with the Field of Fire for my Top Turret and Tail Guns(see CT-4b, B-26 Gunner Field of Fire). I can fire at this fighter or elect to conserve ammo. My guns may jam if I chose to Spray Fire. If I miss this one I have wasted ammo, but if I hit my gunner may shoot it down and be a step closer to becoming an Ace.

g. I place the Top Turret Fire! And Tail Guns Fire! Counters on the 190A-6. At this point I must decide if I should fire Spray Fire of a more accurate burst.

h. This attacker is a Kaczmarek and is not attacking my ship. The tail guns fires, but my top turret gunner is searching for other targets.

a. CT-4a, B-26 Gunner To Hit. I need a “7” on 2D6 to hit a fighter at 7 High with my Twin. 50s. “3 – Miss!” Combat is over. (If this was not a Kaczmarek, or Basic Game Play, the Bandit would fire.)

Second Wave

a. CT-A: Me 109G-6

b. CT-1a (D6 & D6) & b (D6): 12 o’clock low

c. Place the 109G-6 counter at 12 low on the Combat Board.

d. CT-3, Fighter Cover (D6): “1” +2 for Good Close Escort – “3 – No effect.”

e. I place the Flexible Nose Gun Fire! Counter and a Spray Fire counter on the 109G-6

f. CT-2a, Fighter Pilot Status (2D6): “10 – Average.” This Bandit will attack my ship!

g. Defensive Fire - Spray Fire. Mark off one box per fighter and one box per altitude. I also mark off two extra boxes to increase To Hit and Damage.

a. CT-4c, Damage on Fighter – SPRAY (2D6): “5” +2 for two extra Ammo Boxes “7 – Light Damage!” I place a Light Damage (LD) counter on the Bandit.

h. Offensive Fire

a. CT-5a, Enemy Fighter To Hit. From 12 low the fighter needs “8” on 2D6 to hit my ship. “9” and -1 for LD – “8 – HIT!”

b. CT-5b, Hits on Bomber (2D6 on 12 High & Low): The 109G-6 has +0 Hits, but it also fires a 30mm cannon. I roll first for the MGs. “7 – 2 (a)” (a) if ACE this is Walking Hits). I take two hits.

c. CT-5c, Area Hit (2D6 on 12 Low): “3 – Left Wing; 9 – Pilot Compartment.”

d. 30 mm Cannon. The 109G-6 rolls once on TZ-3a, Flak To Hit (the Me 262 rolls four times) on Fair/30mm. “7 – Hit!”

i. TZ-3b, Number of Hits (2D6): “10 – 3 Hits.”

ii. CT-5c, Area Hit from 12 Low. “7 – Radio Room; 6 – Aft Bomb Bay/Armorer’s Station; 9 – Pilot Compartment.”

e. Now I’ll check what the damage is. I roll 2D6 on the Damage Tables (DT-1 to 9):

i. DT-6, Wings (Left): “8 – Engine” and I must roll 2D6 again. “4 – Superficial Damage. I place a Superficial Damage Counter on the Engine #1. (Five Superficial Damage Counters are included. The fifth has a green border. Visible External Damage is shown by a counter with a green border. A fighter will make a Successive Attack if it has hit the bomber and a damage counter for visible external damage is placed on the Combat Board.)

ii. DT-2, Pilot Compartment: “8 – Superficial Damage.” I place the second Superficial Damage Counter the B-26 on the Combat Board.

iii. DT-4, Radio Room: “9 – Superficial Damage.” The third Superficial Damage Counter is placed on the Radio Room.

iv. DT-7, Aft Bomb Bay/Armorer’s Station: “9 – Oxygen System.” This equipment was usually not installed on the B-26, so this is Superficial Damage. The fourth Superficial Damage is now on the B-26.

v. DT-2, Pilot Compartment: “6 – Nose Wheel.” I roll D6: “4 – Wheel Punctured.” This will affect my landing.

f. The fighter breaks away into a Vertical Climb Position (but is diving). I can’t fire a Passing Shot as I have no gunner able to fire from the Ventral Gun.

g. I have no Visible External Damage, the Bandit does not make a Successive Attack. Combat is over.

Turn 7 - Zone 1 Return
I now move into Zone 1 and roll on MT-1a. “12 – Mechanical Failure.” I am directed to MT-1g, Mechanical Failure and I roll 2D6: “5 – Intercom Out.” This may affect the mission during combat.

There is a GAZ (Gazetteer) Mod in this Zone, so I roll on MT-2 to check for fighters. With modifications (Heavy EAR +1, Good Close Escort -3) the final result is 0. No fighters attack.

Turn 8 - Zone 0 Return.
Time to land.

a. MT-1a: “7 – NA.”

b. Landing Table 1a (LT-1a), Landing on Land: “7” and with modifications (-1 for punctured nose wheel, +0 Pilot Skill, -1 for B-26 Model Landing Modifier, the final result is “5 – Landing OK!”

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