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!

Target Zone, Bombing by Flights

Examples of PlayPosted by Magnus Kimura 2017-01-14 15:23:43
Example of Play - Target Zone, Bombing by Flights
Target: Castle Ter Linden in Brugge, Radio Station (Very Small)

Weather from Mission Planning: Good
Altitude: 10500 feet
IP: 4 (Aim Point Check: +1)
Expected FLAK: Heavy/FLAK Mod: +2/ FLAK RADAR: Yes
Enemy Airforce Resistance: Moderate
Little Friends: Poor Close Escort
Position in Flight: Lead (#1), High Flight, Box 2, Lead Group
Bomb Load (from Bomb Load Add-On): 2x 2000lbs

From the Flight Manual:

8.10.0 Target size and Bombing by Flights

Most targets were bombed by boxes of 18 planes with the box dropping on the Box Lead Bombardier. Some targets were bombed by flights of six since they were smaller. Bridges were usually bombed by flights and airfields, no ball and other small targets were also often bombed by flights. The 394th Bomb Group bombed by flights for the first time on April 20, 1944 and from May 5 bombing by flights became their standard procedure of bombing targets and had lead crews in all flights.

8.10.1 In Basic Game Play all Medium, Large and Very Large targets will be bombed by boxes, and Very Small and Small targets are bombed by flights (see 8.10.3). The Target Size can be found in the Target List and Gazetteer, in the Gazetteer Chart, next to Target Area. The different Target Sizes are Very Small (VS), Small (S), Medium (M), Large (L) and Very Large (VL). The size can modify your Aim Point Check (see 8.6) and your Bombing Accuracy (see table TZ-5a & b for details).

8.10.2 In Optional/Advanced B-26: The Marauder Strikes! you may bomb all targets by boxes or by flights (see 8.10.3). You can decide during Mission Planning if you want to bomb by boxes or by flights (as it was usually decided at that time) but in B-26 you may also decide on route to your target or before you roll on MT-1a, Formation Events (see A.5.20) in the Target Zone. You are in Flights Formation after MT-2 in the Target Zone.

8.10.3 When you Bomb by Flights, after the Aim Point Check (8.6) roll first on Table TZ-4a or b (Lead Bombardier/Bomb Sight Bomb Run or Togglier) for your Flight, (See also 8.9, Togglier) and then on TZ-5a, Bombing Accuracy for your flight. Roll on TZ-5b, Bombing by Flights-Accuracy & Result, for the success of the Box. (See TZ-5b for details.)

8.10.4 See Target Zone Table 5c (on page 40 in Tables & Charts) for Damage Assessment.

Optional/Advanced Rules are used.

1. I move into the Target Zone.
The weather from Mission Planning is GOOD. I go Target Zone Table 1 (TZ-1) Weather Conditions, to see if there is a change in the weather sitiuation:The result on 2D6 is "7" and the weather is GOOD.

3. As in each Zone, I begin the new Turn by rolling on Mission Table 1a (MT-1a), Formation Events:2D6 says "2" - Random Events & Formation Check. On Random Events I roll "4" but for this example of play I will skip this event.
On MT-1b, Formation Check, I roll "9" but with the "Bad Formation" from Zone 0 Formation Assembly I have +1 and the modifier for being in the Target Zone (-1) the final result is "9" and the Flight is Loose. (The formation will be loose until I roll another result on this table.)4. Fighters may attack. I roll on Mission Table 2 (MT-2):"4" and with +0 for Enemy Airforce Resistance (EAR), -2 for GAZ Mod, -1 for poor Close Escort, +1 for Lead Group and +1 for Target Zone, to Target the final result is "3" and No enemy fighters attack.

5. I am now at the Target. Heavy Flak is expected. I roll on Target Zone Table 2 (TZ-2) and cross reference the result on the "Heavy" row. 2D6 is "7" and the Flak Mod is +2, and the Bombing by Flights Mod is -1. "8" and Strong Intensity. I also rolled D6 for Accuracy (at the bottom of TZ-2) and the final result is "1 - Inaccurate." (D6 was 2 and -1 for Bombing by Flights.)Flak is Strong Intensity, Inaccurate. Formation Casualties is "7- NA." I roll 2D6 three times on TZ-3a, Inaccurate:"4 - Miss; 9 - Miss; 3 - Hit!" Of course, I am hit, so I go to TZ-3b to find out how many hits, and it's Heavy Flak:
"12 =5 Hits" and I must now see where I am hit:
"9, 8, 6, 4 & 10."

Aft Bomb Bay:For additional action, I roll on this to see if there's a fire as I have no Oxygen Bottles on board. From the Flight Manual:


The B-26s flew missions at altitudes which didn’t require heat or oxygen. There were oxygen bottles in the cock-pit and radio compartment and an oxygen regulator at the crew stations. Heat was provided by the right engine for the nose, cock-pit and radio room, and the left engine for the waist and tail. There were also electrical suit-heaters for the top turret, waist gun and tail station. However, the B-26 crews flew without heat and oxygen as it was believed that it was not necessary on medium level missions.

In B-26: The Marauder Strikes! Heat and Oxygen will not be used. Treat hits and damage to these systems as superficial damage. Use the following Advanced and Optional rule to simulate B-26 missions with no heat and oxygen and how it can affect your crew members:

7.40.1 Heat and Oxygen – History Simulated

- Compartment Heat is used on all missions.

- No oxygen or electrical heat is installed. Treat all hits to these systems as Superficial

Damage. (Missions may not be aborted if Oxygen or Heat is out.)

- The B-26 will be on the Mission Altitude (MP-3), Column D in the Zone next to the

Target Zone and in the Target Zone on route to the Target and in the Target Zone

when leaving the Target. (You may change altitude if you have a Secondary Target.)

- In the other Zones you will be in Column C (MP-3). Roll on MP-3 again on Column

C for altitude in these zones.

- When you are at the Mission Altitude, the crew men may become affected by the

cold and lack of oxygen. On MT-1a, if the result is 8 or 9 one, or more of your crew

men have been affected. Roll D6 once for each crew member: 1-5: No effect.

6: Affected – See effects for Light Wound and if Heat is also out, see effect

for Intercom Out. He is affected until you reach the Altitude on Column C again.

(Optional: If you roll 6, roll again. If another 6 is rolled, crewman is unconscious (see

DT-7a and 7.36 Damage Tables, Damage Table 7a.)

- If Compartment Heat is out, check for frostbite on DT-7a, Wounds & Frostbite.

- If your target is in Zone 2, you must fly two turns in Zone 1. You will be at the

Mission Altitude in the second turn.

Right and also Left Wing:Main Bomb Bay (2D6 - 10):Nose:Except for being hit by flak, I have not taken any damage which will affect the Bomb Run. I make notes on the Mission Chart of the damage and place two "FLAP" counters on the Combat Board:

From the Flight Manual:

8.6 Aim Point Check (TZ-1)

The Aim Point must be identified before the bomb drop. Roll 2D6 on TZ-1 and Aim Point, on the correct column (Very Good to Very Bad) to ID the Aim Point. To ID the Aim Point you need to roll equal to or higher than the number shown. Bombardiers add their skill and a modification if they are wounded in the Target Zone on the Bomb Run. Target Size will modify the Aim Point Check die roll. If Player is Togglier add 1 to the roll.

Make the Aim Point Check after FLAK. (When the Aim Point has been identified, roll on Target Zone Table 4a (TZ-4a) Bomb Sight Bomb Run (if you are Box Lead or use a bomb sight) or Target Zone Table 4b (TZ-4b), Togglier Bomb Run, if you are a Togglier or still at the Deputy Lead position, or Flight Lead bombing as Togglier and have been hit by flak or have damage which will affect your bomb run (see 8.9, Toggliers).) (See 8.7.0, BOMB RUN.)

If the Aim Point cannot be identified you must decide if you should go around for another bomb run (Part 3 - Advanced, 8.11.0) or go for the secondary target (Part 3 - Advanced 8.12.0) or return home (8.13.0).

Play-Test Comment: I think I will have to add a paragraph about Bombing by Flights and the Aim Point Check. It appears to be unclear. On Target Zone Table 5b (TZ-5b) you can find this information: Check Aim Point on TZ-1 (with +1) for average result of your other two flights. If AP is identified roll once on TZ-5b Accuracy & Result. (Optional: Roll once for the two flights on Aim Point (TZ-5b) and once for each on Accuracy & Result.) Check also TZ-5c, Box Result when Bombing by Flights on page 40.

6. The Aim Point Check. The weather is GOOD. I am Box 2, High Flight Lead and will be the 5th flight to bomb. Before I can bomb I must first identify the Aim Point on TZ-1. However, there are four flights ahead of me and I want to find out how successful they are. I can roll Aim Point on TZ-1 once for each flight, or once for an average result and then on TZ-4a, Bomb Run for Box 1 and for the other two flights in my Box, or, which I have found to be a better method, roll on TZ-5b, Bombing by Flights. When Bombing by Boxes roll only once for the other Box. If you'd like you can roll once or twice for the other group too.I roll once for each flight (D6 for AP; D6 & D6 for Accuracy and Damage) with modifier -1 on D6 (2):

Box 1, Lead: AP 5, (1) 6, (2) 6 -1 = Superior
Box 1, High: AP 4, (1) 6, (2) 5 -1 = Superior
Box 1, Low: AP 2, (1) 6, (2) 1 -1 = Fair

Box 2, Lead: AP 5, (1) 4, (2) 4 -1 = Fair
Box 2, High - My Box, My Flight:
* Aim Point in Good Weather is 4+
* My Bombardier/Navigator is in the Nose. His experience is Rookie/Inexperienced: -1
* Target Size is Very Small: -2
* Initial Point is 4, which gives me +1 on Aim Point
* On 2D6 i roll "7" and with modifiers I have "5" and Aim Point is identified.

7. I am Lead in my Flight so I look now at Target Zone Table 4a (TZ-4a), Lead Bombardier/Bomb Sight Bomb Run.My 2D6 is "9." My modifiers: Rookie -1; PDI Bomb Run -1; Pilot Skill +1; Hit by Flak: -1; Target Size VS -2; Bomb Load +1. Result is "6" and On Target, 500 feet.Roll now on TZ-5a, Damage and see at the lower left for Bombing by Flights modifiers. My 2D6 are "11" and my flight is Loose -2, Target is VS +3 and my bomb load is 2x2000 +3. That is "15" and Excellent.

Box 2, Low: AP 5, (1) 1, (2) 6 -1 = Fair

Now we have done our job over the target and must return.

8. Turn the counter on the Map to face your base, then roll on MT-1a, Formation Events (see step 3 for an image of MT-1a).

The result on MT-1a, is "9 - Formation Casualties" and I roll on MT-1c, Formation Casualties. The 2D6 is "2" so two B-26s leaves.

An option now is to roll on CT-1 (Combat Board 1), which you find on the Combat Board, near 10 o'clock, to see which flight will be affected by this loss. I roll once for each casualty.

D6 is 5 and I roll again and get another 5. #5 in the High Flight leaves. The second roll is also 5, representing the High Flight again and the other D6 is 6, for #6. Two ships from the High Flight have left the formation, probably damaged by flak.

9. FLAK. Defensive FLAK will fire after we have dropped the bombs and turn around. Roll on TZ-2 (see image by #5 above), Flak is Heavy. 2D6 is "8" but with "Evasive Action after the Bomb Run Mod (-2) it is "6" and Moderate. At the bottom of TZ-2 you also have flak accuracy, and you see that Radar Flak is Inaccurate. I make a note of it on the Mission Chart (St, Inacc is from #5 above).An option on TZ-2 is to roll also on MT-1c, Formation Casualties (see image at 8 above).I roll "9" and one ship leaves. An option now is to roll D6 & D6 on CB-1 and I roll "6,5" but that ship has already left so I roll again "6,6" and that ship has also left. A third roll tell me that Lead Flight #6 (4,6) now is damaged and leaves.
To see if I am hit by flak I roll on TZ-3a, twice for Modereate and on the Inaccurate column. I on a roll of "7 & 4" my plane is not hit.


Before I leave the Target Zone behind I have to see if enemy fighters attack. I roll on MT-2 and add the modifiers for Enemy Air Force Resistance (EAR) (+0), GAZ (-2), Close Escort (-1) and Lead Group (+1). After a roll of "8" on 2D6, the finlal result is "6" and one wave attacks.

I am in May 1944. As it is between 3/44 and 7/44 i roll on 3/44. The Target Zone is a FW 190 Area (information you see in the Target List and Gazetteer Booklet) so there is +2 on the roll. The result is "8+2" and there will be one or more 190A-8s in this wave. (On Combat Table B (CT-B) you can see information about this fighter, and also the same information on its counter.)Where does it attack from? I find CT-1a to find the direction and CT-1b for the its altitude in relation the my bomber.With "21" and "5 -1 (for high flight)" this 190A-8 attacks from 10 level. I find the counter for this fighter and place it on the Combat Board. This fighter is out of my field of fire. The Top Turret and Left Waist can fire at fighters attacking from this direction, but not if they attack from level.Fortunately, I have Poor Close Escort and their fight against the enemy fighters is represented by CT-3, Fighter Cover.I will roll D6 with added modification for Close Escort, Poor (+0) and if the result is 5 or 6 I roll D6 again. "6 +0" and "3." The enemy fighter is Seriously Damaged and I place that counter on top of the fighter counter.

This fighter is approaching my flight, but I don't know yet if he is attacking my ship or is going for another. After a roll on CT-2a, I will know:With Position in Flight Modifier (which I have calculated during the Mission Planning Steps) of +0 when I am attacked from the front, Loose Flight and Fighter Damaged, the final result is "8" and this is an Average fighter pilot and he is attacking my ship. Had this been a "Kacsmarek" he would not attack your bomber, but you may fire at him.

From the Flight Manual:
Kaczmarek –
This is a Polish surname, which came to be used by the German pilots in the meaning of “Wingman.” In B-26 this refers to a “Non Attacker.” It can be a wingman protecting his leader, a fighter going after another bomber or a fighter breaking off its attack early, ie, any fighter which is not attacking your bomber.

11. I cannot fire this bandit, since he is out of my field of fire. The enemy pilot needs "10" to hit my plane, but also has -2 because of his damage (this can also represent other factors after combat with my Little Friends, such as low ammo or the pilot being distracted by an escort fighter on his tail...). With a low result of "5 -2" he misses.

The fighter moves now the a Passing Shot Position at 7 low. My Armorer in the Tail can fire at it now. He will need "10" on 2D6 to hit.

I cross off ammo and roll... an "8." The Armorer misses. The enemy breaks off and disappears and combat is now over. I leave the Target Zone...
Everything that has taken place in the Target Zone until now will take 2-5 minutes. It can take a few minutes longer if more fighters attack.

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