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!

A-20 add-on title?

A-20Posted by Magnus Kimura 2018-11-25 14:10:00
The A-20 will from now on be:

A-20: Cry Havoc!

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Slowed?

RULESPosted by Magnus Kimura 2018-11-25 14:08:33
The slowed rule will most likely be deleted.

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Fuel Tank Fire on 1-2 & Bombs Detonate on 5-6?

RULESPosted by Magnus Kimura 2018-10-15 11:10:49
I think the odds of Bombs Detonating on 5-6 are too high. I think I will change it to "6" and also change Fuel Tank Fire to "1" with 2-4 as a leak, or 2-3 as a leak and 4-6 self-seal...

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Damaged Supercharger

RULESPosted by Magnus Kimura 2018-10-15 11:01:44
I have a question about damaged superchargers.

What will the effect be if one or both have been damaged/inoperable?

I think I have simulated it in two different ways. The current is that if you are at 11000 or higher your bomber is SLOWED.

The first simulation was that the engine would be at ½-power. Do you think this is more or less correct, or do you have another suggestion? I think that may be more correct, but I am not sure. I have googled for answers, but with my limited knowledge about engines I cannot find an answer.


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Zone Width... Distance...

B-26: The Marauder Strikes!Posted by Magnus Kimura 2018-09-26 09:53:47
Oh no... I have just found out that my zone width is off in the MTO... It is less than aprox 50 miles.. I have to check the ETO maps now. I base the bombers range on and fuel consumption on the map on the zone width. I will not change it on the maps, only on the fuel consumption add-on chart.

The zone width is wrong on all maps. It is less than 50 miles... it is perhaps aprox 40 miles... but lets say it is 40-50 miles..



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Clarification: Tail Ammo Box and Track

Tables & ChartsPosted by Magnus Kimura 2018-09-25 10:26:07

Right Side Tail Guns Ammo Box

B-26 and B-26A: Superficial damage.

B-26B-G: Tail Guns’ right side Ammo Box damaged. When an Ammo Box has been hit it has been destroyed and the Tail Gun is inoperable after 4 more bursts and then the Tail Guns loose Twin Gun modifier and fire as a single Machine Gun.

When both boxes have been destroyed the Tail Guns become inoperable after 4 more bursts.



Tail Gun’s Ammo Track

B-26 and B-26A: Superficial damage.

B-26B-G:

Roll 2D6: 1-3: Left side Track hit. Tail Gun is inoperable after 3 more bursts. 4-6: Right side Track hit. Tail Gun is inoperable after 3 more bursts.

When a Track has been hit it has been destroyed and the Tail Guns loose Twin Gun modifier after 3 bursts. When both tracks have been destroyed the Tail Guns become inoperable after 3 bursts.

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Jammed Machine Gun

RULESPosted by Magnus Kimura 2018-09-24 17:45:14
Combat Table 4a, Gunner To Hit: Optional: The MG will jam on an unmodified roll of “2.” You cannot continue to fire until you have unjammed it.

Combat Table 4c – Damage on Fighter
.50 and Twin .50 DR 2
Machine Gun jams if extra Ammo Box used.
Spray Fire DR 2 &3 Unmodified roll: Machine Gun jams!

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Serious Wound

RULESPosted by Magnus Kimura 2018-09-24 17:29:10
Serious Wound: Crewman may not perform any actions for the rest of the mission. (See also Optional below.) One Crew Man must be with the wounded crewmember. He may move to man a machine gun (When two men in the Nose, Flexible Nose Gun
Spray Fire only) after the first Initial Attack of the first attacking wave. He must move back to the wounded crewmember after all attacks, before moving into the next turn.

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