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!

Wing almost rips off...

Mission ReportsPosted by Magnus Kimura 2017-09-19 22:02:21
This was on a mission to Maintenant, a bridge. First a flak zone and then the flak defense over the target. Right wing is hit several times, both before and after the bomb run. The wing root takes four hits! One more and it would have ripped off.

I also used a lucky charm to negate #1 out so I could stay in formation and bomb the target.

  • Comments(0)//

A Work in Progress: B-26 Cover.

B-26: The Marauder Strikes!Posted by Magnus Kimura 2017-09-13 12:52:54
A sneak peak at the new B-26 cover (a work in progress as this is the first draft from the artist):

  • Comments(0)//

7.41.1 When the engine is out

RULESPosted by Magnus Kimura 2017-09-12 22:06:07

7.41.13 You may try to restart the engine once after the attack and once at the end of each Turn and once before landing (10.30.0), unless the engine is dead.

  • Comments(2)//

Two More Tables on the Combat Board?

Suggestions & IdeasPosted by Magnus Kimura 2017-09-01 10:39:37
I think that the Combat Table is good with the Flight Manual Sections you have on the left, the Crew Placement Board on the right and the selection of tables you can find on it. However, there are two tables have wanted to put on it. It is MT-1a and MT-2, but there's no room!

I think it would be a good idea to have MT-1a and MT-2 on the Combat Board also, but putting them there would mean either making the combat area smaller, removing the Crew Placement Board, removing two other tables, or adding more space on the right side. I don't think I like any of these ideas...

The Combat Board is your HUD. A lot of necessary information should be on it so you don't have to look in the Tables and Charts Booklet that often. If the two MT-Tables are on it you won't have to check in it until you have a result from MT-1a or if fighters appear on MT-2. Maybe also CT-1a, Position of Fighter and CT-1b, Altitude should be on it too...

If the two latter tables are on the board too, you will need to check the Tables and Charts for type only and then again after you know how many hits your ship has taken.

On the earliest versions of the Combat Board I also had flak tables on it, but adding them will be too much.

And do you remember the Quick Reference Booklet? I kind of liked it. You had necessary tables in it, basically what you find on the Combat Board today, but also the tables I'd like to add on it. You also had "Going Around" & "One Engine" in it too. I removed it because the Core Game would be way too large with that one added. I noticed that it would be better to put the information on the table instead, in front of your eyes.

Here's an example of a Quick Reference Chart. With a cleaned up Combat Board and this chart in combination you will not have to flip through the Tables and Charts until you have been hit by a fighter (or Random Events and Mechanical Failures):

  • Comments(4)//

Sequence of Play (Long)

RULESPosted by Magnus Kimura 2017-08-21 14:23:36



Insert Step 15:

A fighter with REAR MACHINE GUN at LEVEL, LOW or VERTICAL CLIMB on its Passing Shot Position may fire again with its Rear Machine Gun. This will be treated as simultaneous fire as the B-26 Gunners’ Passing Shots. Roll on CT-5a, Rear MG (by Vertical Dive) to hit the B-26, and if hit roll on CT-5b, Hits on Bomber, Rear MG (by Vertical Dive). (See 7.38.21.)

Insert after Step IV.21:

c. Move into the next Zone for a New Turn and go to IV.a. If next Zone Is the Target Zone, go to V. Target Zone.

V.f reads now:

f. New Turn: Turn plane around facing Zone 0. IV.a then V.c, IV.b and IV.c.

Step I.d: Weather at Take-Off should be in Italics.

2-page sheet for the Core Game on card board? See below...

  • Comments(7)//

Fighter FBO/KIA.

RULESPosted by Magnus Kimura 2017-08-21 09:27:52
Optional: Treat all KIA as FBO.

  • Comments(0)//


RULESPosted by Magnus Kimura 2017-08-19 12:46:32

Flight Manual


Aug. 6: Page 56, clarification, re-numbered & Mission Chart Secondary Target box data re-arranged.

Sept 13: Deleted unnecessary sentences and corrected grammar. Page 29, 7.40.1 deleted “OPTIONAL.” Page 30, 7.41.1 deleted “and equipment.” 7.41.12 added “Jettison ammunition, machine guns, and fire extinguishers to gain one more turn.”

Dec. 10: 7.37.2 minor changes. 8.8.0 Corrected errors in the number sequence and deleted a duplicate section. A.5.23.40, page 51, deleted “Medium Flak, No Radar.”

Dec. 13: Revisons on 7.44.0 (Fuel) and other sections referring to fuel consumption.

Special Thanks added. Sentence added in the Introduction. Revisions on 8.10.2 and 8.10.3 when Bombing by Flights. 8.10.4 deleted. Minor changes and corrections.

Aug. 19: Revisions on 10.5.0 Landing at Alternate Landing Grounds

Tables and Charts

Aug. 2:
DT-7a & AM-1 – Addition: Lack of Oxygen.
Wider Field of Fire for the Waist Guns

Sept. 26:
Added Optional Box/Group on MP-7
Changes on TZ-5b

Dec. 10:
MT-1d Nav/Flak Zone. ”No Radar” deleted
TZ-2, changed “To Target” to “Bomb Run”

TZ-2, dice roll values changed.
DT-6, DR10, fuel consumption changed.

MT-2, changed “Target Zone, To Target”
TZ-2, “Box 1” deleted by “if no flak radar”
TZ-2, Bombing by Flights modification is +1

MT-2, deleted “Target Zone, To Target” added “Bombing by Boxes and Flights.CT-2a, added a flight casualty modifier.
TZ-1, new Aim Point Check values.
TZ-4a, new info, Bombardier Lead Crew Mod added, new Fire modifiactions.
TZ-4b, Bombing by Flights deleted, new Fire modifiactions.
TZ-5a, Target Size deleted, new Damage Assessment values.
TZ-5b, changed.
TZ-5c, deleted.
AM-4, change in info.

TZ-4b, NOW Bombing by Flights deleted and hidden info at the bottom can be seen.

MP-3, Initial Point, change IP6 Flak from +1 to +2

CT-B and Fighter Counters updated.

Me 109F-4 & Re.2001 on CT-B and Counter updated & corrected.
Addition on CT-4a & change on CT-4c.

Aug. 22:

2.82.0 How to use the Little Friends Counters

7.41.1 When the engine is out: 7.41.11 & 7.41.12

7.45.5 Advanced/Optional.

7.45.10 Fighter Cover when flying Out of Formation


  • Comments(0)//

Sequence of Play

RULESPosted by Magnus Kimura 2017-08-19 12:32:05
Here is a Sequence of Play, created by Ken Legg, one of the B-26 test-pilots, somewhat modified by me.

Sequence of Play
I. Mission Planning (Before Take-off)

a. Determine Target by using the Target List and Gazetteer booklet.
b. Determine Weather at Take-Off, Landing and over the Target (Table MP-1b)
c. Determine Altitude (Table MP-2) & Initial Point (Table MP-3)
d. Determine Expected Flak (Table MP-4)
e. Determine Enemy Air Force Resistance (Table MP-5) & Fighter Cover and Strength (Table MP-6)
f. Determine Formation Position (Table MP-7)

II. Take-off (Zone 0)
a. Take-off (Table TOA-1a)
b. Assemble and Join Formation (Table TOA-2a)

III. Zone 1 (Out only)
a. Formation Events (Table Z1-1)
b. Rendezvous with Fighter Cover (Table Z-2)
c. If GAZ Mod: Luftwaffe Early Warning Operations (Table MT-2)

IV. Zones 2 to Target Zone
a. Formation Events (Table MT-1a)
b. If GAZ Mod: Luftwaffe Early Warning Operations (Table MT-2)

V. Target Zone
a. When entering Target Zone: Weather Conditions (Table TZ-1)
b. Perform IV.a & b
c. Flak (Table TZ-2 then Table TZ-3a)
d. Initial Point (Table TZ-1). If unidentified: V.e (see Aim Point Mod on TZ-1) or VI. Go Around.
e. Bomb Run (Table TZ-4a or TZ-4b then Table TZ-5a)
f. New Turn: Turn plane around facing Zone 0. IV.a then V.c and IV.b

VI. Go Around for a Second Bomb Run
a. New Turn: Formation Events (IV.a, Table MT-1a)
b. Flak (Table TZ-2 with Break Off Mod then Table TZ-3a)
c. If GAZ Mod: Luftwaffe Early Warning Operations (Table MT-2)
d. New Turn: V.b to f.

VII. Landing (Zone 0)
a. Formation Events (Table MT-1a. ATTN: Note c & e)
b. Alternate Landing Ground? New Turn then VII.a
c. Landing on Land (Table LT-1a) or Landing in Water (Table LW-1)
d. Mission is over.

  • Comments(0)//
Next »