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!

Two Turns in the Target Zone (Return) after a BIP

Examples of PlayPosted by Magnus Kimura 2013-06-15 14:04:40
This is how I play two turns in the Target Zone after I have been hit by flak after the bomb run. The bomb run was on target (250 feet, Superior), I turned around, rolled on MT-1, then TZ-2, Flak Intensity & Accuracy on Medium Flak. The result was strong and Inaccurate. I rolled 3 times on TZ-3a, Flak to Hit, Inaccurate. The first roll was 12 - BIP. The second and third were misses. TZ-3d (Optional), Burst Inside Plane, (DR 3), sent me on to TZ-3c, Area Hit by Flak. With DR 10 I was hit in the nose. Now with the nose destroyed I fly with drag, out of formation and am slowed. The group fly on, I am straggling behind.

1. The group will roll on MT-2, Luftwaffe Early Warning Operations, but because of the drag I am still in the Flak Zone and will instead roll on TZ-2, Flak Intensity & Accuracy. (Had I been In Formation I would have rolled on MT-2, before moving into the next Zone.)

2. I roll instead on TZ-2, Flak Intensity & Accuracy. (A second roll on TZ-2 will replace the MT-2 roll.) I am Out of Formation (-2) and Slowed (+1). The final modifier on Intensity is -1 and Accuracy is Inaccurate (for Radar Flak). The result is Weak, Inaccurate. I roll 7 on TZ-3a, which is a miss.

3. Now the group will move into Zone 3, but since I am left behind with drag I stay one more turn in Zone 4, the Target Zone. My second turn in the Target Zone begins. Now I am leaving the Flak Zone to face fighters and roll on MT-2. (I was thinking of TZ-2 again before MT-2 to start the next turn, but I think it is better to skip TZ-2 at this stage.) A 190A-5 with an Ace attacks from 9 low. My Radio Operator contacs a Little Friend who comes to our aid and will stay with us until we reach England. He cannot chase this bandit away and my defensive fire by the Armorer with the Left Waist Gun (spray fire) is ineffective. The A-5 scores a Walking Hits - Wings. (Two hits on each wing and two in the Main Bomb Bay.) He runs out of fuel or ammo and does not come around for a successive attack. (I rolled 51 on CT-1a, Position of Attacking Fighter.)

4. My second turn in the Target Zone is over and I will move into Zone 3, while the Group moves into Zone 2. In Zone 3 I will roll on MT-1a once and then MT-2, twice, because of the drag.

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Posted by Magnus Kimura 2013-06-16 08:50:23

Good points Richard, I did not think about that. I played it as if I was slowed and still caught in the flak area and would be fired on again. It complicates things somewhat because I wasn't sure how to end a turn and begin the next, and how to explain this situation in the Flight Manual. I chose to replace MT-2 in the first turn (the regular turn) by a second roll on TZ-2 and begin the second turn by rolling on MT-2. According to the rules it states that the regular turn in the Target Zone (Return) ends with flak, then fighters. Why complicate things?

It makes it easier to understand and play by ending the regular turn as a regular turn instead, ie with flak (TZ-2) then fighters (MT-2), and then begin the next turn with MT-2, Fighters.

I realized yesterday that I am inconsistent in the Flight Manual about how often you should roll on MT-1a. Like you, I have always rolled on that table in the beginning of each turn, not zone. Here in the example above I rolled only once, at the beginning of the regular turn in the Target Zone (Return). I will change this in the Flight Manual. Roll on MT-1a at the beginning of each turn.

Posted by Richard Morey 2013-06-15 23:53:22

I tend to roll on all the applicable tables/turn/zone. So, if I have to spend two turns in a zone I roll on MT-1a both turns. I guess I see this as more time (turn) dependent than distance travelled (zone) dependent.

On the other hand, If flak or fighter damage causes me to have to spend a second turn in the target zone I don't subject myself to additional flak. I figure the amount of time actually spent within the area of flak coverage is relatively small compared to the total area represented by the zone, and the reduced speed causing the second turn in zone is not appreciably noticeable over the relatively short area covered by flak.

Coming around for a second pass at the target is different since in that case I am specifically making another pass through the flak surrounding the target.