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!

TZ-4b

RULESPosted by Richard Morey 2015-10-25 18:29:58

There has been some discussion on the utility/need for TZ-4b. From my reading, it is meant to serve two purposes.

One is to determine the effects damage to the player’s aircraft have on individual bombing accuracy. It seems this goal can just as effectively be met by adding the modifiers from TZ-4b to TZ-4a (some already exist in both tables). Furthermore, other than for personal play value, the effects of one bomber’s results on the overall mission are likely negligible except in the case of point targets (covered by the Low Level rules). That’s why targets were bombed by formations.

The second goal seeks to quantify the impact of temporarily being knocked out of formation. Other rules already cover the initiating conditions and effects of being permanently out of formation so that situation does not need to be addressed. The question then arises, does the play value of dealing with temporarily being out of formation (primarily the conditions around defending against enemy fighters for one turn) justify the play cost of having to consult and interpret another table (TZ-4b)? In my opinion probably not, especially in light of the frequency of both conditions (being temporarily out of formation and attacked by enemy fighters) occurring during my runs.

I think that with slight modification (mentioned above) to TZ-4a, TZ-4b can be eliminated.



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Posted by Magnus Kimura 2015-11-08 20:27:22

I am not quite done yet, still working on it, but I think it will soon be finished. I am flying a couple of missions to test it now. May have to change TZ-5b also. It does not work well.

Posted by Magnus Kimura 2015-10-26 11:19:46

Thank you for your input! I have been struggling with this for many years. How do you simulate the togglier and how will it affect the final result if the togglier is off target? Damage to his ship should not affect the roll for the formation, only his own and then the final result, don't you think?

I have revised TZ-4a, which is now only TZ-4, and uploaded it. Check it and see what you think about it, if it is better or worse, confusing or what ever it may be. But most important, if you have another idea on how to simplify it to make it easier to understand and use or another idea of how to simulate the togglier, let me know.