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.

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. In some ways it can be quicker to play a mission, but at the same time it can seem to be "dice-ee-er" than its companions. B-26 is, with its advanced and optional guidelines, deep, detailed and complex, but still as easy to play as B-17 or B-29 with its basic system which is similar to the mechanics in B-17 or B-29.

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!

B-26 and Multi-Player Online?

B-26: The Marauder Strikes!Posted by Magnus Kimura 2017-04-08 11:10:32
I have no experience to speak of when it comes to multi-player campaigns, and have therefore not included those rules in the Core Game.

I've had it in mind though and have an idea on how to use some of the tables in online campaigns.

MT-1a will not be used (unless modified to fit online campaigns) except for mechanical failures.

On the bomb run, Bombing by Boxes:
Lead (#1, Lead Flight) rolls on TZ-4a.
Toggliers roll on TZ-4b, only to see if they are in our out of formation. (Use only the "If Hit modifiers")
TZ-5a will be modified by Lead's On/Off and togglier's in/out.

Bomb run, Bombing by Flights:
Lead (#1 in each flight) rolls on TZ-4a
Toggliers (#2-6) roll on TZ-4b, only to see if they are in our out of formation. (Use only the "If Hit modifiers")
TZ-5a will be modified by Lead's On/Off and togglier's in/out.

Mission Commander will decide all mission parameters, including Z1-b, RV.

TZ-1 will be decided before the mission.

TOA-2a is not used.

Flak? Each player rolls on TZ-3a?

One player, one Box or Flight is also possible of course.







  • Comments(2)

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Posted by Magnus Kimura 2017-04-09 04:20:40

I hear you, Rick. I think it is possible though. The MC, or a squadron commander or operations officer, will decide the position of each player in a flight. The Kaczmarek reflects a fighter attacking other ships in your flight even if one or more player roll "No Attackers."

The loss of non player ships can be seen on CT-2a, Fighter Pilot Status and on TZ-5a. Please correct me if I am wrong and have forgotten tables.

Today I added a modifier on CT-2a which says that each casualty in your flight is +1. As each player sends in the AAR, and you are active in reading them, you'll know if one or more has left your flight.

The only important repositioning is #4 moving to #1 as these are the only ships with bomb sight. #2, 3, 5 & 6 can stay at their positions (to keep it simple) or #5 to 2 and #6 to 3 if you know that a bomber has left the formation. Your new position is #2 or #3.

If #4 leaves #5 moves to that position first. #6 moves to #4 only if #5 has already moved to #2 and #3 is still in formation. New #4 will use note d).

All of this complicate matters.

In a diamond flight #4 uses note e).

In a 3-ship element, #2 & #3 in all flights uses note d.


Posted by Rick Morey 2017-04-09 03:32:50

The biggest problem I see with Multi-player online is that in B-26 your specific position within the formation is assigned. Positions would have to be assigned rather than rolling on Table M-7. As AC are knocked out, some method will need to be developed for repositioning, unless you have only 1 player per flight.

You'd also have to rethink all the Table results that indicate loss of 'non-player' AC.