B-26: The Marauder Strikes!

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B-26: 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.

Players familiar with B-17: Queen of the Skies or B-29 Superfortress: Bombers over Japanrecognize 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!

You can also find the A-20 Havoc and the A-26 Invader as add-on modules and B-25 is on the way. If you would like to fly low-level missions you can find rules for those missions in the Low-Level add-on. The latest add-on is set in the PTO. You fly the A-26 from Okinawa!

It is being play-tested. If you would like to become a play-tester, please let me know. Honor and Glory: Danger and Excitement: Flak and Fighters - Two positions open!

Website: http://www.themarauderstrikes.magnuskimura.se/
Location: Sweden
Members: 14
Latest Activity: on Wednesday

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Comment by Magnus Kimura on April 8, 2017 at 6:01am

B-26 and Multi-Player Online?

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.

Comment by Magnus Kimura on February 27, 2017 at 3:07pm

Comment by Magnus Kimura on February 27, 2017 at 2:53pm

Comment by Magnus Kimura on February 9, 2017 at 7:42pm

P-61, CT-5c

Done some work on P-61 today.

Comment by Magnus Kimura on February 9, 2017 at 7:42pm

P-61 Cock-Pit Heat

Comment by Magnus Kimura on February 1, 2017 at 4:42am

B-26 is on Boardgame Geek... I have no idea how that happened, but I'd like to thank the person who is behind that initiative. https://www.boardgamegeek.com/boardg…/…/b26-marauder-strikes

Comment by Magnus Kimura on January 3, 2017 at 6:15am

"Awsome Project"

Thanks, Joe!


"It was (and is) amazing... it was so comprehensive, detailed, and with a command of the subject matter that clearly showed through... If this topic is of interest, then this is a must-have. Hoping to see it in 2017!"

Comment by Magnus Kimura on December 14, 2016 at 6:03am

65 Missions?

The Green Witch has completed 64 missions. Some of the crew men have only one more mission to complete a tour. (Actually, the tour of duty was 50 at this time of the war... I see that now in the rules.) The 65th mission is a short hop to Bethune, MY in Zone 2, on April 24, 1944. I have about ten Lucky Charms... will that be enough? (Lucky Charm House Rule.)

Comment by Magnus Kimura on December 10, 2016 at 6:43am

In the B-26 Core Game you can find that you will have to make some decisions during your mission, I think more than B-17 and B-29, when you use the Optional/Advanced Section. I'd like to add more rules which will make it possible to make even more decisions. I have a few ideas, but I am running out of space for more rules and tables, so I am not sure if I should add some of it, keep it as House Rules or create and expansion/add-on with these rules. Some of the rules will cover tactics used by the medium and light bomber formations, which I wanted to include in the Core Game, but due to the size of this game I have had to cut it down. Please don't let the size of B-26: The Marauder Strikes! scare you. It is still as easy to play as B-17... with more rules.

Comment by Magnus Kimura on August 19, 2016 at 10:08am

Huge Disappointment over Ijmuiden

The weather changed from good to bad.

Box 1 did not ID the Aim Point.

I am Lead Deputy in Lead Flight Box 2.

Aim Point Identified!

Bomb Run is on, 500 feet.

Accuracy... on 2D6... is "2!"

Result is 20%, poor...

Oh, well...

The good thing in this is that Box 2 Tail Group was Superior. Box 1 did not ID the Aim Point.

 

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