B-26: The Marauder Strikes!


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: Jan 21

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Comment by Magnus Kimura on July 5, 2016 at 6:55am

Thanks, Ken! Still only play-test versions though. The image of the fighter will change.

Comment by Ken Legg on July 4, 2016 at 6:58pm

Beautiful artwork on those counters. If I had a preference though, I'd choose the "washed out" look !

Comment by Magnus Kimura on July 4, 2016 at 10:09am



Comment by Magnus Kimura on July 4, 2016 at 9:47am

TZ-4a & b - Added Modifier

TZ-4a: Oxygen or Hydraulic Fire in Nose/Pilot Compartment: -4/-2

TZ-4b: Oxygen or Hydraulic Fire in Nose/Pilot Compartment: 

Comment by Magnus Kimura on May 12, 2016 at 8:13am

Expansions/Add-Ons: A-20, A-26, Okinawa, Low-Level, Fuel Consumption, Bomb Load, MTO, New Guinea, B-25, Pathfinders and Night Missions.

Some are done, some are planned, some will be done.

Comment by Magnus Kimura on May 12, 2016 at 8:09am

Large rule book but easy to play.

Part 4 added. PART 4 - EXAMPLE OF PLAY – LE TRAIT, SHIP YARD, SEPTEMBER 8, 1943 has been added to the Flight Rules.

71 pages, incl. 4 pages of references, suggested reading; 4 pages of index (sections headlines w/rule # ref; 7 pages of example of play.

Font today is GARAMOND Size 12.

Comment by Magnus Kimura on May 9, 2016 at 6:29am

DT-6, Wings, DR9, Landing Gear.

Here's a change:

Landing Gear/Wheel Well Roll 2D6:

2-3: Brake out – Brake is inoperable.

4: Main Landing Gear Doors -The Gear Door is jammed. The Main Gear can’t be lowered. (BUT see also #11-12 below.)

5: Wheel punctured. (See LT-1a, Landing on Land for Landing Modifiers.)

6-7: Superficial Damage - No effect

8-10: Landing gear damaged and inoperable. (See LT-1a, Landing on Land for Landing Modifiers.)

11-12: Doors break open and Gear drops down – DRAG! Roll D6:

1-3: Gear is not locked, unable to raise. Treat as no Main Gear when Landing on Land.

4-6: Gear is locked. If gear is already damaged and inoperable, treat as Superficial Damage on Gear Doors.


I think that this is much better than earlier. I was thinking about changing 11-12 to only 12 so the range would be

2-3: brake
4: doors
5-6: punctured
7-8: NE
9-11: gear damaged
12: Doors break open

instead, but I think I'll keep it as it is now. You will see more action if the landing gear drops down on 11-12.

Comment by Magnus Kimura on May 8, 2016 at 10:41am

This 0 is confusing!

2.30.4 If Poor or worse when landing - Optional: You may choose to land at an Alternate Landing Ground if the weather will risk a bad landing. (See 10.5.0 Landing at an Alternate Landing Ground (Optional).)

10.5.0 Landing at an Alternate Landing Ground (Optional)

There were often Alternate Landing Grounds (LGs) which could be used if the weather over the home station was too poor to land in. This will be simulated in B-26 by a dice roll during Mission Planning for weather over alternate landing grounds. In B-26 these will be located in Zone 0 and each dice roll after the first Alternate LG roll represents the number of turns away from your Home Field in Zone 0 that the Alternate LG located., ie., if you make three rolls the Alternate LG is three turns away from Zone 0.

10.5.1 If the weather is poor or worse when you land, roll again for weather (MP-1b) over Alternate LGs. You may roll four times, once for each Alternate Landing Ground, and you may land where you find the best weather conditions.

10.5.2 Each roll (10.5.1) represents one turn away from Zone 0. You may roll four times during mission planning to see how far (i.e. how many turns) you must fly to find more favorable weather.


10.5.3 Decide before you land at your Home Field in Zone 0 if you would like to land at an Alternate Landing Ground.

10.5.4 Check Fuel Consumption (7.44.70) when you reach Zone 0 and check MT-1a each turn.

10.5.5 Table AM-1 (Light and Serious Wound recovery) is +2 and your B-26 is replaced on any other result than Landing OK on LT-1a or b when you land at an Alternate LG.


10.5.6 If you would like to simulate your flight back to your home station roll for take-off (and MT-1a in each turn) and then landing at your station. (The weather will be good.)

It looks like this on the Mission Chart now:

Comment by Ken Legg on April 27, 2016 at 12:37pm

I would take suggestion #1, just take the lead and resume to the IP.

Comment by Magnus Kimura on April 27, 2016 at 4:55am

How would you play this situation?

The exact procedure is not in the rules. I may add this on Combat Board Table 1: If you are Deputy Flight Lead (#4) when Bombing by Flights and on the Bomb Run, Break Away and Go Around.

Here's where I am now:

* I am Deputy Flight Lead, Box 1, Low
* IP 5
* We are on the Bomb Run, Flak hit Flight Lead and #1 leaves. (Strong, inaccurate. I rolled once on TZ-2, Formation Casualties, and then on CB-1.)

Now what?

Suggestion 1: Break Away and Go Around so that I can move to the Lead.

Suggestion 2: Move to Lead, roll again for FLAK, and use IP 1 modifications on the AP and Bomb Run?

Suggestion 3: Move to Lead, roll again for FLAK. Roll D6: IP 5 minus D6 = new IP (this is to reflect where on the Bomb Run #1 left and I take over.) If 0 or less, I have passed the Release Point and must break away and Go Around.

Suggestion 4: The easy way out - just hop to Lead and continue the bomb run, using IP 5.

I will improvise. I think I'll follow Suggestion 2 and if the AP is not found (Good Weather) I'll go Around, or Go Around even if I identify the AP to have the IP 5 modifications on the Bomb Run. Do you know what that means? More FLAK! Fighters may also attack...

Before I decide now, I'll roll twice on TZ-5b for Lead and High Flight. If they hit this small No Ball target and scores superior or excellent, I could bomb on IP 1 and then return to base...


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