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Subject: Play-Test AAR 13 (A-26) rss

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Magnus K
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This is an old AAR from 2015 which I have copied from the B-17:QOTS BGG forum.

The World's 1st A-26 Invader AAR - EVER!

Ok, the subject of this post sounds very impressive, but this AAR and what follows is actually not that impressive. It's just that I finished the A-26 Add-On yesterday and this is my very first A-26 Invader Mission. I had A-26 finished many years ago, but that was based on B-17: QOTS and I never flew any mission with it. So here it is, the very first A-26: The Invader's Wrath first mission:

September 1, 1944 (Historical Note: A-26 1st mission in the ETO: Sept. 6 to Brest)

After Action Report

A-26A Crew Chief: MSgt Joseph Lieberman (+2) (0 SP)

FOXY FOXIE (1 missions)

Pilot: 2LT Reynold York (1)
Gunner: Pfc Jason Devlin (1)

Position in Flight: Lead #6, Box 2, Lead Group
Altitude: 8000 feet
Bomb Load: 6x 500
Initial Point: 6
Fighter Cover: Close - fair (no RV, none on this mission.)
Enemy Resistance: Light
Weather Forecast: Good (to fair)
Secondary Target:
Flak: Heavy
To Target - moderate, fair
Return - moderate, fair
Formation Casulties: Low #1, Low #6, Lead #4
Bomb Run:
Box 1: Off
Box 2: Excellent (85%)
Tail Group - Box 1: Good
Tail Group - Box 2: DNB
Target Damage Assessment: Excellent

External Damage: (BIP!)
Internal Damage: Upper turret; Intercom, Nose ammo boxes
Superficial Damage: Nose, Bomb Bay.
Mechanical Failure: Main Landning Gear

During my pre-mission steps, right before take-off, I remembered that I had forgotten to create a crew chief. I rolled "12" which meant an experienced crew chief with the rank of master sergeant and skill is +2. Very good! He will also give me an extra Lucky Charm when ever I recieve one from one of the Crew Chief Tables (House Rules) on a D6 roll of 1-2.

The next die roll was to see how the preparation went on my plane for the incoming mission. I rolled "2" which means that I will have to check for mechanical failures each turn on this mission. Wonderful. But, since this is a new plane and my men are not yet fully trained on this type and have little experience on it, this result was right along the story. My dice knew this of course.

We had no problems during take-off, everything went well. We reached the fighter cover RV point, but with bad weather in the area they were not to be seen. The mission commander decided to continue because no fighter opposition was expected on this mission. (I did not roll for the MC's decision. I would have rolled for if this was not the first mission with A-26.)

Over Brest there was heavy, moderate, fair flak. The weather had changed from good to fair. Two ships in our low flight left earlier and now my #4 had to leave because of flak damage. I was also hit. The upper turret lost power and became inoperable, I lost ammo in the nose and the intercom died.

Box 1 was off target, but our bomb run was on and excellent! Box 1 in the tail group had good results, but the last box did not bomb due to clouds. The aim point was not identified.

Flak had not changed in intensity or accuracy. I was hit, but the shell went right through the bomb bay, just making a large big hole. (It was actually a BIP in the bomb bay. The tank exploded and my ship went down with the crew. Buuuuut, since this was my first A-26 mission and I did not like that BIP at all, I gave Foxy Foxie a Lucky Charm and the BIP became superficial damage.)

When Brest was behind us, I had problems with the main gear. (Mechanical Failure.) Between France and Guernsey lead was off course, but soon got us back on and took us back to Maupertus. I had to belly land. My crew chief Lieberman was not at all happy with the belly landing and became a little angry when he discovered the large hole in the bomb bay.


2LT, Reynold York
The second mission, also to Brest, ended with an emergency landing in Z4, not far from the target. #1 out and gear was down and locked creating a drag. Couldn't restart the engine and there was no emergency landing ground in the area.

The primary target, defended area, was cloud covered. Our lead did not identify the aim point so we continued to the secondary target instead, just a few miles to the south of Brest, another defended area at Crozon. Flak hit me as we left Crozon.

Heavy guns, medium intensrity, fair accuracy. One of the bursts was near and the left wing took five hits. On the bomb run I was also hit by one burst which damaged the bomb bay with five hits. The wing hits caused my emergency landing. The gear dropped down causing a drag. Then the main tank was hit and it began to leak. Engine #1 ranaway and died, I could not restart it. (Had to stay one more turn in the current zone, 4.)

Out of formation I radioed for fighter support. Two little friends came to our aid. With one engine out and drag I could not stay in the air much longer. I had to find a field to land at within 25 miles.

I found a place to land at, but it was a rough landing. We were safe though and in friendly territory. I don't want to set it on fire to destroy it now. I'm sure it can be fixed and I can fly back to Maupertus.


First low-level mission is completed! Pompey, France, Close Support, Sept. 27, 1944 (A-26A). 65%, Fair. 12 ships went out. 9 bombed. My ship could not bomb because I was damaged by flak on the initial attack run, damaged the bomb and salvo release. Strafed and scored 2x KIA.

It seems to be working though I have to clarify some details, add Fuel Consumption to the sequence steps, and reverse the flak casulties and flak intensity sequence steps, and go over a few other details. I must add some low-level fuel consumption factors on the fuel consumption chart.

It did not flow as well as I had hoped, but that is probably due to the fact that this was my first low-level mission and I had to check a lot of details while I was flying.
Have I been shot down by friendly fire? Zone 2 returning back to base after a low-level mission. I am over allied territory. I roll Ground Fire on Mission Events, small arms,inaccurate, medium column, 2 hits. Superficial in the nose, #1 hit, out, windmilling prop. I manage to recover the dive and the engine does not start on my first attempt. With gun pods that I cannot jettison, it's now DRAG. With one engine out and drag I must land at the end of the up-coming turn. This is not good! I have already used a lucky charm to negate damage which would cause drag over the target. I have two to use now, but to go back and negate the engine hit does not sound right. Pause here and go over the table and add that Ground Fire will not occur over friendly territory? Time stands still until I have figured out what makes most sense.

What I have not added in the low-level add-on yet, but have considered to do, and copy the rule from an earlier version, is that on the return route I can climb to be out of reach of this kind of fire...

Water Injection? Yes, that might save the day.
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