World On Fire: Shadow Ops [a Fantasy WWII Quest]

Should I make a thread in CD&W for you to make characters and draft nations?

  • Ye

    Votes: 4 40.0%
  • Ne

    Votes: 0 0.0%
  • Put the system in this thread

    Votes: 6 60.0%

  • Total voters
    10
  • Poll closed .
Voting is open
All Guns Blazing Pt. XVIII
[><]

<<Fish away.>>


In unison, ten torpedoes drop from ten torpedo bombers, which quickly accelerate to fly over and past the carrier they are approaching - the Akagi, if you are not mistaken. The torpedoes drop in the water and, you assume, head for the carrier - even at a mere 200 knots you're moving several times faster than the torpedoes are, and you don't have time to check that they worked.

Ultimately, only six make the complete journey from their launch point to the detonation point. Two fall dumbly down to the ocean floor, never to be found again before rust and time wears them to indistinguishability from the surrounding rocks and debris. One swerves wildly off course, spinning uselessly in circles until it runs out of fuel entirely and follows the others down. One makes it about halfway before it porpoises into the air then powers on almost straight down.

Of the six that make it to the Akagi, one bounces off the hull and breaks in half before sinking, its warhead a dud. One just... keeps going, straight on until it runs out of fuel. One likewise keeps going, but hits a destroyer against which it too duds.

It's the other three that make an impact. Three columns of foaming spray burst from the far side of the Japanese carrier, and the entire ship lurches to one side, as if kicked by a giant. Two of the columns soon turn to smoke - the smoke of burning aviation fuel - as the ship's tanks catch fire.

You wave your hat in the air at the torpedo squadron as you quickly fly out of range of the Akagi's understandably enraged anti-air guns, then give said carrier and the fleet the middle finger, even as the Zeroes come back in renewed fury. Even if they shoot down the entire squadron, though, they now have one less place to land.

[ ] Escort torpedo bombers back to carrier the entire way
- [ ] And skip to first attack on Yorktown (~Noon) (Roll 1d20 for torpedo bomber survival rate with 2d4 Accuracy)
- [ ] And skip to second attack on Yorktown (~2 PM) (As above, PLUS 5d20 for success of Japanese attack)
- [ ] And skip to ??? (6 PM) (As above, PLUS an additional 5d20)

[ ] Stay in combat zone
- [ ] And skip to arrival of dive bomber squadron (~10:10 AM) (Roll 1d20 for torpedo bomber survival rate)
- [ ] And skip to attack on Hiryu (~5 PM) (As above, PLUS 5d20 for success of dive bomber attack, a full attacker success sinks Hiryu and skips this)
- [ ] And skip to ??? (6 PM) (As above, plus additional 5d20 IF Hiryu not sunk by previous round of 5d20)
 
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[X] Escort dive bombers back to carrier the entire way
-[X] And skip to first attack on Yorktown (~Noon) (Roll 1d20 for torpedo bomber survival rate with 2d4 Accuracy)


I like these guys, they have guts so lets see them back to friendly waters.
 
In unison, ten torpedoes drop from ten torpedo bombers, which quickly accelerate to fly over and past the carrier they are approaching - the Akagi, if you are not mistaken. The torpedoes drop in the water and, you assume, head for the carrier - even at a mere 200 knots you're moving several times faster than the torpedoes are, and you don't have time to check that they worked.

Ultimately, only six make the complete journey from their launch point to the detonation point. Two fall dumbly down to the ocean floor, never to be found again before rust and time wears them to indistinguishability from the surrounding rocks and debris. One swerves wildly off course, spinning uselessly in circles until it runs out of fuel entirely and follows the others down. One makes it about halfway before it porpoises into the air then powers on almost straight down.

Of the six that make it to the Akagi, one bounces off the hull and breaks in half before sinking, its warhead a dud. One just... keeps going, straight on until it runs out of fuel. One likewise keeps going, but hits a destroyer against which it too duds.
Honestly, that is embarrassing.

[X] Escort dive bombers back to carrier the entire way
-[X] And skip to first attack on Yorktown (~Noon) (Roll 1d20 for torpedo bomber survival rate with 2d4 Accuracy)


We have a job to do, so lets finish it and get our boys home.
 
[X] Escort dive bombers back to carrier the entire way
-[X] And skip to first attack on Yorktown (~Noon) (Roll 1d20 for torpedo bomber survival rate with 2d4 Accuracy)
 
<<Fish away.>>

In unison, ten torpedoes drop from ten torpedo bombers, which quickly accelerate to fly over and past the carrier they are approaching - the Akagi, if you are not mistaken. The torpedoes drop in the water and, you assume, head for the carrier - even at a mere 200 knots you're moving several times faster than the torpedoes are, and you don't have time to check that they worked.
This is pretty much a textbook-perfect scenario for a torpedo run. Flying in slow, low, and releasing ten fish at contextually point-blank range? It's almost absurd overkill ...
Ultimately, only six make the complete journey from their launch point to the detonation point. Two fall dumbly down to the ocean floor, never to be found again before rust and time wears them to indistinguishability from the surrounding rocks and debris. One swerves wildly off course, spinning uselessly in circles until it runs out of fuel entirely and follows the others down. One makes it about halfway before it porpoises into the air then powers on almost straight down.

Of the six that make it to the Akagi, one bounces off the hull and breaks in half before sinking, its warhead a dud. One just... keeps going, straight on until it runs out of fuel. One likewise keeps going, but hits a destroyer against which it too duds.
... If our torpedoes weren't such utter dogshit. This is going to be especially egregious when we go up against the Japanese response, and see how their oxygen torpedoes work.
It's the other three that make an impact. Three columns of foaming spray burst from the far side of the Japanese carrier, and the entire ship lurches to one side, as if kicked by a giant. Two of the columns soon turn to smoke - the smoke of burning aviation fuel - as the ship's tanks catch fire.
Boom! That's it, baby, that's what we love to see!

Yeah, the Akagi ain't getting up from that one, chief. It's the fires that we want to see - the Japanese made their aircraft carriers almost entirely out of wood, which combined with their massive stores of flammable substances and inadequate DamCom turned these ships into deathtraps. Reading about the crews futile attempts to fight the flames is genuinely nightmarish.
You wave your hat in the air at the torpedo squadron as you quickly fly out of range of the Akagi's understandably enraged anti-air guns, then give said carrier and the fleet the middle finger, even as the Zeroes come back in renewed fury. Even if they shoot down the entire squadron, though, they now have one less place to land.
Oh, that was satisfying. Even worse for the Japanese, their CAP is fucking up and chasing us. Once the torpedoes are released, the Devastators are completely harmless and any fuel or bullets (all precious commodities in a Zero) spent on a futile revenge chase to bring them time are wasted and should have been preparing for the next American attack. And, as mentioned, now the CAP only has three decks to launch out of, which even further fucks up their ability to send out and receive fighters that received damage or run out of munitions. Yeah, we've given them a good kick to the balls here.

[X] Escort dive bombers back to carrier the entire way
- [X] And skip to first attack on Yorktown (~Noon) (Roll 1d20 for torpedo bomber survival rate with 2d4 Accuracy)


Let's not push our luck any further - Shizuko has technically already been wounded, and a large part of our success was working as a team with the Navy Witches and Devastators. Instead, head back to our fleet, pop some champaign at knocking out the Flagship of the Kido Butai, and get ready to make sure the Imps can't get revenge for the shellacking we gave them. Leaving the Yorktown's TBs on their own is a little cold, but they by far performed the best out of the OTL attacks and we've considerably weakened the Japanese defense through exhausting and shooting down CAP, not to mention disabling an aircraft carrier. With a bit of luck, they should be okay.
 
[X] Escort dive bombers back to carrier the entire way
- [X] And skip to first attack on Yorktown (~Noon) (Roll 1d20 for torpedo bomber survival rate with 2d4 Accuracy)


Hell, in an ideal scenario maybe someone even gets to make a report early about how shite the torps are and has it listened to.
 
[X] Escort dive bombers back to carrier the entire way
-[X] And skip to first attack on Yorktown (~Noon) (Roll 1d20 for torpedo bomber survival rate with 2d4 Accuracy)
 
[X] Escort dive bombers back to carrier the entire way
- [X] And skip to first attack on Yorktown (~Noon) (Roll 1d20 for torpedo bomber survival rate with 2d4 Accuracy)
 
[] Escort dive bombers back to carrier the entire way

So we're abandoning the torpedo bombers and switching to the dive bombers instead? In that case, shouldn't we be staying in the combat zone to wait for the dive bombers to get here so we can escort them back?
 
[X] Escort dive bombers back to carrier the entire way
-[X] And skip to first attack on Yorktown (~Noon) (Roll 1d20 for torpedo bomber survival rate with 2d4 Accuracy)
 
[X] Escort torpedo bombers back to carrier the entire way
- [X] And skip to first attack on Yorktown (~Noon) (Roll 1d20 for torpedo bomber survival rate with 2d4 Accuracy)
 
Vote closed
Scheduled vote count started by Zoosmell on Jun 11, 2021 at 11:25 AM, finished with 16 posts and 9 votes.

  • [X] Escort dive bombers back to carrier the entire way
    -[X] And skip to first attack on Yorktown (~Noon) (Roll 1d20 for torpedo bomber survival rate with 2d4 Accuracy)
    [X] Escort torpedo bombers back to carrier the entire way
    -[X] And skip to first attack on Yorktown (~Noon) (Roll 1d20 for torpedo bomber survival rate with 2d4 Accuracy)
Zoosmell threw 1 20-faced dice. Reason: Torpedo Bombers Total: 14
14 14
Zoosmell threw 2 4-faced dice. Reason: Accuracy Roll Total: 3
2 2 1 1
 
All Guns Blazing Pt. XIX
[><] Skip to Yorktown

The battle has been a resounding success. Only one torpedo bomber was downed, and it had gone down well within sight of the American fleet, so nobody has been captured out of the torpedo squadrons. All of the Japanese carriers have taken damage, even if only one received its mortal wounds from torpedoes. Both of the big carriers are doomed, and one of the smaller carriers - the Sohryu if you're not mistaken - will likely never make it back to port. The other has taken comparatively minor damage, but it's sustained enough to be out of serious action for now, and it'll be so overcrowded with planes soon that it may sink anyway.

Back on board the Enterprise, there's a mini-celebration for the torpedo squadrons and the witches. Everything that can be spared for an aircraft carrier still in a combat zone is, and that's surprisingly much for a ship in your opinion. The food is downright edible, they bring out a gramophone instead of a radio player, really the only thing that could be missing is alcohol and cake. The latter is being saved for after the battle entirely, and the former just isn't allowed on Navy ships. Even if it were, you wouldn't be getting any - you have CAP at 1600, and that's much too soon for a witch to get it out of your system without magic. And you need to save that for the CAP itself, with how far you flew this morning. You've all but been ordered to file your after-action report and take a break until it's time to go back up.

It's odd, you think, that you only saw onmyoji defending the carriers. You know the IJN and IJA both use witches, but off the top of your head you don't remember their doctrine for using them in purely naval battles.

As you head back to your quarters, mentally preparing to face the demon paperwork, the alarms sound.

<<Enemy aircraft approaching! Combat stations!>>

Your combat station is:

[ ] Hangar deck, the noise of a flight deck can be deafening, and without a power supply the radio sets used by witches aren't as powerful (and therefore loud) as a fighters, so orders must be taken where they can be heard even in a scramble situation.
[ ] Flight deck, witches are expected to be able to take off at a moment's notice, and the less they have above them to do that the better
 
The battle has been a resounding success. Only one torpedo bomber was downed, and it had gone down well within sight of the American fleet, so nobody has been captured out of the torpedo squadrons. All of the Japanese carriers have taken damage, even if only one received its mortal wounds from torpedoes. Both of the big carriers are doomed, and one of the smaller carriers - the Sohryu if you're not mistaken - will likely never make it back to port. The other has taken comparatively minor damage, but it's sustained enough to be out of serious action for now, and it'll be so overcrowded with planes soon that it may sink anyway.
Very good outcome thus far.
It's odd, you think, that you only saw onmyoji defending the carriers. You know the IJN and IJA both use witches, but off the top of your head you don't remember their doctrine for using them in purely naval battles.
Hmm, worrying. They're probably preparing that upcoming surprise.

[X] Hangar deck, the noise of a flight deck can be deafening, and without a power supply the radio sets used by witches aren't as powerful (and therefore loud) as a fighters, so orders must be taken where they can be heard even in a scramble situation.

We're a squad leader.
 
[X] Hangar deck, the noise of a flight deck can be deafening, and without a power supply the radio sets used by witches aren't as powerful (and therefore loud) as a fighters, so orders must be taken where they can be heard even in a scramble situation.

Under the thought that launching with intel and a strategy in our role is a better play.
 
[X] Hangar deck, the noise of a flight deck can be deafening, and without a power supply the radio sets used by witches aren't as powerful (and therefore loud) as a fighters, so orders must be taken where they can be heard even in a scramble situation.
 
[X] Hangar deck, the noise of a flight deck can be deafening, and without a power supply the radio sets used by witches aren't as powerful (and therefore loud) as a fighters, so orders must be taken where they can be heard even in a scramble situation.
 
The battle has been a resounding success. Only one torpedo bomber was downed, and it had gone down well within sight of the American fleet, so nobody has been captured out of the torpedo squadrons. All of the Japanese carriers have taken damage, even if only one received its mortal wounds from torpedoes. Both of the big carriers are doomed, and one of the smaller carriers - the Sohryu if you're not mistaken - will likely never make it back to port. The other has taken comparatively minor damage, but it's sustained enough to be out of serious action for now, and it'll be so overcrowded with planes soon that it may sink anyway.
Alright, lemme see if I can figure out what's happened here. The Kido Butai launch their attack on Midway and receive the Army's counterattack, and everything seems to have gone the same. Despite a committed effort of over fifty aircraft, the pilots are unable to damage any of the enemy carriers, but the extended fighting absorbers much the Japanese Navy's attention, and a close call with a downed bomber attempting to ram his flagship in particular rattles Nagumo enough to decide the priority is to hit the island a second time, which while badly damaged wasn't completely neutralized.

Here's where things start changing. The US fleet, receiving word that Midway was under attack and sighting the enemy fleet, launches its attacks, but in a haphazard and diluted manner. It's not mentioned what happened to Hornet's ill-fated attacks, but the "only took a torpedo bomber single casualty" would imply that the historical massacre of its Devastators didn't happen. So either they attacked but caused no damage, or never managed to find the fleet at all. Then, the Enterprise's TBs attack - that's us - and meets resounding success: shooting down several Zeros and shrine maidens before plugging the Akagi with three fish and dipping, which apparently resulted in a mission kill. We're followed by the Yorktown's Devastator attack, the only one with a fighter escort, and it apparently also has success but doesn't get a mission kill. Judging by the wording, I think they managed to get a hit or two, but the damage wasn't concentrated enough to sink a ship.

Finally, we have the famed dive-bomber attack, both the Enterprise's and the Yorktown's contingents hitting as one and inflicting massive damage. They sink two carriers: the Kaga and apparently the Hiryuu, although this may be a case of mistaken identification, which happens all the time in this kind of battle. The final carrier has received enough damage to be disabled but not sunken, but Shizuko is being optimistic about it sinking from being overloaded. A CV is a million times more valuable than the planes it carries, if there was actually a danger of that, the crew would just push the aircraft overboard.
really the only thing that could be missing is alcohol and cake. The latter is being saved for after the battle entirely, and the former just isn't allowed on Navy ships.
That's why the destroyermen cook up what they call their "Torpedo juice." It is exactly as foul as you'd imagine, but thoust deprive bored young men of their drink at your peril.
It's odd, you think, that you only saw onmyoji defending the carriers. You know the IJN and IJA both use witches, but off the top of your head you don't remember their doctrine for using them in purely naval battles.
Huh, really? I'd assumed Witchery to be a western tradition and the Shrine Maidens were some kind of oriental counterpart. Considering how badly their fleet was savaged, I can't imagine why on earth the IJN would withhold that kind of manpower, not unless ...
As you head back to your quarters, mentally preparing to face the demon paperwork, the alarms sound.
... they were saving them for an attack. How utterly typical of those single-minded manaics.
<<Enemy aircraft approaching! Combat stations!>>
I wonder if they're referring to the Japanese Witches, or if the IJN has somehow managed to either repair their sole remaining CV, or produce some other way of launching aircraft. Only one way to find out, unfortunately.

[X] Hangar deck, the noise of a flight deck can be deafening, and without a power supply the radio sets used by witches aren't as powerful (and therefore loud) as a fighters, so orders must be taken where they can be heard even in a scramble situation.
 
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[X] Hangar deck, the noise of a flight deck can be deafening, and without a power supply the radio sets used by witches aren't as powerful (and therefore loud) as a fighters, so orders must be taken where they can be heard even in a scramble situation.
 
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