All Guns Blazing Pt. XVIII
Zoosmell
Blind Idiot Arcana
- Location
- Kansas
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<<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)
<<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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