WW2 Supers d6: Mission Three: Axis Alliance at Allarion Island

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WW2 Supers d6: Mission Three: Axis Alliance at Allarion Island

#1 Post by max_vale »

Royal Australian Air Force Base Broome, Early afternoon, November 14, 1942

After a lovely 3 weeks of blissful leave in Australia, 6 members of SST 4 received orders to report to an RAAF base in NW Australia near a town called Broome. When they got their, they saw it was a very small, very quiet place with few buildings; some basic landing fields and runways; a squadron or two of mostly patrol planes with some Flying Boats anchored in the ocean just off the base and a surprising number of Anti-Aircraft guns. The members of Special Services Team 4 quickly learned that Broome had been hit by several Japanese Air Raids; including a devastating one back in March.

The 7 members of SST 4 were directed to a small, but story and well protected building off from the rest of the base and they were not surprised to find Commander Marsden waiting for them. Soon, they were gathered in a spacious room around a large table with files packed with papers in front of them along with a newcomer in the uniform of the Australian Army.

Marsden introduced the newcomer as Corporal Harmon Allan; a kindly, nervous looking balding man with glasses who looked to be in his late 30s or early 40s and appeared to be DECIDEDLY non military in his demeanor. Allan rather shyly greeted the team and told them they could call him 'Hal'. Acme and Dutch quickly shot looks to the Commander and he coughed and explained that 'Hal' was indeed a graduate of Hells Motel....though by'by the skin of his teeth', which Hal just ruefully grinned and nodded his head in agreement at the assessment.

Marsden explained that Allan had developed his Talent Powers during the great Air Raid at Port Darwin back in February; he had the ability to move things with his mind (Telekinesis) but more importantly, he could understand any language heard and he could hear from a pretty far distance. It was this latter ability that had brought him to the Team for this mission. However, before the details of that mission was launched into, some news and awards were to be shared....

First, the news from the 'Canal was mostly positive....that massive battle that had been brewing right before SST 4 had been relieved and a massive Japanese effort had been stopped with major battles on the land, air and in the sea; ALL of which had been U.S. victories; though somewhat costly. On the land; the Marines and a newly arrived U.S. Army unit; the 'Americal' Regiment had stopped the IJA assault; with SST 7 defeating an IJA Unit 781 detachment of Talents and a Marine Sergeant named Basilone apparently mowing down dozens of Soldiers with a Machine-gun almost single handedly in vicious close-quarters night fighting; winning the Medal of Honor.

In the skies; the rag tag planes of the Cactus Air Force had done TREMENDOUS service with several notable Aces emerging form the ranks including Marine Pilots Marion Carl and Joe Foss....

At sea, after several Aircraft Carriers on both sides were sunk or badly damaged; and it looked like it would be down to old-school, ship to ship slugfests for awhile....

Next, came the awards and promotions. All members of SST 4 were awarded the Silver Star for valor at the Battle of Edson's Ridge; save Pharmacist's Mate Carl 'Doc' Franklin who was awarded the Navy Cross (second highest honor a sailor can receive) for his actions showing 'utter disregard for his own safety while ensuring his teammates survived the battle at great personal risk'; an award that humbled 'Doc' and left him with some suspicious eye blinking and 'watering'.....

Everyone was also 'awarded' with the Purple Heart; as every member of the Team had been wounded in action. Finally, several members were promoted, including Marvin Acme to 1st Lieutenant; Fred Roker to Radioman 1st Class, Roger Myers to Corporal, Elias Tucker to Radarman 2nd Class and Doc Franklin to Pharmacist's Mate 2nd Class.

After all the hand shaking and back slapping and congratulations and smiles and jokes; Marsden cleared his throat and everyone got quiet as the new mission was outlined....

The Commander spoke about how 'special intelligence' reported that a rare meeting between German Talents (a unit of SS known as the 'Ubermenschen' or 'Super Men') and Japanese Talents of Unit 781 was going to take place in just a couple of days at a report island in the Eastern Indian Ocean known as Allarion Island. The Germans would be arriving on the Auxiliary Raider Cruiser (Merchantmen that had disguised guns, torpedo tubes and other means of attacking liners, freighters and tankers) Tyr; while the Japanese would probably be arriving by Seaplane.

Allarion Island was a small island, just a couple miles by couple miles in size and had nothing and no-one on it that anyone knew of. With this report; it was now believed that the Japanese probably built a small base installation on it; presumably near the deep water cove that would be the most likely place for the German ship to drop anchor at along with the Seaplanes to land on. The island was about 200 miles almost due West of Jakarta and about 1200 miles North West from Broome in the Indian Ocean....making getting there, a bit tricky....

It was just about at the limit of a PBY Catalina Seaplane's radius range (so that it could still come back); so the plan would be for the members of SST 4; along with Hal; to take the long, 12 hour flight from Broome....land off the coast of the island's Eastern side (the cove where the base and German ship will drop anchor are on the Western Side); and use a couple of inflatable rafts to paddle to the island. Once there, they would traverse the island's interior (mostly jungle covered hills), and then stealthily get close enough to the base to hopefully learn what the Axis meeting was all about. Hal's hearing/translating had a range of about 200 yards and even if he couldn't use his Talent Power, he was fluent in Japanese and was decent in German; as was Dutch Van Horn.

At this point, it would be Acme's Tactical command decision if any further action needed to be taken. The primary goal was to learn why the hell the meeting was taking place as the two Axis partners to date had NO known coordination of Talent Groups or Operations and the Allies certainly wanted THAT to continue....

Among the equipment available were the mostly by now standard weapon options of 3 M1 Garand Rifles; 2 M1 Carbines, a BAR, an SMLE, and a 1903 Springfield with Scope along with 5 Colt 1911 .45 pistols and 3 S&W .45 Revolvers. There WAS one new weapon option though; a slight re-worked Thompson SMG; an M1A1 model. The bolt had moved from the top to the side; the compensator had been removed and it no longer had either a 50 round drum or a 20 round stick magazine; but just a 30 round stick magazine. In addition, Roker would be assigned his TBY Mobile Radio, to use to call for extraction by PBY at night......

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Re: WW2 Supers d6: Mission Three: Axis Alliance at Allarion Island

#2 Post by BackworldTraveller »

Roger looks at the plans...
...We are going to need some rubber, waterproof bags for the radio and my Johnson MG...and waterproof cannisters for the other stuff...it needs a rope to grab attached - so if our boat goes down, the stuff can be recovered by swimmers.

...And I've heard of a number of missions going wrong for the simple reason of snagging the kit on something sharp. A spare inflatable would be really useful.
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Re: WW2 Supers d6: Mission Three: Axis Alliance at Allarion Island

#3 Post by Rex »

Gurung

"I will take the SMLE and a Revolver please. But more importantly if Hal uses his power to listen in on a conversation wouldn't the German and Japanese Talents immediately know he was there and is general location?"
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Re: WW2 Supers d6: Mission Three: Axis Alliance at Allarion Island

#4 Post by max_vale »

"That's a great question and point Gurung and normally you'd be ABSOLUTELY correct...however Hal CAN hear things from a couple hundred yards out while most of our research suggests that 'Talents detecting other Talents range' is about 100 yards out. It IS most definitely a risk; however it's one the Powers that Be are willing to take."
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Re: WW2 Supers d6: Mission Three: Axis Alliance at Allarion Island

#5 Post by BackworldTraveller »

The problem will be knowing when he should "Listen". These international discussions could be going on for hours (days) in which time, 99% of what is said will be of the "unimportant" category. How long can he listen for? And 200m of so is well within the boundaries of most camps. Sat for days inside the patrol perimeter of a base full of talents isn't a recipe for success.
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Re: WW2 Supers d6: Mission Three: Axis Alliance at Allarion Island

#6 Post by BackworldTraveller »

Myers
Hey, Lieutenant, How's your scrounging skills? They seem to have got loads of pop-guns, but nothing heavier. Any chance of visiting the Aussie Army, Navy or Airforce stores and finding a proper support weapon? I'll be lucky to hit a barn door with these things. They stuck us on the Canal with no ammo - this time there's no guns!
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Re: WW2 Supers d6: Mission Three: Axis Alliance at Allarion Island

#7 Post by ateno »

I'll take the Springfield and a revolver please? I can reach out over 200 yards with that.
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Re: WW2 Supers d6: Mission Three: Axis Alliance at Allarion Island

#8 Post by max_vale »

Commander Marsden's face gets red with rage and his voice is very tight as he snaps at Myers; "There will NOT be any 'scrounging' of any gear from the Australians or anybody else CORPORAL, is that understood? You will utilize the gear you are given or you may REQUEST something; but we will most certainly NOT damage our connections with the Australians or anyone else for that matter, by stealing what isn't ours. Also, if I hear ONE MORE WORD about your views on how you're not being utilized correctly or supplied enough and you will spend the rest of the war ensuring that every military prison, brig and stockade's prisoners are free from VD; IS THAT UNDERSTOOD?!!!"

Calming down, the officer turns to Acme and Van Horn; "Lieutenant, Sergeant....you've got a day to gather gear and dole out equipment and get some rest. Good Hunting", he finishes and storms out with a glare at Myers that lets the young Marine know he's got his eye on him and he's deadly serious about his threat.

The gear is gathered in a special SST Storage Hangar near the water, along with a PBY Catalina that has the waist guns and other material being removed, presumably to make it lighter and faster for the long mission. Several of the Flying Boat's crew members were gathered around a make-shift 'table', i.e. a couple of fuel barrels with some canvas thrown over it, and they were playing the card game 'Acey-Duecy' while clearing having a strange mix of annoyed and relieved feelings. Annoyed they had been taken off their flight; relieved they wouldn't have to make the almost 24 hour long round trip....

The gear gathered included the weapons mentioned above, ammunition, rations for a week, packs for all of the above; water proof rubber sacks; a TBY radio for Roker; two sets of binoculars and cases for Acme and Van Horn and assorted sundries....
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Re: WW2 Supers d6: Mission Three: Axis Alliance at Allarion Island

#9 Post by Monsieur Rose »

1st LT Acme

"Jesus, Myers. At least wait until the Commander is out of the room. Also, do you think that VD inspection would be hands-on or not?" He says with a chuckle after Marsden is well out of range. "I'm concerned that we may have to move quickly and lightly once on the island. More raid, less assault. Besides, it looked too easy for you with that LMG, take it as a challenge to use a pop gun."

"That BAR packed a punch, if you're interested I can be persuaded to pick up something else." Marvin says with a smile.

He sets about making sure everyone gets situated and geared up then chats with Dutch. "This could be tricky. A remote island filled with talents in a secret meeting? Way too many variables. We need to be sneaky and have backup plans."
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Re: WW2 Supers d6: Mission Three: Axis Alliance at Allarion Island

#10 Post by Rex »

Gurung

"Agreed, frontal assault sounds like a bad idea. More sneaky type stuff, which isn't my strong suit."
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Re: WW2 Supers d6: Mission Three: Axis Alliance at Allarion Island

#11 Post by BackworldTraveller »

Meyers
OK - I'll go for one of those revolvers. They don't do so badly under-water and are easier to keep dry.
So, Lieutenant - what's the plan? Getting in looks simple - getting out could be trickier.
I don't suppose we could get a machete, string, rope - they are really useful for making nasty spring traps. If we are running, something to slow the enemy might be useful.

And you said the enemy are flying in or coming by sub. Assuming our cover is blown, are those secondary targets? Float-planes sink well if you hole the floats. Subs come with deck guns and explosives in the ready locker might yield results. 4" shells would ruin our day.
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Re: WW2 Supers d6: Mission Three: Axis Alliance at Allarion Island

#12 Post by max_vale »

OOC: String/Rope is fine and the Raider Bowie knife can work as a machete shoe-in.....

Also, the Germans are NOT coming by Sub.....they are coming in an Auxillary Raider Cruiser....i.e. a surface ship that looks like a Freighter but has hidden weapons and uses them when unsuspecting 'regular' merchantmen get too close. The Germans employed several of these Raiders in WW2 and reading about them is quite entertaining (at least to me).....The Tyr is made up for this game, but will be heavily based on the real-life Michel.
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Re: WW2 Supers d6: Mission Three: Axis Alliance at Allarion Island

#13 Post by Monsieur Rose »

Acme

"Well that's the fun part, right? And why we get paid the big bucks. Improvising a plan when things go sideways." Marvin nods at Meyers' suggestion about tripwires. "I hope it won't come to that level of improvisation, but put an explosive on the end of that rope and I'm on board."

"Right now we're just doing recon. If we find out something that needs us to act or delay the enemy, then we would need to scuttle the cruiser and possibly the floatplanes. I suspect it would be a lot easier to make our escape on the plane, so we'd only disable them in a worst-case scenario. Planting charges on both may be a good precaution, but I don't want to risk the primary objective. Hopefully, this meeting is overheard easily, we find out nothing time-sensitive, and we radio out for pickup. Twelve hours later."

"So what's your call on the BAR? You want a turn with her?"
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Re: WW2 Supers d6: Mission Three: Axis Alliance at Allarion Island

#14 Post by Rex »

Gurung

"Can any of us fly a plane?"
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Re: WW2 Supers d6: Mission Three: Axis Alliance at Allarion Island

#15 Post by Monsieur Rose »

Acme

He laughs at the question. "Good question. But Marines can do anything, right Dutch?" He winks and continues. "I did say it was a last resort, right? It seems simpler than trying to commandeer a cruiser. What's the crew on that thing, you think?"

Marvin does ask around and sees if anyone is confident in their ability to crash in a way that we can walk away from. "It would probably have parachutes, right? Maybe I'll ask for some, just in case."
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Re: WW2 Supers d6: Mission Three: Axis Alliance at Allarion Island

#16 Post by max_vale »

OOC: Okay, I soooooo want to have you guys attempt to fly now.....:)

That aside, the Raider probably has a crew and special passengers (i.e. the 'SS Ubermensch contingent) of about 400.....here's a quick link to the ship she's essentially the 'twin sister' of:

https://en.wikipedia.org/wiki/German_au ... ser_Michel
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Re: WW2 Supers d6: Mission Three: Axis Alliance at Allarion Island

#17 Post by BackworldTraveller »

Monsieur Rose wrote: Wed Sep 22, 2021 1:55 pm Planting charges on both may be a good precaution, but I don't want to risk the primary objective. Hopefully, this meeting is overheard easily, we find out nothing time-sensitive, and we radio out for pickup. Twelve hours later."[/dialog]
How do we radio for pickup? The plane has to be low and almost overhead for our radio to be heard. We need the flight schedule, and the turn around is such that if we get landed on day 0, they probably can be back on days 2 and 4 - I can only see one plane out there. If that breaks down then we are in for a longer wait. That contingency plan is rather vital for our not being POWs/Corpses. And planting charges, if they don't know we we're there, is counter-productive - gives the game away. But if our cover is blown, downing their aircraft/ship gives us a better chance at escaping.
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Re: WW2 Supers d6: Mission Three: Axis Alliance at Allarion Island

#18 Post by max_vale »

OOC: I forgot to mention extraction is going to be by Sub. The USS Tigershark will be off shore starting at D+12 hours and can be radioed with a code word sign and counter sign.

Also, there are NO charges other than what Acme can do.....
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Re: WW2 Supers d6: Mission Three: Axis Alliance at Allarion Island

#19 Post by Rex »

Gurung

"Sub pick up is good. I think we keep ourselves as light as possible and try and focus on stealth."
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Re: WW2 Supers d6: Mission Three: Axis Alliance at Allarion Island

#20 Post by Urson »

Dutch
Dutch shot Meyer black looks when the corporal was griping about the equipment, and grinned when the General suggested he be put on "Short Arms Inspection" duty.
We'll figure it out as we go- remember what they say about 'no plan ever survives first contact with the enemy.'
He lets the troops sort out weapons, taking what's left

'Short Arms Inspection' was a real thing- an occasional check to ensure the men were cleaning their genitals properly, and that no one was hiding an infection/infestation.
As for the weapons, I'm trying to get caught up. I'll get back to you.
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