Captain Battle Jr. #2
☆ Be the first to review + Add to your collection — Join freeCaptain Battle Jr. confronts the villainous Fuzzobo, a would-be conqueror who has created an army of destructive robots and possesses a device called the Green Claw that can destroy metal. After Captain Battle infiltrates Fuzzobo's lair, he battles the robots and ultimately defeats the Green Claw's power, causing the robots to turn on their master and destroying his plans for conquest. The story culminates with Captain Battle triumphing over Fuzzobo's scheme for tyrannical rule.
Captain Battle Jr. stands with the people of occupied Norway against Colonel Ratz, a Nazi commander who scoffs at local legends of a protective ghost haunting the town of Koblen—until a series of terrifying nocturnal visitations begin to shake his skepticism. As Ratz grows increasingly unnerved by the mysterious attacks, Captain Battle Jr. and young Karl orchestrate a daring plan to drive out the occupiers and reclaim their homeland.
Captain Battle Jr. crash-lands behind enemy lines in the Philippines and is rescued by two Maori islanders, Mindo and Ola, who share his hatred of the Japanese occupation. Together with their resourceful animal companion, the trio must infiltrate a heavily guarded Japanese camp to locate a missing American general held prisoner—all while evading patrols and battling their way through the jungle. It's a high-octane wartime adventure that proves even America's invasion ace needs a little help from unexpected allies.
Captain Battle Jr. is sent by Army Intelligence to track down the fleeing dictator Ruzzobo in the spy-infested streets of Lisbon, only to discover that nothing is quite what it seems—with danger lurking around every corner and allies emerging from unexpected places. Written by and featuring interior art, this wartime tale pits our hero against a web of decoys, double-crosses, and deadly traps as he races to complete his mission alive. A high-stakes game of cat-and-mouse where trust becomes Captain Battle Jr.'s most dangerous liability.
In "null," the Green Claw returns from the grave, its malevolent presence awakening a new threat. Carl Durrant must unravel the mystery before the Claw's hypnotic grip turns him into a prisoner in a tiny box, while its army of robots prepares to overwhelm the world.
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↩ Reprints Silver Streak Comics #5 (1940), Silver Streak Comics #6 (1940)
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