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Tell It to the Marines #14 (1955)

Toby · 1955 · 36 pages

Free to read · restored edition by ComicBooks.com · Issue details →

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ContinueTell It to the Marines #15 →
Contains 4 stories
Assignment for Danger
9 pp · war

Monty, Tex, and Canarsie are assigned to shore patrol at a European port, hunting down a sabotage ring that's bleeding resources meant for the rearmament effort—but every patrol ends the same way, with the crooks slipping through their fingers. When they notice Chuck Sheffield, a suspicious character with deep pockets and a habit of showing up right after the action, they suspect he's involved, but they'll need solid proof to nail him. A mysterious password from an undercover agent and a torn uniform button set them on a trail that leads straight to dangerous answers.

Feather Fight
6 pp · war

Monty, Tex, and Canarsie are dug in with their Marine unit, holding an important hill against overwhelming enemy forces—until paratroopers arrive with relief, including one soldier who lands squarely in a tree in the middle of enemy territory. When a grenade bounce leads to an unexpected discovery, the Marines and their new paratrooper ally scramble to turn the tide and get everyone off that exposed hill alive.

Monty Hall and the Vial of Death
6 pp · war
Monty Hall

Monty Hall and his fellow guards at Hydrogen City face a desperate race against time when a vial of radioactive material goes missing from a contractor's office. As Monty, Tex, and Canarsie track down the mysterious disappearance through interviews with the office staff, they discover the vial has fallen into the hands of someone with dangerous intentions—and only hours remain before the deadly material becomes lethal to whoever carries it. It's a high-stakes hunt where every lead counts and every moment matters.

Mabel and the Snorkel
4 pp · war
Monty Hall

Monty Hall and his fellow Marines stationed at a proving grounds find themselves caught in the crossfire when payroll thieves strike—but their pursuit accidentally lands them in possession of the Snorkel, a top-secret amphibious weapon that can travel through water as easily as on land. Now they've got to figure out how to clear their names, recover the stolen payroll, and prove the experimental vehicle works, all while staying one step ahead of both the thieves and suspicious command. It's a high-stakes chase that'll test both the Marines' courage and the Snorkel's incredible capabilities.

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