James Young is another of those authors whose books I bought at LibertyCon years ago and subsequently forgot to read because I tell myself that I’m not going to buy new books until I finish my current pile and, unfortunately, I am a terrible liar. Which results in old books getting hopelessly buried under new books.
An Unproven Concept suffers from an uninspiring title, which is another of the reasons why it sat on my to-read pile for so long. What it should really be titled is “MFing TITANIC IN SPACE!” or some equivalent, because truly, this is a book for people who watched Titanic and thought “You know what this movie needs? Starships and a higher body count.”
An Unproven Concept’s Titanic is a starliner that is the best of its type, but the iceberg on its horizon is the persistent advancement of ship technology, which threatens to obliterate the Titanic’s illustrious place in the echelon of starships. Company executives are breathing down the captain’s neck to keep his ship relevant and insist that a trip into uncharted – and illegal – space might just be the shot in the arm that Czarina Lines needs to stay at the top of the game.
Turns out that technological advancement isn’t the only iceberg in this Titanic’s way. When it makes first contact with not one, but two hostile alien species in this territory, it’ll need all the help it can get to save what remains of its passengers and crew.
Nearby are only two ships – the Constitution, a new, experimental ship that everyone expects to fail, and the Shigure, a dinosaur of a ship with a few surprises hidden up her sleeve (in both cases, the unproven concepts of the title). They’d better make it in time, because in this area of space, they’re the Titanic’s only hope.
An Unproven Concept is an entertaining piece of military sci-fi, especially for readers who are Titanic nerds and who like mounds of detail and numbers mixed in with their action. It isn’t so much a retelling of the Titanic disaster as a “What if the Titanic wrecked in space?” exploration, though it does keep some of the tropes that follow the Titanic story – namely, someone in power over the ship insisting that it go faster or, in this case, be more interesting. I initially found that one repetition frustrating; by this point in the far future, after inevitable centuries of Titanic retellings, the captain of a ship with the most unlucky name in transportation should know to answer any orders of that nature with “LOL u so silly. 😛 ” But on the flip side, it’s an obnoxious company exec doing the insisting, threatening livelihoods until he gets his way, etc., and when it comes down to it, a dumb, arrogant, disastrous exec is not that unbelievable. (Plus readers get to enjoy one of the most satisfying comeuppances in the history of executive idiocy when this character gets his due, so it’s worth it just for that.)
Despite its level of detail, too, it’s also fairly easy to read for even casual military sci-fi readers. Personally, when I encounter ship statistics in books, they sound like Charlie Brown’s teacher in my brain – I don’t read for the math. I read for the KABOOM. – but they’re so structured in this book that you can glance over them and still understand what’s going on around them.
Of course, no military sci-fi book – or disaster book, for that matter – is worth anything if you don’t care for the people fighting and dying, and An Unproven Concept’s characters are believable and sympathetic (except for that one exec, whom I’d call a dick if it wouldn’t be an insult to Richards and manly bits everywhere). Abraham Herrod, captain of the Titanic, is one of the easiest to relate to, as he’s just a guy trying to do a good job but being thwarted at every turn by the higher ups. Marcus Martin is one of the best and most badass; as chief security officer on the Titanic, he’s got an obvious bone to pick with everyone who allowed the ship to go into dangerous space, but until he can pick that bone (and maybe break a few) he’s determined to keep as many alive as he can – even if this sometimes involves letting others die.
See, this is a complex book where characters find themselves in situations where there are no good solutions, just some solutions that are slightly less bad than others. But if that’s what you’ve got to work with, you work with it. (It is a military novel, after all.) It also makes the losses even more catastrophic, for the characters who survive have to live not only with their personal losses, but the question of whether their actions were legitimately the right ones. The novel spends a significant amount of time after the conflict’s resolution wrapping up these emotional ends, which on one side, makes for a slow ending, but on the other, makes the end more relevant. It’s not a “Rah-rah! We beat the aliens!” win, because when it comes to any kind of military conflict, there’s rarely a “Rah-rah!”-style ending. There’s always tragedy among the victory, and An Unproven Concept captures that well. However, at its heart, it does allow itself to have some fun with its situations. I mean, characters don power armor and mech suits more than once, after all, and there’s plenty of tough soldier sass to go around.
My only real complaint about the book is that the aliens’ motives aren’t explored much at all; they’re present pretty much exclusively to wreak the havoc that causes the disaster. I would have liked to learn more about them, especially since two separate civilizations were involved, but then, that’s not the story this book wanted to tell. There are also enough typos to notice, but not enough to distract; the story was engaging enough that they didn’t matter as much to me as they would have in other books.
If you’re into military sci-fi, then, An Unproven Concept is well worth your time.
***
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Science Fiction
H.P. at Liberty Con 30!, Part 1
Whew! Liberty Con 30 ended a week ago, but it’s taken me this long to recover from it – which is a sign of a great con, if I say so myself. (Also a sign that my hotel room had some of the worst soundproofing in the world. To my next door neighbors, congratulations on the child you will inevitably have in nine months.)
Liberty Con in Chattanooga, TN is a unique sci-fi and fantasy convention in that it limits attendance to 700 or so members and nearly half of those members are authors, which means that the fan half has a pretty significant chance of, oh, just running into John Ringo or David Weber or Kevin Hearne or [Insert Other Bestselling Sci-Fi/Fantasy Author Here]. There’s even an event on Sunday (the Kaffeeklatsch) that literally boils down to “Sit Down and Have Coffee With Your Favorite Author.” (I didn’t have coffee with Kevin Hearne, but I totally picked up every Iron Druid Chronicles book I didn’t already own and now have signed copies of EVERYTHING YESSSS.)
The con’s also a smorgasbord of smaller-name-but-equally-awesome authors, like Terry Maggert, whose Banshee I reviewed earlier this year and whose series starters I picked up in the Author’s Alley; Lydia Sherrer, who wrote the other wizard-with-a-talking-animal series at the con – Love, Lies, and Hocus Pocus – which I picked up in full; Dave Schroder, who wrote the Xenotech Support series, which I basically picture as “Office Space In Space With More Tech Support” and so of course picked up the first book in that as well; and Edward F. McKeown, whose Maauro Chronicles I started solely because of that cool anime-styled character on the cover DON’T JUDGE ME.
This was also the first con where I had the opportunity to be an active participant as well as an active nerd, so I did my first reading ever with Beth W. Patterson (author of The Wild Harmonic, which is about shapeshifting were musicians. SHAPESHIFTING WERE MUSICIANS, GUYS). I also shared a panel on “YA SF & F Literature – How to Keep The Young Mind’s Attention in the Age of Video” with Michael J. Allen, Taylor S. Hoch, Nan Monroe, and S. Andrew Swann, wherein I mostly said “Yes!” and “I agree!” because it was Sunday at 1 and I was zonked, y’all. I apologize to all who came to that panel to see me, but I promise, find me at any other convention and I will talk your ears off and probably the ears of your neighbor, too, so bring extras.
I also somehow got lured into scoring the final round of the Killer Cutthroat Spades Tournament at 10:30pm on Saturday night, despite only learning how to play Spades three weeks ago, but such is the surreal experience that is Liberty Con.
If you ever get a chance to go to Liberty Con, whether as author or fan, I highly recommend it. It’s that rare convention that feels less like a hyperactive mob, more like a family reunion where everyone is a nerd, some are authors, and some are literally rocket scientists or nuclear physicists – so, the best and smartest family reunion ever.
Also, if all the questions I got about my Author’s Alley display are any indication, I can apparently hook you up with some sweet goods that will make your author table pop at a con – so many questions, in fact, that I promised a blog post compiling all my answers. If you’re one of those inquisitive authors, keep your eyes on our feed. Part 2, or “FAQ: Where’d you get that…?” is coming soon!
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Fortune’s Pawn – Book Review
One of my pals recommended Fortune’s Pawn by Rachel Bach by describing it as, and I quote, “WTF science fiction.” She was then able to point to the precise (early) chapter where the WTFery begins, and that was all it took to sell me on this book. (Thanks, Carmanita!)
In Fortune’s Pawn, Devi Morris is the best mercenary in the Blackbirds, but she wants to be more. Her greatest ambition is to join the Devastators, the Sacred King’s own force of high-tech armored badasses, and the fastest way to do that is to survive one year working security on the supposedly cursed ship The Glorious Fool. But as adept a fighter as Devi is, she doesn’t know what’s in store for her…
Fortunately for readers, what’s in store for her is 320 pages of awesome power armor, sassily-named weapons, condescending bird people, killer lizard people, sweet space hippies, a hot dude with a polite accent who also happens to be a cook (and maybe something else), and several pesky mysteries that just won’t leave Devi alone.
Fortune’s Pawn wastes no time with its storytelling. By the end of Chapter One, not only do readers know what Devi’s after, but she’s already on The Glorious Fool, leaving the story to rocket forward at the pace one would expect of a book involving armored mercs. The basic plot is simple: There’s something weird about The Glorious Fool and Devi wants to figure out what it is (while still ensuring her shot at the Devastators). And while the action is spectacular – and reason enough to read this book – the characters are what make the story worth it. Though some get more page time than others, all are interesting – or at least intriguing – to read about, and though not all are explored very deeply, they’re written in such a way that one suspects the author has probably created a detailed backstory she just couldn’t fit in the book.
Devi, of course, is the most lovingly crafted, a capable lady merc whose love for her armor is second only to her love for kicking butts with it, but she’s far from a Michelle Rodriguez stereotype. Her ultimate motivator is her ambition, and while she’s not about to let anything get in the way of achieving it, she’s not so ruthless as to be heartless or single-minded about it to the exclusion of all else. It’s not every action novel that would see its armored merc become pals with her meditative space hippie roommate, nor that would allow the same merc a legit, respectful (i.e. not stupid) romance, but Fortune’s Pawn does.
Devi’s relationship with Rupert, The Glorious Fool‘s cook, is one of the best in the novel. When it comes to love, Devi’s not looking for swoon so much as a hot bod, but she finds that and more in Rupert, sometimes to the detriment of both (even if each wants the other). Theirs is a relationship fraught with will-they-won’t-theys that is made no less complex by the secrets surrounding Rupert himself, which Devi wants to solve and Rupert has no interest in disclosing, even after awesome sex. It’s a mature and balanced romance that, for once, contributes significant entertainment to the story and doesn’t distract from its sci-fi action bits at all.
Fortune’s Pawn is hands-down the most entertaining book I’ve read this year. If you love fast-paced sci-fi action, give it a try. You’re in for an explosive treat.
***
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The Empire of Corpses – Anime Review
In The Empire of Corpses, the dead walk the earth. In this reality, the famous reanimation research conducted by Viktor Frankenstein was not chased away with torches and pitchforks, but rather accepted and expanded to the point where corpse engineering is an accepted field of study and the dead are revived and repurposed for tasks the living would rather not do, from fighting wars to performing menial labor. However, these dead are not nearly as functional as The One perfect revival that Frankenstein was able to produce. Soon after perfecting this One, he disappeared, and his notes with him, leaving corpse engineers to conduct the same research themselves. Thus far they’ve only been able to manage shuffling, shambling reanimations with limited capacity for thought and no semblance of a soul.
John Watson aims to fix that. Obsessed with restoring a soul to his deceased (and reanimated) friend Friday, he accepts a mission from the British Secret Service to find Frankenstein’s original notes. But in the process, he uncovers many darker secrets…
WARNING: HERE BE SPOILERS.
When I first heard about The Empire of Corpses, I squealed in fangirlish glee because here was a whirlwind of things I love – Lavish animation! Steampunk! Creepy sci-fi! Anime! – wrapped up in one beautiful burst of a trailer. I mean look at this:
[youtube https://www.youtube.com/watch?v=JRKL_aUcsWs&w=560&h=315]
All this to say, I don’t know how you can take a film about steampunk science zombies and make it boring as hell, but this film did it with panache.
That panache is literally the only reason to watch The Empire of Corpses. The mechanical designs in the film, especially the analytical engines and Frankenstein’s book, are wonderfully complex, and the character designs are mostly fun, too, if sometimes distracting:
Literally everything else is a slow-burning mess.
The film had the basis for an interesting world. I really enjoyed how heavily the science relied on Charles Babbage’s analytical engine and variations to make Necroware – corpse technology – work. The very world of the movie also raises several interesting questions: How did people become so cool with the dead walking around and doing their chores? What about the living people that the dead put out of a job? Do the dead have basic human rights? What happens if the dead regain their souls and become sentient? What is the basis of a soul? Entire worlds of moral, economic, and spiritual questions are raised by the simple, wide presence of the reanimated dead.
Unfortunately the movie answers none of them in a satisfying way.
The first third of the movie, though the slowest part, is the best because it’s the part that presents the questions that it actually plans to address – namely those relating to the soul and how to reclaim it. (This is not a movie that is interested in socioeconomic world-building.)
However, the moment an isolated corpse engineer, Alexei Karamazov, kills one of Watson’s traveling companions to make a point about corpse engineering, the movie begins to tumble downhill fast. The deceased Nikolai Krasotkin is a character we’re supposed to like, but haven’t gotten time to know before his death, which is a problem that recurs in this movie. The death itself is also completely stupid and self-righteous. The reveal? In order to create a sentient, at least sort-of-ensouled corpse, one has to first lull and drug a living person, and then skewer their spinal cord with the Necroware so that they die (er, un-die?). Which kind of seems like the opposite of progress.
Nonetheless, Alexei skewers a still-living Nikolai to prove this point to Watson, then driven mad by this knowledge, skewers his own spinal cord with Necroware. Just before he proceeds to tell Watson where Frankenstein’s notes are, and that he must destroy them, all the while dying (or un-dying) all over the poor guy. Because obviously there was no easier way to relay this kind of information. 😐
The last time we see Alexei and Nikolai, they’re reanimated shells of their former selves, reenacting daily life with a creepy, soulless lack of direction. Because obviously the best way to carry out a madness-induced suicide is to do it with a machine that will bring you sort-of back to life. 😐 😐 😐
These egregious flaws-in-logic-for-the-sake-of-sort-of-horror-drama dominate and ruin the rest of the film. Nearly every time a new discovery is made, it raises a question that tears at the threads of the story’s world. Ooo, Lilith Hadaly has tech that can control corpses! Why was this not revealed like an hour ago? Why is it not in widespread use? Ooo, Thomas Edison created an automaton who is not only a babe but sentient enough that she can be sad about not having emotions? 😐 Screw light bulbs, why isn’t he making more of those? If complex automatons are even a thing that can happen, why bother reanimating smelly, stiff dead people at all? The very end of the movie shows Watson hooking himself up to his Necroware in hopes of reconnecting with Friday, which…ok how is that better than just staying alive and sentient and continuing research? I mean, as a viewer, I was glad for the implication that Watson was finally dead-ish (more on that later) because at least he wouldn’t be able to make any more stupid decisions that endanger the whole human race (like NOT BURNING THE FREAKING BOOK even after TWO DIFFERENT PEOPLE almost succeed at TURNING THE WHOLE WORLD INTO FREAKING ZOMBIES WITH IT OMG.)
My whole review literally could have read as this:
With a heaping side of:
As if I didn’t ask why enough, the film is also peppered with more literary and scientific references than it had any reason to include. Frankenstein and Babbage were necessary to the plot, but Thomas Edison? John Watson? Both of those characters could have had different names without it having any effect on the story – except for an after-credits sequence, wherein John Watson (still somehow alive) is revealed to have befriended who else but Sherlock Holmes, and Lilith Hadaly is now going by the name of Irene Adler. This does give the movie the novelty of presenting the one Watson who is more insane than Holmes, but again:
That’s not even the end of it. The climax of the movie is the biggest mess, coming down to a corpse-control transmitter that can apparently transmit to the whole world at once, The One being interested in Frankenstein’s book because Bride of Frankenstein’s soul or something or other, both The One and a mysterious eyepatch dude agreeing that human emotions/souls cause all kind of problems and wouldn’t we all just be better off as lifeless zombie people anyway, and green soul magic wherein Friday regains a soul but it’s Frankenstein’s? Maybe? And then loses it? And then gains one again? And loses it, too? I didn’t even care by that point. The only thing I was really paying attention to was the admittedly badass organ that The One played while doing his soul science BS.
I’m in the minority with this review, most of the ones I read before watching being glowing reviews. To which I say: What secret, hidden version of the movie did you guys watch, and how do I get my hands on it?
The Empire of Corpses had the potential to be an excellent piece of steampunk horror sci-fi, but as is, it’s an example of every way not to be one.
Disciple of the Dead – Released!
Book 3 of the Seraphim Revival is now on sale in in paperback and eBook!
H.P. and I are immensely pleased to announce the release of the third and final book in the Seraphim Revival trilogy. This series has really been a labor of love from start to finish, and we’re very excited to finally have the full trilogy out there.
Fueled by the Soul. Hunted by the Dead.
In an empire ruled by the honored dead, seraphs are the ultimate weapons. Fueled by the pilot’s very soul, these colossal humanoid war machines are unstoppable in battle. Only a few possess the gift to control such craft, and those men and women are prized above all others.
Seth Elexen and a small group of elite pilots have tracked the renegade Veketon to the far side of the galaxy. With only one ship and a single squadron of seraphs, they alone must face the tyrant within the heart of his growing power.
But Veketon is no easy mark. Through perverse sciences, he has been reborn as a pilot of terrifying power, and Quennin S’Kev, a woman Seth abandoned for all the wrong reasons, stands by his side and will defend him to the death.
Now Seth has one final desperate chance at success, but in order to get to Veketon, he must be willing to kill the only woman he has ever loved.
The Seraphim Revival trilogy is complete!
Disciple of the Dead brings everything together for one huge, thrilling conclusion. The stakes are massive, the villains have all the advantages, our heroes are in over their heads, and the nearest help is on the other side of the galaxy.
But something is about to change … something no one expects … something so small and yet so huge at the same time, and it will finally give Seth and the others the fighting chance they so desperately need.
While Disciple of the Dead has all the blistering action found in the earlier books, it is also a very personal story of love and loss. These characters are put through the wringer, and they come out changed, not all of them for the better. If you think you know how the trilogy will end or who will live and who will die, think again, because this book comes packed with shocking twists and world shattering reveals.
Welcome back to the Seraphim Revival. 🙂
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Baker’s Dozen – Book Review
Jacob and I went to LibertyCon in Chattanooga, TN this June! (This article is WAY LATE because life.) Anyway, LibertyCon is notable for being more reader- and author-oriented than other conventions in the area…which means that I ended up coming home with approximately 90,000 books to read and likely review.
I am already exhausted just thinking about that. (Since this article is late: still exhausted.)
First on my pile was Baker’s Dozen: 13 Science Fiction and Fantasy Stories by Scott W. Baker.
First off, the cover does this book a real disservice. I love its visual pun, but nothing about a carton of a dozen plus one eggs screams sci-fi, and had I not encountered the author at a signing, I’m pretty sure I might never have picked it up.
I’m glad I did, though, because it’s a fun sampler platter of short stories. Baker divides the anthology into Space Opera, Urban Fantasy, Near Future SF, and Zombies. The best stories are found later in the book, but overall it was worth the $8 print cost.
Admittedly, I was a little underwhelmed by several of the early stories. While the point of a short story is, of course, to be short, a lot of the early entries in this anthology feel too short. Either they end just when they feel like they’re getting started, or the end brings a dark, abrupt twist that makes the story feel abbreviated.
Really, though, this complaint stems from the fact that I wanted to see more of each featured world. “Chasers,” a space opera about pilots who race to refuel spaceships, had the potential to be one of my favorites and could have expanded into a great action drama, but succumbed to one of the aforementioned dark, abrupt endings. “Ten Seconds,” a contemporary fantasy about a bullied child who can see ten seconds into the future, was another that, while ending happily, also ended just as I was getting excited to continue it.
When your main complaint about an author’s writing is that you want more of it, though, it’s not a bad thing.
In this anthology, Baker is at his best when he’s writing quirky humor or putting fantastic spins on modern settings. “Faerie Belches,” about a child who, well, hears fairies belch, is a fun read with some interesting twists. (Given the stories’ similarities, I pictured the characters from “Ten Seconds” and “Faerie Belches” belonging to the same universe and kind of hope that the author will turn this into a complete children’s novel.) “Excuse Me,” about a man who travels back in time every time he farts, is amusing for its concept alone, while “ZFL” is a hilarious look at a zombie football game from the perspective of its commentators.
There’s intriguing drama in many of the late stories, too, though, and I think a lot of these could support complete novels as well. “Secondhand Rush” was a particular favorite; it follows a man who performs daring, even foolish stunts, all for the purpose of selling the digitized memory of performing them to disembodied human minds stored in computers, which is straight up cool even before you consider that the man suffers Multiple Sclerosis (and all the conflicts that implies). “Thinking Out Loud” is an intriguing multi-point-of-view look at a psychic experiment being performed on prisoners; “How Quickly We Forget” is a haunting look at the actions of a memory-removal technology company; and “Call Me Z,” while humorous in places, is largely a look at what happens when a zombie fanboy (in a world where zombies can be domesticated) encounters his first zombies.
The contents of Baker’s Dozen may be too short for my taste, but the volume’s best stories and the sheer variety of material included make it worth a try. Recommended!
Throne of the Dead – Released!
Book 2 of the Seraphim Revival is now on sale in in paperback and eBook!
H.P. and I are very happy to announce the release of the second book in the Seraphim Revival trilogy. A ton of hard work has gone into this trilogy, and it is so rewarding to finally put it out there for people to read.
So, this is the “hump” book, right? The book in the middle of the trilogy. Typically, that means it’s the slow one that spends a lot of time building things up for the finale, right? Well, to that I ask … why? Why does the book in the middle of a trilogy have to be the slow, boring one? Answer: It doesn’t!
Throne of the Dead takes the fast-paced giant robot action of the first novel and kicks it up even further. Alliances will splinter. Characters will fall. World-shaking reveals hit fast and hard. In short, things happen in this book.
I wouldn’t have it any other way, and I think you’ll agree with me. 🙂
Coming in a few short months …
The final books is on its way! All seraphs launching 2015!
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Star Wars: Armada – Character TIE Squadron Tactics
Squadrons provide an important supplement to the capital ships of Star Wars: Armada. As of Wave 1, the Imperial Navy has four basic squadrons and five character squadrons to choose from. Today, let’s take a look at what the character TIE squadrons have to offer.
IN SHORT: Tougher and harder hitting than regular TIE squadrons, character squadrons open up an intriguing set of abilities for Imperial commanders.
“HOWLRUNNER” TIE FIGHTER SQUADRON: Howlrunner is a straight up force multiplier. She makes any friendly squadron with the Swarm rule at distance 1 better by granting 1 additional blue die for attacks against enemy squadrons. Also note that this includes the Counter rule TIE Interceptors have, increasing their already ridiculous attack power even more and making opponents think twice before shooting at them.
Because Howlrunner makes everything around her better, she can quickly tip the scales in larger engagements, but that power also her makes her a choice target. Even though TIE Advanced Squadrons do not benefit from her ability, it can often be advantageous to fly one with her TIE swarm to provide some insurance.
Brace and Scatter defense tokens are great, but accuracy results can negate them, and Howlrunner only has 3 hit points. Still, for 16 points, Howlrunner is an excellent investment in lists with large numbers of TIE Fighters and Interceptors.
“MAULER” MITHEL TIE FIGHTER SQUADRON: Mauler is kind of like Howlrunner in reverse. Whereas Howlrunner wants to hang out with a group of friendlies, Mauler wants to get stuck in with clusters of enemy squadrons. His ability grants automatic damage after he moves, inflicting 1 point of damage to any squadron he is engaged with.
Of course, moving into a big group of enemy fighters isn’t always the smartest idea, and Mauler can’t move while he’s engaged. Fortunately, Imperial players have the tools necessary to give Mauler the support he needs.
TIE Advanced really shine in the protection role, sopping up damage that would otherwise pound Mauler to dust. And Admiral Chiraneau on a nearby ship can permit Mauler to move even while engaged, allowing players to get the most out of his automatic damage ability.
Mauler is a high risk / high reward character squadron and needs adequate support to really shine, but there’s no denying he can inflict a lot of damage when used right. Not bad for 15 points.
SOONTIR FEL TIE INTERCEPTOR SQUADRON: It’s bad enough taking damage from TIE Interceptors just for attacking them. Well, Soontir Fel does this and inflicts damage for not attacking him. Seriously, opponents should just get used to taking damage around this guy no matter what they do. Add in the Brace and Scatter defense tokens, and Soontir Fel becomes very frustrating to take down.
TIE Advanced Squadrons can even be used to force the automatic damage. As long as Soontir Fel is engaging that enemy, they will suffer 1 automatic point of damage whenever they attack the TIE Advanced. The only downside here is the TIE Advanced doesn’t share Soontir Fel’s blistering top speed of 5, which could restrict players under some conditions.
TIE Interceptor or TIE Fighter Squadrons also provide a nice bonus to Soontir Fel by triggering his Swarm rule and benefiting from it themselves. This is even more effective for Soontir Fel because of the combination of Counter of defense tokens. Under normal conditions, Soontir Fel will be dishing out plenty of Counter attacks, and having an extra reroll in those attacks is definitely a nice bonus.
Soontir Fel will inflict damage in just about any combat situation, forcing your opponent to make uncomfortable decisions. That’s not a bad ability for 18 points.
DARTH VADER TIE ADVANCED SQUADRON: Vader is all about dishing out and soaking up damage. With the critical symbol counting as regular damage on his attacks and an additional black die in his anti-squadron attack, Vader can inflict a ton of pain. Note, however, that he does not cause critical effects to trigger.
When targeting enemy squadrons, he will easily out-damage even TIE Interceptors, and his anti-ship attack is on par with TIE Bombers, minus the critical effect.
With 5 hit points and 2 Brace tokens, Vader isn’t going down easily. However, his Escort ability, shared with all TIE Advanced, is something of a mixed blessing. While it does mean Vader can be an effective meat shield for someone else, it also means that regular TIE Advanced Squadrons can’t protect him.
At 21 points, Vader is a very hefty investment for a squadron that is designed to be shot at first. However, his resilience and damage output certainly make him a viable alternative to regular TIE Advanced Squadrons.
MAJOR RHYMER TIE BOMBER SQUADRON: Rhymer is an incredible force multiplier for bombers. Any friendly squadron at distance 1 may attack ships at close-medium range. This is a huge boost in range, and the fact that Rhymer dishes it out to anyone near him makes him a flexible addition for Imperial players.
Also note that Rhymer’s ability does not have any restrictions like Howlrunner’s does. His range increase is not restricted to craft like TIE Bombers, though undoubtedly squadrons with the Bomber rule receive the most benefit. After all, swarm of TIE Fighters can do a surprising amount of damage to an enemy capital ship as all those blue dice start to add up, and Rhymer helps get those hits in.
The range increase has other benefits, too. Bombers rely heavily on Squadron commands, particularly against the faster and more maneuverable capital ship types. However, with the wide strike envelope afforded by Rhymer, bombers have a much greater chance to target enemy ships without moving.
Like most character squadrons, Rhymer can take advantage of a TIE Advanced wingman, but in this case, Rhymer helps out the TIE Advanced as well, extending the range of its black die for anti-ship attacks. He also comes stock with 5 hit points and two Brace tokens, making him a tough proposition to take down. Honestly, his only downside is his lackluster anti-squadron attack.
All this for only 16 points? Yes, he really is just that awesome.
POWER DENSITY: Okay, so regular TIEs are great bargains when you look at their stats in a point for point comparison to the stats of character squadrons. Standard TIEs are potent little troublemakers, especially stock TIE Fighters and Bombers. However, there’s a second side to this discussion, and that is Squadron commands.
The big disadvantage for forces that rely heavily on standard squadrons is the need for higher Squadron values and/or more Squadron commands to get the same mileage from his or her TIEs. I like to call this attribute “power density,” and it’s definitely an advantage that swings in favor of characters squadrons.
2 TIE Fighter Squadrons put out more damage than Howlrunner, but then, they also require twice the Squadron value to get the jump on the enemy. That’s the hidden cost at work. Sure, stock TIEs are cheap, but they also require plenty of love from their capital ships to be the best they can be.
LISTS FOR FUN: How about a look at a list heavy with characters squadrons? Let’s take a look at the Admiral Motti’s Flying Aces.
Victory I-class Star Destroyer (73)
– Admiral Motti (24)
– Admiral Chiraneau (10)
– Flight Controllers (6)
Gladiator II-class Star Destroyer (62)
Gladiator II-class Star Destroyer (62)
Soontir Fel TIE Interceptor Squadron (18)
Darth Vader TIE Advanced Squadron (21)
“Mauler” Mithel TIE Fighter Squadron (15)
TOTAL: 291 points
First, the Victory will be dishing out a generous quantity of squadron commands to support the three character squadrons. Let’s take a look at how that plays out.
Things start off with enemy squadrons taking damage when Mauler shows up (and he can always get that move if needed because Admiral Chiraneau is on board the Victory). Then the enemy takes some more damage when Mauler, Soontir, and Vader unload, and since both Mauler and Soontir have Swarm, they enable each other’s rerolls. Plus Flight Controllers are along for the ride because who doesn’t like TIEs with an extra blue die per attack?
Also, two Gladiators are included, upgraded to Gladiator II’s, for fire support against enemy squadrons as well as general anti-ship destruction. Because while these three aces are awesome, a little help is in order from the capital ships. Then once your opponent finally gets around to attacking your squadrons, Darth soaks up the damage while Soontir inflicts automatic damage on anyone who attacks.
Is it ideal? Probably not, but should be fun, and isn’t that the point? 🙂
SUMMARY: Some bring pure and simply destruction, while other grant huge benefits to nearby friendly squadrons. Either way, there’s no denying that TIE character squadrons are a diverse and powerful group with plenty to offer any Imperial commander.
Check out the complete list of Star Wars: Armada articles here.
Star Wars: Armada – TIE Squadron Tactics
Squadrons provide an important supplement to the capital ships of Star Wars: Armada. As of Wave 1, the Imperial Navy has four basic squadrons and five character squadrons to choose from. Today, let’s take a look at what the standard TIE squadrons have to offer.
IN SHORT: Cheap, fast, and more specialized than Rebel squadrons, TIEs provide a versatile set of cannon fodder to throw at your opponents.
TIE FIGHTERS: At 8 points each, TIE Fighter Squadrons are incredibly affordable and can form effective screening forces with minimal investment. With speed 4, TIE Fighters can easily get the drop on the often slower enemy squadrons. They also pack impressive anti-squadron punch for their points.
3 blue dice allow them to tear through enemy squadrons rapidly, and the Swarm rule only makes this better. With nearby friendly squadrons engaging the enemy, they can reroll a single die. This potent anti-squadron ability can be further supplemented with Howlrunner and/or Flight Controllers for up to 5 blue dice (with a single reroll) per squadron.
And don’t discount TIE Fighters when it comes to engaging enemy ships. True, they only have a single blue die to attack with, but that’s 1 blue die … per 8 points! Attacks like that can add up quickly.
So what’s the downside?
Well, TIE Fighters may put out a ton of anti-squadron damage, but they go down fast. With only 3 hit points, they’re easily focused down during a single round of combat. It also doesn’t help that the Swarm rule and Howlrunner both encourages them to bunch up. Enemy ships with strong anti-squadron batteries should be rightly feared, as they will quickly whittle TIE clusters to dust.
Easy come, easy go.
TIE INTERCEPTORS: At 11 points, TIE Interceptors act like TIE Fighters on steroids. They boast a blistering top speed of 5 and come with anti-squadron armaments of 4 blue dice. Like TIE Fighters, they benefit greatly from Swarm, but also come with Counter.
Thanks to the Counter rule, TIE Interceptors get to fire 2 blue dice at enemy squadrons attacking them, and these counter attacks benefit from both Howlrunner’s ability and Swarm, giving them a potential Counter 3 with a single reroll. Ouch!
TIE Interceptors are a powerful, dedicated anti-squadron force, and their Counter ability can make them highly challenging for bombers like Y-Wings and TIE Bombers to handle. Like TIE Fighters, they also combine extremely well with Flight Controllers. But they are also incredibly frail. In fact, point for point, they are the frailest squadron type in the game as of Wave 1. Swarms of interceptors do not like taking fire from a capital ship’s arc, and it should also be noted that, by the very nature of them having Counter, opponents are more likely to engage TIE Interceptors with capital ships instead of squadrons, when possible.
TIE ADVANCED: Weighing in at a cost of 12 and coming with a hefty 5 hit points, TIE Advanced squadrons are a welcomed bit of durability in the TIE lineup. And a good thing too, because they also come with Escort, forcing opponents to target them first. This combination makes them superb wingmen for named squadrons like Howlrunner or Rhymer.
Their single black anti-ship die and 3 blue anti-squadron dice are respectable, as is their speed value of 4, but TIE Advanced Squadrons are quickly outclassed in damage output by other Imperial offerings. TIE Fighters and Interceptors will shred enemy squadrons, and TIE Bombers can quickly pack on the hurt against enemy ships.
In the end, they’re meat shields. Their best uses are defensive, not offensive, either protecting a critical named squadron or slugging it out with bombers trying to get to a capital ship.
TIE BOMBERS: Featuring a black anti-ship die and the Bomber rule (allowing them to inflict critical hits against enemy ships), the role of TIE Bombers Squadrons is clear. With a cost of only 9 points and speed 4, they’re cheap and surprisingly swift for bombers, a trait that can be exaggerated even more with the Corruptor title on a Victory-class Star Destroyer for even more speed. Throw Rhymer into the mix to allow TIE Bombers to attack at medium range instead of range 1, and suddenly these squadrons can strike targets at considerable distances.
On average, a single TIE Bomber will inflict 1 point of damage against an enemy ship per attack with a 25% chance of a critical effect. This is made even nastier because it’s difficult to use defense tokens against them. Brace can only trigger if the TIE Bombers get a double hit, Evade isn’t going to do anything at range 1 unless Mon Mothma is commanding the Rebel forces, and Redirect can only shift a point or two of damage at a time.
TIE Bombers are utterly devastating when they get into range of enemy capital ships. But there is, of course, a downside. They also come with the Heavy rule, which means they cannot engage enemy squadrons. TIE Bombers may come with a plenty of hit points to absorb attacks, but their effectiveness as a screening force is zero. Secondly, they have the weakest anti-squadron attack in the game: a single black die.
(Capital ships with a single blue die shouldn’t be counted as the weakest because they can strike multiple targets at once.)
LISTS FOR FUN: Want to give a squadron-heavy list a whirl? Try Grand Moff Tarkin’s Flying Circus.
Victory I-class Star Destroyer (73)
– Grand Moff Tarkin (38)
– Flight Controllers (6)
– Expanded Hangar Bay (5)
Victory I-class Star Destroyer (73)
– Corruptor Title (5)
– Admiral Chiraneau (10)
– Expanded Hangar Bay (5)
TIE Fighter Squadrons x 5 (40)
TIE Bomber Squadrons x 5 (45)
TOTAL: 300 points
Okay, it may be 300 points, but it’s easy enough to trim an upgrade or squadron (or even substitute out Tarkin) to price it for an effective initiative bid. The basic idea is that each Victory can activate up to 5 squadrons per round (base 3 + Expanded Hangar Bay + Squadron tokens from Tarkin). And by doing this, they maximize the use of their squadron friendly upgrades.
Flight Controllers can turn those 5 TIE Fighters into squadron mulching machines, spitting out a combined total of 20 blue dice (with up to 5 rerolls). And with the Corruptor title and Admiral Chiraneau, those TIE Bombers are going to be speed 5 normally and can easily escape at speed 3 if they get engaged.
SUMMARY: TIEs, ladies and gentlemen. Fast, hard-hitting, and dirt cheap. Just don’t get too attached to them, because they tend not to last long. 🙂
Check out the complete list of Star Wars: Armada articles here.
Seraphim Revival – Book 3 Cover Art!
In an empire ruled by the honored dead, seraphs are the ultimate weapons. Fueled by the pilot’s very soul, these colossal humanoid war machines are unstoppable in battle. Only a few possess the gift to control such craft, and those men and women are prized above all others.
The incredibly talented Adam Burn has completed the third and final Seraphim Revival cover for Disciple of the Dead!
Normally, here’s the part of these art reveals where I talk a little about what or who is on the cover … only I can’t this time. Astute observers who have already finished the first book may recognize that the giant robot on the cover is not a seraph, but other than that … yeah, sorry. I can’t talk about what it is. I can’t talk about who the pilot is. And I certainly can’t talk about that really tall tower in the background. Trust me, if this series interests you, you’ll enjoy it more if you discover it for yourself. 🙂
What is the Seraphim Revival?
This is a story of Intense Mech Combat. The seraphs represent the absolute pinnacle of combat technology. Fueled by the pilot’s own soul, seraphs are capable of drawing upon almost limitless power. The relationship between pilot and machine is symbiotic to the point where any boundaries between them vanish. In a sense, the pilots become their seraphs. Clashes between them are brutal contests where willpower matters just as much as hardware.
This is a story of the Living Ruled by the Dead. Here is a society where the preserved minds of the deceased exercise absolute authority over the living. Seraph pilots are extremely rare, and therefore incredibly valuable. Not everyone, dead or alive, has their best interests in mind.
This is a story of Honor and Betrayal. The best way to take out a seraph is with another seraph, but the gift to command such a craft is hereditary. Many pilots share common bloodlines, and when sides are chosen, some divides fall in the worst possible places.
All seraphs launching 2015!
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Bane of the Dead – Released!
In an empire ruled by the honored dead, seraphs are the ultimate weapons. Fueled by the pilot’s very soul, these colossal humanoid war machines are unstoppable in battle. Only a few possess the gift to control such craft, and those men and women are prized above all others.
Jack Donolon is the most powerful pilot in existence, a hero of Earth with a mind fractured by his seraph. On the far side of the galaxy, he uncovers a terrible truth about the seraphs and their pilots. Now he must return on a mission no one will understand, to face and kill the people who once called him friend and comrade.
But the death he will bring is insignificant next to the destruction that will follow, should he fail …
Book 1 of the Seraphim Revival is now on sale in in paperback and eBook!
H.P. and I are extremely excited to finally be releasing this trilogy. The seed for this series started a long time ago in my mind, and it is incredibly gratifying to finally see the first book realized in physical form with beautiful cover art by Adam Burn. With the Seraphim Revival, readers are in for one wild, action-packed ride. Not only do we have giant robots tearing up the place, but there are so many twists and turns in these three novels that I can’t even begin to describe what happens in the third book without dropping massive spoilers. So, it’s probably for the best if I don’t say anything else. 🙂
For now, I’ll simply leave you with this.
Coming in a few short months …
Book 2 is on its way! All seraphs launching 2015!
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Star Wars: Armada – Gladiator-class Star Destroyer Tactics
Capital ships form the critical foundation of any Star Wars: Armada fleet. As of Wave 1, the Imperial Navy has two excellent capital ships to choose from. Today, let’s take a look at the Gladiator-class Star Destroyer.
IN SHORT: With good speed, surprising maneuverability with the right upgrades, and a devastating close range punch, the Gladiator is a deadly addition to the Imperial fleet.
STRENGTHS: How about 4 black dice firing out of the left and right arcs? That’s the first thing anyone should notice about the stock Gladiator I. And if it isn’t, then it will probably be made clear when the Gladiator unloads at close range. On average, that’s 4 damage inflicted out of each attack. Start adding in Concentration commands and/or upgrades, and the Gladiator’s damage output can become ridiculously high.
The Gladiator is also a remarkably well-rounded package. It comes with 1 token each for Evade, Brace, and Redirect, giving it a defensive mechanic for just about any situation. It can turn 2 clicks at speed 1, allowing it to execute some very tight turns. 2 Command allows it to react reasonably quickly to the ebb and flow of battle, and 2 Squadron and 3 Engineering are nothing to sneeze at either.
The upgraded Gladiator II exchanges 1 of its black dice on each side for reds and enhances its anti-squadron batteries to 2 blue dice. This gives it an overall boost in versatility while lessening its broadside punch just a little for only 6 points. With generously wide side arcs, the Gladiator II is well suited to assisting TIE squadrons with sprays of blue dice.
It even comes with 2 forward facing red dice (augmented with 2 more black dice) for chipping away at enemies while on approach. Oh, yes. I like this ship.
WEAKNESSES: When it starts receiving hits, the Gladiator-class Star Destroyer is no Victory. A Gladiator II costs 62 points, only 11 below a base Victory I, but it won’t survive enemy fire nearly as long. 5 Hull Points are still respectable, but caution should be used to ensure the Gladiator is supported by the rest of your fleet and not blindly charging ahead of it.
It’s also not much more than a nuisance at anything outside close range. Sure, black dice are awesome, but only when you actually get to roll with them. Fortunately, there are a few options available to the Gladiator to help with this problem.
With the dirt cheap Insidious title (only 3 points), a Gladiator can use black dice at medium range. The catch? It can only use this ability when firing into an enemy ship’s rear hull zone. Not the easiest thing to achieve, but certainly not out of the question for an appropriately upgraded Gladiator (see combos below).
With the Demolisher title, a Gladiator gains the incredibly potent ability to perform one of its attacks after a maneuver. Given the general need to get in tight, this upgrade provides the Imperial player with considerable flexibility over every other ship that must shoot first and then move.
COMBOS: Gladiators like to fly in close and personal to deliver all those black dice to the enemy’s face. Good thing they have some handy upgrades to help them get there.
With Engine Techs, a Gladiator can execute an extra speed-1 maneuver after its regular maneuver with the use of a Navigate command (either dial or token). This is especially good on the Gladiator because its speed-1 maneuver has 2 clicks, resulting in a potential 4 or 5-click turn. Toss in Wulff Yularen with his ability to copy a token once per round, and 1 Navigate token at the start can last the entire game.
You can even throw the Demolisher title into this mix. A base Gladiator I with these upgrades starts to get a bit bloated at 81 points, but it can undoubtedly get where it needs to go and unload a fist full of black dice when it gets there. Not bad at all.
And speaking of those black dice, the Assault Concussion Missiles upgrade can make them even meaner. On a black critical, both adjacent hull zones take 1 point of damage. Granted, you can only have one critical effect per attack, but the big advantage is this effect doesn’t need to hit the hull to trigger. It works just as well on shields, too. Take Admiral Screed as your commander, force those critical hits when you don’t actually roll them, and watch the damage pile up.
LISTS FOR FUN: Here’s a little list I like to call Admiral Screed’s One-Two Punch.
Victory II-class Star Destroyer (85)
– Admiral Screed (26)
– Overload Pulse (8)
Gladiator I-class Star Destroyer (56)
– Demolisher (10)
– Engine Techs (8)
Gladiator II-class Star Destroyer (62)
TIE Fighter Squadrons x 5 (40)
TOTAL: 295 points
The idea here is to utilize Screed’s penchant for critical hits by deploying two effects in a combination. Pick a target that’s in range of the Victory and is close to the Demolisher. The Demolisher should either have a Navigate token saved up or a Navigate dial ready to reveal.
Activate the Victory first and trigger an Overload Pulse critical hit on the unlucky target, exhausting all of the ship’s defense tokens. Then move and shoot with the Demolisher and pummel the now helpless target with black dice. Even if the target activates in between, the Demolisher’s move and shoot, plus the Navigate command, plus Engine Techs should give you the flexibility to get an arc on the target. After that, they’ll either take the hit on the chin or start discarding defense tokens. Either result is good for you.
I’ve shown the remaining points spent on TIE Fighters and a second Gladiator (upgraded to a type II for extra anti-squadron firepower), but there are plenty of other ways to spend those remaining points. I just naturally prefer to keep my upgrades frugal and my ship count high. 🙂
SUMMARY: Ladies and gentlemen, the Gladiator. One lean, mean short range brawler.
TRIVIA: Did you know that the Gladiator is not a new Imperial ship? In fact, it’s a very old Imperial design dating back to the Star Wars: Droids cartoon series from 1985. Check this out!
Oh, and here’s Admiral Screed, too!
Check out the complete list of Star Wars: Armada articles here.
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