Tuesday, April 30, 2013

Book Review: Under the Ember Star by Charles Gramlich

When it comes to publicity, those of us who do our own thing often feel an obligation to pay it forward. If a fellow author writes a good review of one of our books, we often feel obligated to go out and read one of theirs, and if the work warrants it, return the favor. I don't feel this is in any way underhanded or "cheating"; take a look at the cover copy of a lot of bestselling fiction out there, and you'll often see quotes from authors in the same genre extolling the book's virtues. Hell, Tom Clancy, Larry Bond, Dale Brown, and Harold Coyle were a veritable Mutual Appreciation Society of military techno-thriller writers who all praised each others' latest works.

When Operation Bedlam was released, blogger and writer Chris La Trey was kind enough to write me a review, both on Amazon and on his blog. The blog post contained a couple of other works, all of which I immediately went out and bought. One of these was Charles Gramlich's science fiction novel, Under the Ember Star. I'd read Gramlich's fantasy short story, Harvest of War, and enjoyed it, but like a chump, I'd never written a review. Feeling guilty, I sat down a couple of nights ago and began reading Gramlich's novel. Allow me to quote from Amazon's product description:

"Ginn Hollis was fourteen when her father's mysterious death left her alone on the planet Kelmer. She's grown up since then. Kelmer is a harsh world, an old world: its people are ancient, its civilization long fallen and dimly dreaming under a brown dwarf sun the natives call the Ember Star. But now, long dormant forces are beginning to stir on Kelmer, forces that could destroy the planet forever...or bring it back to life. One being stands at the center of the turmoil. His origins are veiled, his destiny is unclear. Everyone wants a piece of him. Only Ginn Hollis can protect him from both sides--if she can save herself first...."
Although a relatively short novel, Gramlich's book definitely punches above its weight. Within a couple of chapters we have a strong, vivid feel for the world of Kelmer - the dry, ancient planet kept alive by a life support system of unknown, alien origin. We also get an immediate feel for Ginn Hollis, our heroine - a tough, smart young woman who's handy with a blaster pistol, deftly handles a hoverbike, and isn't afraid to punch first and ask questions later. It's easy to fall into cliche with a "tough angry chick" stereotype, but Gramlich is a deft enough storyteller to avoid that trap and keep Ginn Hollis fresh and interesting enough to keep our attention.

Overall, Under the Ember Star feels like a much older work, like a battered old gem of a pocket paperback from the 60's or 70's dug out of the stacks of a used bookstore and bought for a dollar. It reminds me of the works of Leigh Brackett or C.L. Moore; part gritty sci-fi adventure fiction, part epic space opera, with more than a touch of classic Western and maybe even a pinch of detective noir mixed in for good measure.

If you're looking for a quick, enjoyable read to get you back into the mood for more science fiction, I highly recommend this book.

Monday, April 29, 2013

Book Review: Hot Pursuit by Paul Bishop

I'd downloaded this book perhaps a year ago, but never got around to it until earlier this month, and now I'm sorry I waited so long. Paul Bishop is, according to his Amazon product description...

"A thirty-five year veteran of the Los Angeles Police Department, Paul has twice been honored as Detective of the Year. Aside from his numerous novels, he has written scripts for episodic televison and feature films. As a nationally recognized interrogator, he appears regularly on the hit ABC reality series Take The Money And Run."

So if anyone knows how to write a novel about LAPD cops, it should be this guy. Now, I'm not a big fan of police procedural books, or stories about cops in general. There's no particular reason, it just doesn't whet my whistle the way other stories can. However this is definitely not a typical cop story, nor are Calico Jack Walker and his partner Tina Tamiko typical cops. The Amazon product description covers it all nicely:

"It’s 1977 and veteran L.A.P.D. cop Calico Jack Walker and his rookie partner, Tina Tamiko, are planning to make Calico’s last shift on the job something special – but plans, as they do, come apart because Walker and Tamiko are good cops no matter what the cost . . . even if they're L.A. cops, in uniform, in their patrol car, on duty, and way out of their jurisdiction on the Las Vegas Strip.

When a major crime is going down, good cops never hesitate."

HOT PURSUIT involves the following elements that definitely make for an exciting story:

- Guns
- Fast cars
- Bull Riding
- Port-A-Potty Shenanigans 
- An Enormous Crazy Man-Child
- Prison Assassins
- Vegas, Baby!
- Biker Gangs
- Crazy Ex-Wives
- FIRE! YEAH! FIRE!

Pick up HOT PURSUIT and give it a read. It's set in the late 70's, which gives the story a bit of a twist if you're not expecting it, but the period nature of the novel doesn't detract in any way from the storyline. It's a fast read and definitely a page-turner, without a lot of expository padding or laborious side quests that take away from the heart of the plotline.

Wednesday, April 24, 2013

Warhammer 40K Space Marine Armor: All Right, Let's Get Cracking

A friend of mine just shared with me this video taken at a Science Fiction convention in Stockholm back in December. A lot of people who play Warhammer: 40,000 talk about whether or not the armor worn by Space Marines would ever actually fit or articulate for a normally-proportioned human being (although Space Marines  are genetically altered, and much larger/stronger than normal people). There are models and poses that simply appear to contorted or impractical to work in "real life".

I think this video answers the question.


So...let's get cracking on this, people. Bolters and Power Armor for everyone!

Tuesday, April 23, 2013

Game Review: Bolt Action WW2 Miniatures Wargame

People have been playing World War Two wargames since...well...since probably before World War Two even took place. I suppose it all depends on your definition of "wargame" - from very theoretical strategic-level "what-if" scenarios to training exercises to mathematical equations. And of course, after the war and ever since, young men (and some young women) have pitted toy soldiers against each other to battle it out for control of the free world.

So while to comes as no surprise that yet another WW2 wargame has been published, I have to say that Warlord Games' Bolt Action is the first WW2 wargame to really catch my eye. Don't get me wrong - I think Flames of War is a cool game, and I want to eventually get into it, but I do feel a preference for the individual-soldier model scale of BA as opposed to the squad-stand scale of FoW. Perhaps it is my prior Games Workshop models experience biasing me in that direction, for better or for worse, but the idea of having one model represent one individual soldier just appeals to me more.

Let me back up for a second. Bolt Action is a 28mm ("heroic") scale WW2 miniatures wargame. Each side plays a force vaguely built around a reinforced infantry platoon - typically a Platoon Leader and 2-5 squads of 5-12 men apiece, plus additional support elements such as machine gun teams, mortars, anti-tank weapons, snipers, transports, as well as other elements such as artillery and armor. Your average Regular infantryman for all armies is 10 points per model, but adding in extra goodies such as your officers, medics, air or artillery forward observers, heavy and special weapons, as well as vehicles, and you can quickly spend 1,000 points (the default game size) without the need for a hundred-plus models (A King Tiger tank with Veteran crew is over 600 points).

Coming from a Games Workshop background, I was able to quickly grasp the basics of how the gameplay is handled - setup, movement, shooting, close assault, morale, line of sight, use of cover and so forth. I won't get into too many nitty-gritty details but I think the game handles all elements quite well, in many cases better than GW's Warhammer: 40,000. Rather than a "I move/shoot/attack with all my guys, then you go with yours", each player puts a number of colored action dice into a bag, one die per unit. At the beginning for the turn a die is pulled from the bag. Whoever has that color for their action dice picks a unit, gives the unit one of six orders (corresponding to one of six die faces), puts the die next to the unit, carries out the order, and then another die is drawn. This means that order of action is pure chance - you could activate and use all your units before your opponent gets to do anything, or you could be the one left standing there doing nothing, or it could be a very even back-and-forth of move and counter-move. It's all up to luck, and I like that idea a lot.

Moving and shooting is all pretty standard. Weapons are grouped into broad categories, with the occasional special rule for those particular weapons that need them. For example, all "rifles" are the same, but US infantry ignore shooting-on-the-move penalties because of the superior firepower of the M1 Garand compared to other armies' bolt-action rifles. This more generic handling of weapons keeps the endless "the MP-38 was far superior to the Sten MK II" debates to a dull roar, and helps remind the players that this is a game definitely designed for fun, casual gameplay. It is, very specifically, not a win-at-all-costs sort of wargame, where being a dick to your opponent and arguing every rule to death is just one more weapon in your arsenal. 

The Bolt Action rulebook is a nice, compact hardcover containing all the rules needed to play, as well as how to build an army, abbreviated army lists for all major European Theater forces (US, UK, Germany, and the Soviet Union). There are a lot of great diorama shots using painted models and terrain, as well as a ton of Osprey Publishing artwork (I'm not exactly certain of their relationship - I think Osprey owns Warlord Games). The rules are easy to read and strike a good balance between realism and gameplay. For example, there can be only one outcome in a close combat - complete wipeout of the losing unit. If a draw is achieved, the fight immediately goes on, until one side loses and gets wiped out. This doesn't necessarily mean every member of the losing side is killed - perhaps they surrender, play dead, or flee - but the unit ceases to exist. As a GW player, I can appreciate the decisive nature of this rule, as it prevents "tar pit" units locking two units together for multiple turns and bogging down the game. Another good rule states that if the model directly using a support weapon is killed off, the rest of the weapon team is eliminated and the unit is taken off the board. This might be unnecessarily harsh, but it prevents tiny ineffectual units of 1-3 infantry from cluttering up the board, and remember - every "unit" has an action die in the bag.

Beyond the main rulebook, there are currently (as of today) army books for the US, UK, and German armies. These repeat and refine the units given in the core rulebook, as well as add further units, weapons, and a few special rules. You could certainly play the game with just the lists provided in the core book, but the individual army books add a lot more flavor, and provide a much deeper dive into the armies over the course of the war (a number of units have "early" war and "mid-late" war versions). Vehicles especially have an almost endless variety of marks and versions that changed over the course of the war and the theater they were in. This allows for players who want to carefully tailor an army list to a specific time, theater, and unit to do so.

As for Warlord Games' line of miniatures, I think they are quite good. Perhaps not at the quality of Games Workshop's current line, but given the insane costs of most GW armies today, I think the slightly loss of quality is more than made up for in the much lower price, at least price per "army". Putting together a starter list of British Commandos, I was able to build a Platoon with one Officer, two infantry squads, two special weapon teams, a medium machine gun team, and a mortar team for about sixty bucks. That's seven units, and about 650 points. Another box of infantry and perhaps one vehicle (at about 20-35 bucks apiece, depending on what you get) would bring me to 1,000 points, for a total of perhaps a little over a hundred dollars. Given that a "cheap" Warhammer: 40,000 army would probably run you somewhere in the vicinity of $300-600, and the difference is readily apparent. Also, unlike GW games, Bolt Action doesn't actually require you to play using their own models. If you have a bunch of other WW2 infantry and vehicles lying around, as long as they can be based one model per base (or you and your friends agree on rules for multi-model bases), you can use anyone's models, even if they aren't 28mm scale. For the money-conscious gamer, this is a great deal.

So far I haven't actually gotten around to building or painting my Bolt Action miniatures, much less play out a game, but I'm really looking forward to it. Who knows, maybe those of you who've read my Commando novels will recognize a familiar face or two when I've finished getting my British army read for battle!




Tuesday, April 16, 2013

Boston - Bloody but Unbowed

I was going to write a much longer piece this morning, but I decided to keep it short and simple. Boston is a little city with a big attitude. Sometimes this comes in the form of drunken Townies raising hell and making a ruckus after a big loss at Fenway Park. Other times, it comes in the form of drunken Townies dressing up as Indians, raiding a merchant ship in the harbor, dumping its cargo of tea overboard to protest some taxes, and starting a revolution.

Either way, if there's one thing this town is known for, it's attitude, and I'm certain that over the next few months, Boston is going to show the world that we can take a cheap shot and come back swinging with the best of them. And as for those who are responsible for the bombings - well...I'd say you better hope the Law finds you before the drunken Townies do, but...c'mon. Haven't you seen The Departed?

Wednesday, April 10, 2013

The Pirates of Alnari: Free Through Friday, 4/12

My friend and fellow writer/blogger Dan Eldredge is running an Amazon Promotion for his gritty, violent fantasy novel, The Pirates of Alnari. If you're a fan of George R. R. Martin's Game of Thrones and that sort of hard fantasy, I think you'll enjoy this book.

Tuesday, April 9, 2013

COMMANDO: Operation Bedlam Now Available in Kindle and Paperback!

Although the book has had a week-long "soft launch", I wanted to let everyone know that Operation Bedlam, my second WWII British Commando novel, is now up and available for purchase in both Kindle ebook and trade paperback formats. You can click on the cover to the right of this article to go to Bedlam's Amazon page.

Thankfully, I've already had two early readers - Mark Hall and Chris La Trey, provide me with great reviews on Amazon. The ebook is already selling in both the US and the UK, which is a great relief, and I'm hoping that within a month or two it'll be chugging along nicely, just like Arrowhead is right now.

I wrote Arrowhead while wrapping up the first draft of Killer Instincts, as a way of clearing my head. It took me just over a month to write, but I wound up sitting on it for nearly a year, only releasing the book in August 2012. Since then it has done very well (by my standards), and in November I decided to write the sequel. I typed up the first draft of Bedlam from November through January, and immediately got it into the hands of my Beta readers. Within two months, I had incorporated all the great feedback I'd received, had it edited and proofed, and the book was on sale just about five months after I started writing it.

Reading about the timeline involved in traditional publishing, I'm amazed at what can be accomplished these days through indie publishing tools and with a little motivation. For a no-name author such as myself to take a book from non-existence to being "on the shelf" and ready to buy in five months would be laughable under a traditional publishing model. Hell, I'd not have even seen a penny of my royalties from my previous two books!

So, if you liked Operation Arrowhead, give Bedlam a try - I think you'll enjoy it.