Showing posts with label Space Marine Battles. Show all posts
Showing posts with label Space Marine Battles. Show all posts

Wednesday, January 25, 2012

The Gildar Rift by Sarah Cawkwell

When the ancient warship Wolf of Fenris emerges from the warp, Imperial forces find that it has been overrun by the dreaded Red Corsairs. However, this is no mere raiding party – Huron Blackheart and his entire renegade fleet soon follow, intent on conquering the Gildar Rift and tightening their grip on the sector. Lance batteries and torpedo salvos burn fiery contrails through the void, and only Captain Arrun of the Silver Skulls Space Marine Chapter can halt the renegades’ advance. The fate of the Rift will not be decided in the heavens but on the surface of Gildar Secundus below.

Space Marines are cool. So are pirates.

So imagine the possibilities offered by the idea of Space Marine Pirates, particularly when they're a band of chaos worshipping superhumans led by an even larger, wholly psychopathic specimen who's crazier than a bag of possessed possums. And these are exactly what young Ms Cawkwell gets to play with in this, her debut novel.

TGR opens with the calm before the storm, introducing us to the 'Rift, which is a treacherous stretch of space surrounding a planetary system rather than a valley. It's a system thriving (as much as anything in that bleak future thrives) under the protection of the Silver Skulls chapter of the Space Marines. Their fleet is at the forefront of that defence, a fleet led by Captain Daerys Arrun, a veteran who already has enough on his plate without the puzzle posed by the arrival of the battle- damaged ship The Wolf of Fenris. Impossible to ignore, the Silver Skulls mount an expedition into its cold and apparently lifeless interior, but it's soon revealed as the opening gambit for an invasion by Huron Blackheart and his Red Corsairs. Battle is joined, and the cold vacuum of space is lit by lasers, torpedoes and exploding ships in a very nicely described bit of deadly stellar ballet. Blackheart might be batshit crazy, but that hasn't yet suffocated his strategic genius, and Captain Arrun and the 4th company are soon reminded that it's not over until the fat Marine sings.

Space Marines aren't that easy to write. I've tried it. They don't have days off. They don't do emotions all that well, unless it's rage. If they're not at war, they're training for war. Making them accessible and interesting while staying true to what they are is no mean feat, so it was a relief to find that Sarah has managed to do just that, while also managing to bring the little known Silver Skulls to life and make them her own. Captain Arrun and his supporting cast are each given their chance to shine, and the sub-plot with the tragic heroism of Volker was unexpected twist and a very cool concept. Blackheart and his ghoulish apothecary come across equally convincingly, and the interaction between them sparks nicely and I welcomed the fact that they're there for a reason other than generic carnage.

The action's pretty good throughout, although a minor whinge is that I would have liked a bit more Marine vs Marine action in the ground battles- this is a Battles novel and while exploding cultists are always welcome, it would have been nice to have some squad on squad tactical action to get stuck into. Still, there's a cool bike scene, and these are Corsairs- they're not there for a drag out fight. Not yet. There's enough left unanswered to act as a hook for a follow on, but not so much that you're left scratching your head as to what just happened.

The fact that it was a debut novel never crossed my mind when I was reading TGR. It's a good, solid addition to the 40K shelves, suitably grim and dark without being depressing, and I for one am looking forward to seeing what crawls out of Sarah's head next.




You can visit Sarah's blog here, and read an extract from The Gildar Rift here.

Friday, August 26, 2011

Battle of the Fang by Chris Wraight


It is M32, a thousand years after the Horus Heresy. The Scouring is over and the Imperium at the height of its post-Crusade power. When Magnus the Red is tracked down to Gangava Prime, the Space Wolves hasten to engage the daemon primarch.

Even as Great Wolf Harek Ironhelm closes on his ancient enemy, the Fang on the Space Wolves home world is besieged by a massive force of Thousand Sons. A desperate battle ensues as the skeleton forces of Wolf Lord Vaer Greylock attempt to hold back the attacking hosts before the last of his meagre defences gives in. Though a single Scout ship survives to summon Great Wolf Harek Ironhelm back to Fenris, none of the defenders truly realise the full scale the horror that awaits them, nor what the Battle for the Fang will cost them all.

In simple terms, this is the story of a siege. What ups the ante though is that it's the survivors of the Thousand Sons legion who are laying siege to the Fang, the fortress of the Space Wolves. Their motivation is ostensibly revenge for the destruction of Prospero a thousand years previously (see Prospero Burns), but as ever with the Thousand Sons, there is more to it than meets the eye, for there are secrets hidden in the Fang, secrets that could damn them all.

With the main body of the Wolves haring across the galaxy to lay waste to the planet where Magnus has taken up residence, the Fang is left with a single company of Space Marines to hold off a huge force comprising close to a thousand marines and uncounted legions of their mortal troops, all supported by a powerful fleet of ships and armoured regiments. But the Fang isn't just home to the Wolves and their slumbering heroes, but also the hundreds of native Fenrisians who serve them. And as the mortals are mobilised in the defence of the Fang we get to experience the fury of the battle from their perspective, notably through a father and daughter who serve in two different sectors. It's their experiences and points of view that add depth to the story, providing an insight into a world that only respects martial prowess and highlighting the arrogance of the Wolves alongside the desperate heroism and singleminded determination that makes them who, and what, they are.

Wraight does well to do justice to the Thousand Sons, capturing their bitterness and a sense of a Legion fighting desperately not to lose themselves to the mistakes of their past.

Battle of the Fang is absolutely stuffed with the kind of fast, brutal violence that erupts when mortal enemies collide, particularly when said enemies are 8ft tall genetically engineered killers armed with chainswords. The pace is unrelenting and the tension is maintained as Magnus' plan is revealed and the Wolves are forced back into a last stand. It's the combination of the human perspective, the sympathetic treatment given to the Thousand Sons and his understanding of what makes the Wolves tick makes this much more than a simple action fest and hugely enjoyable. I demolished it in two sittings.

You can read an extract here.


Thursday, April 28, 2011

The Purging of Kadillus by Gav Thorpe

++ This is Sergeant Aquila of the Ravenwing. We have encountered heavy resistance: Ork infantry in the hundreds and supporting light vehicles, including crude dreadnoughts. All enemy troops are approaching Koth Ridge at speed. If allowed to continue their advance they may be able to link up with Warlord Ghazghkull and his forces in Kadillus Harbour.

We still have no confirmed visual of the ork landing craft, or their drop zone and cannot confirm that this is the final wave of the reinforcements. The foe will pay a high price for our lives, but Koth Ridge cannot hold. ++

The purging of Kadillus starts as it means to go on: elbows deep in greenskin action. And in several places, elbows deep in a greenskin. Warlord Ghazghkull, still on the rampage after the Armageddon conquest, has turned his sights on Kadillus, his numbers bolstered by a large Bad Moon warband and a secret, unexpected technology.

What he hasn’t quite reckoned on is the Dark Angels garrison at Kadillus and their bloody minded tenacity. Grossly outnumbered and wrong-footed by Ghazghkull’s rapid advance and seemingly endless reinforcements, the Dark Angels are pushed to the limit to contain the Ork threat. Utilising every weapon in their arsenal, from daring scout raids, to last-man-standing defensive actions, armoured assaults, orbital bombardments and deep striking terminator assaults, all kinds of mayhem are unleashed and Gav has stuffed Purging with enough exploding vehicles, bodies and melee carnage to make Michael Bay feel grossly inadequate.

As ever though, it’s the interaction between the characters that provides skeleton for everything else to hang on. A small host of characters share the limelight, rather than a single main character, each pertaining to a different aspect of the unfolding conflict. I particularly enjoyed the viewpoint of the scouts and the apothecary – the scouts for their methodical and sensible approach and Sergeant Naaman’s perspective, and the apothecary simply because the unusual choice of character viewpoint, putting a fresh twist on the fighting. What was equally pleasing was that each is distinct and has their thread of the story concluded one way or the other, rather than being left in some kind of literary limbo. It shouldn’t come as a surprise, given Gav’s experience, but it’s always good to see.

It’s damn good fun and very more-ish - I rampaged through it in a single, scone fuelled sitting on a lazy Sunday morning. More please.

You can read an excerpt here.



Saturday, February 26, 2011

Fall of Damnos by Nick Kyme

++ Astropathic choir intercept XC114, Valin's Revenge 965.973.M41 ++
++ Message fragment recovered by Choirmaster ++
++ Transcript follows ++

++ ... All is lost, casualties presumed near total. Only Kellenport remains. As Lord Governor, recognised by the High Lords of Terra, I beseech all Imperial servants receiving this message to come to our aid with all haste. May the Emperor shield us.

Scant information exists on the invading force save for a binaric data-burst. Transliteration follows: "We are the Necrontyr. We are Legion. We claim dominion of this world. Surrender and die." ++

++ Transcript forwarded to the bridge for attnetion of Captain Sicarius ++
++ Mark most urgent ++

It begins with the discovery of a mysterious metallic object in one of the countless mines of Damnos, a prize irresistible to the tech-priests in attendance. The excavations begin, and the Necrons stir from aeons-long slumber beneath the surface. Implacable and merciless, the legions of living metal begin their reclamation of Damnos and the eradication of all life thereon.

Enter the 2nd Company of Ultramarines, led by the ambitious, charismatic Captain Sicarius. It's a chance for the Company to earn immortal glory, but at what price?

The action comes thick and fast, as befits the Space Marines Battles Series (the clue's in the name) and while Nick is very good at putting you into the thick of the savage brutality of the combat, what really makes Fall work is his treatment of the cast of characters. Each is given a clear identity and perspective, thus avoiding becoming just another cobalt armoured gun plodding along. A bit of backstory goes a long way.

And on that point it's interesting to see Nick poking around amidst the unstable psyche of the Necrontyr, a faceless, terrifying foe, making them more than a genocidal army of Terminator/Dalek hybrids, infusing them an air of a long forgotten tragedy.

All in, Fall of Damnos was a non-stop action blast, but one that offered a lot more than I expected. More like this please!

Monday, March 29, 2010

Rynn's World - Steve Parker


The Space Marines of the Adeptus Astartes are fearless champions of humanity. Genetic modification and psycho-conditioning has made them superior to Men in all respects. These Superhuman weapons of war are mankind's most elite fighting force, and as such, their battles are iconic tales of xenos purges and desperate last-stands. Their deeds have become legendary, and the Space Marine Battle series recounts their most notorious front-line stories of heroism in graphic detail.

When the Ork hordes of the Warlord Snagrod, Arch Arsonist of Charadon, lay waste to the planet of Badlanding and devastate the Crimson fist forces sent to stop them, Chapter Master Kantor is forced into a desperate defence of the Fists’ home planet, Rynn’s World.

Tragedy strikes. An errant missile destroys the Space Marines’ fortress-monastery, killing most of the number outright. With a handful of battered survivors in tow, Kantor must cross a continent and reunite with his Second Company if he is to have any hope of defeating Snagrod’s orks and preventing his Chapter’s total annihilation.

Rynn’s World centres on the Crimson Fists’ desperate battle to defend their homeworld against the planetary assault launched by the devious Ork warlord Snagrod, a cunning adversary that will give them and the Imperium a shattering and unforgettable lesson in the dangers of underestimating your enemy.

The viewpoint is shared between several of the Space Marines, with the lion’s share split between the hot blooded Captain Cortez and Kantor, the beleaguered Chapter Master who must bear the burden of his devastated Chapter and a ravaged homeworld. This approach works as the Marines are scattered in the wake of the disaster that befalls their fortress and as the true extent of the Ork assault becomes evident.

To be honest, Cortez and Kantor’s characters aren’t perhaps as developed as you’d like them to be, but this is more than compensated for by the visceral, bonesnapping action that erupts as battle is joined and the surviving Marines give vent to their burning need for vengeance. It’s good to see an author showing Space Marines’ abilities off – sometimes it feels that some people gloss over their decades of training and the fact that they are deadliest warriors mankind has ever fielded. Cranium shattering headshots are de rigueur, and bolter shells rupture torsos and sever limbs by the score. I particularly enjoyed the descriptions of the close combat – it’s one thing to say that an Ork is put down with a powerfist, but when you start describing it as an uppercut it opens a whole new box of images and gives a far more satisfying idea of how that Marine is fighting.

Rynn’s World is part of the Space Marine Battles series, and it certainly does exactly what it says on the box- it's 536 pages stuffed full of explosive, graphic action and Space Marines doing what they do best.

And most importantly, it's damned fun to read.

Monday, September 28, 2009

Games Day 2009




My Games Day started very early on Sunday. The last two Games Days I’ve been to, I’d travelled up with the coach organised by the local Games Workshop store; while we’d arrived on time on both occasions, we’d also been late enough to have to take up residence at the back of the queue to get in.

This year my friend Dom & I decided to avoid that particular problem.

The alarm drew me stumbling and cursing from bed at the ungodly hour of 02h20. Fortunately I’d laid out everything earlier was out of the door, fed, clothed and with my satchel in hand within 25 minutes. I charged through the empty streets of London picked Dom up en route and we eased onto the all but deserted M40, popping Heart of Rage into the CD player to set the mood for the day.

With no traffic, we pulled into the grounds of the NEC a couple of hours later. After a bit of searching, we managed to find one of the security/parking guys who directed us towards a parking lot where we could pay on the way out. We strolled down past the giant pond and towards the main entrance as the first faint blush of dawn brushed the horizon. There were a handful of other hardy souls/ fanatics there, all in good spirits, and after finding out that the Subway was already open, we grabbed the first of many coffees and sat down to leaf through the new Space Wolves codex that one of the other fan(atics) had lent us.

Soon after we were ushered to an empty hall the size of a B52 hangar, where we were settled in as the head of the queue. All we had to do now was occupy ourselves for 4 hours. The amazing thing is, the time went quickly as conversation jumped from the Space Wolves to various books, gaming anecdotes, stories from previous Games Days, hobby tips, and more. Soon enough the trickle of attendees turned into a steady stream as the coaches began arriving. The stewards were unobtrusive but effective, funnelling the new arrivals to the end of the queue (and past our increasingly smug faces) and keeping everything under control, although their job was made easier by the almost festive atmosphere.

Seeing the faces of the later arrivals as they entered the hall and saw the queue, which snaked up and down the length of over half the ‘hangar’, was almost enough to make the early start worthwhile all in its itself.

Eventually though it was time for the Day to officially start and we were escorted to the main entrance and let loose in the main hall- it was exhilarating to be there first ones across the threshold, with not another queue in sight! We raced to the Black Library stand, where I picked up two copies of Sandy Mitchell’s Ciaphas Cain chapbook and a copy of Brothers of the Snake, which I’d been thinking about doing for a while. Dom’s conviction that it was the best Space Marine novel ever and Dan’s presence tipped the balance and it was straight to the tills while those behind me made a beeline for copies of Blood Pact, Dan’s new Gaunt’s Ghosts novel (and one which would be sold out before midday!)

And here’s a tip for next year- bring cash! You can pay by card, but the connections are always painfully slow- this is what causes the bottleneck at the stand later in the day. It’s been the same story for the last few years. Fortunately, I had learned this lesson and was soon in already snaking queue for the joint Dan Abnett/ Graham McNeill signing table.

I was pleased to see that they’d separated the tables- there’s always a significant (i.e ‘huge’) demand for Dan & Graham at Games Day and splitting the signings makes everything more manageable.


Graham and I had a good chat about Empire & Heldenhammer as he signed the books for me and I really can’t wait for the third instalment now! I did a sneaky sidestep and popped up in front of Dan, who was looking well and as enthusiastic as ever. After he drew parallels between Brothers of the Snake and the Spartan ethos I was sorely tempted to simply move across to the large café in the hall and sit and read it, but fought the temptation- there was still too much to see!

I met up with Mark Newton, who was on photo duty (inter alia) and we chatted as I waited for Dom to have his books signed by Dan- it was good to see that Mark was as excited about the day as any of the fans I’d spoken to so far and we made our way over to the other signing tables where he kindly introduced me to Nick Kyme, author of Salamander. Nick who was happy to sign the copy I’d brought along in my tardis like satchel and I reckon we cold have been there for a while chatting about the next two instalments in the trilogy if it wasn’t for the dozen or so people behind me getting a bit finty eyed. I spied a gap and defected to Aaron Dembski-Bowden’s table, who was also quite happy to sign both my copies of Cadian Blood. Dom and I then besieged Sandy Mitchell, and were chuffed to hear that not only is he elbows deep in a new Ciaphas Cain novel, it’s going to be a new series featuring the eponymous hero!

I have to say that the authors and artists who were there were uniformly generous with their time, happily signing books, posters, our autograph book and, for some lucky souls, doing impromptu sketches (next year I’m camping next to Clint Langley’s table!).

Dom and I went with the flow, worming our way through the throng, gazing with naked avarice at the treasures in the Forge World displays and the ‘Eavy Metal showcases. There was something happening everywhere you looked- Bloodbowl previews, playable Dawn of War II demos for The Last Stand and Chaos Rising, dozens of games dotted with stupendously large titans, mountains of shiny new merchandise of all varieties, video previews of the awesome looking Space Marine game, bargain sales -including ‘lucky dip’ boxes, art displays, demonstrations of 3D modelling and more. It was exhausting but gooood- fortunately Subway and the cafes were there to keep everyone fuelled for the day and did a roaring trade. And yes, there are plenty of loo’s - and they’re in pretty good condition!

As the day drew to a close I drifted back to the Dan & Graham signing as I realised I’d forgotten to get Mechanicum signed, and despite the announcements that the winners of the Golden Demon were about to be announced, the queue was still quite substantial, but both Dan & Graham were still there, signing and chatting. I bumped into Mark again and we chatted about upcoming titles for the Black Library- including the intriguing Warhammer Heroes series (this giant banner is a ‘glimpse’ of the artwork for Sword of Justice), sci-fi, blogging, books, and life in general. It was gratifying to discover that he’s as much of a fanboy as anyone else and that yes, working for B.L sounds as cool I thought it would be!
By the sounds of things, next year's going to be see some awesome titles from the Black Library. I'm quite excited about Prospero Burns, the next instalment of the Horus Heresy being penned by Dan Abnett (I've heard that he & Graham have been collaborating on aspects of it..).

The cover for the second Heresy novel planned for 2010..

After toying with the idea of trying to fit one of the banners in the car, I figured it was time to make tracks and, having said our farewells we made our way back to the car park for the anticlimatic drive home.


*P.S* - gods, how did I forget to mention the new Space Marine Battles series?! Steve Parker's Rynn's World will be the first in Feb 2010..