Review: Hold Fast Through the Fire by K.B. Wagers

Review: Hold Fast Through the Fire by K.B. WagersHold Fast Through the Fire (NeoG #2) by K.B. Wagers
Format: eARC
Source: supplied by publisher via Edelweiss
Formats available: hardcover, ebook, audiobook
Genres: science fiction, space opera
Series: NeoG #2
Pages: 416
Published by Harper Voyager on July 27, 2021
Purchasing Info: Author's WebsitePublisher's WebsiteAmazonBarnes & NobleKoboBookshop.org
Goodreads

The Near-Earth Orbital Guard (Neo-G)—inspired by the real-life mission of the Coast Guard—patrols and protects the solar system. Now the crew of Zuma’s Ghost must contend with personnel changes and a powerful cabal hellbent on dominating the trade lanes in this fast-paced, action-packed follow-up to A Pale Light in the Black.
Zuma’s Ghost has won the Boarding Games for the second straight year. The crew—led by the unparalleled ability of Jenks in the cage, the brilliant pairing of Ma and Max in the pilot seats, the technical savvy of Sapphi, and the sword skills of Tamago and Rosa—has all come together to form an unstoppable team. Until it all comes apart.
Their commander and Master Chief are both retiring. Which means Jenks is getting promoted, a new commander is joining them, and a fresh-faced spacer is arriving to shake up their perfect dynamics. And while not being able to threepeat is on their minds, the more important thing is how they’re going to fulfill their mission in the black.
After a plea deal transforms a twenty-year ore-mining sentence into NeoG service, Spacer Chae Ho-ki earns a spot on the team. But there’s more to Chae that the crew doesn’t know, and they must hide a secret that could endanger everyone they love—as well as their new teammates—if it got out. At the same time, a seemingly untouchable coalition is attempting to take over trade with the Trappist colonies and start a war with the NeoG. When the crew of Zuma’s Ghost gets involved, they end up as targets of this ruthless enemy.
With new members aboard, will the team grow stronger this time around? Will they be able to win the games? And, more important, will they be able to surmount threats from both without and within? 

My Review:

I positively ADORED the first book in the NeoG series, A Pale Light in the Black, to the point where it was one of my A++ reviews AND on my Best of 2020 list. It got me hooked on this author, to the point that I’ve been reading their previous series, The Indranan War and The Farian War, whenever I’m looking for an SFnal pick-me-up read.

Of course, all of that put this book, Hold Fast Through the Fire, on my list of Most Anticipated Reads for 2021. And it was definitely worth the wait!

But one of the things that I really loved about A Pale Light in the Black was that it made for excellent competence porn. Honestly, all my favorites last year qualified as competence porn. Reading about people who were just plain very good at their jobs doing those jobs very well shined a light in what was otherwise a rather dark year of incompetence.

So I was a bit surprised when the first third of Hold Fast Through the Fire did an all too excellent job of demonstrating just why both Groucho Marx and Doctor Who labeled “military intelligence” as a contradiction in terms. Certainly the intelligence department of the NeoG is NOT displaying any of that vaunted commodity when it decides to use four NeoG Interceptors and their crews as bait for a terrorist and not tell them about it.

Especially as the members of those crews – see the comment about competence porn above – are very good at their jobs and more than intelligent enough to figure out that something is wrong about the runaround that they are getting – and to start figuring the whole thing out on their own.

Because the crew of Zuma’s Ghost are, in fact, damn good at their jobs. They also have excellent bullshit detectors, even when the BS is being slung by one of their own. Or perhaps especially then.

In the first book, there was, of necessity, a cargo hold’s worth of setup. Introducing the characters, creating the world, explaining just enough about how history got from point A, our present, to point B, their future.

The story in that first book mostly felt, not exactly low-stakes, but certainly less humongous stakes than this time around. That was a story where the intraservice Boarding Games became a metaphor for the crew of Zuma’s Ghost learning how to be a team both at the games and out in the black.

This time, although the Boarding Games are still a factor, the stakes for the story as a whole are much higher and have much broader implications. Also, where first time around the team didn’t exist yet and had to form itself, this time the team that we watched build in the first book begins this story even more fractured than a couple of changes in personnel should have caused.

Back to that problem of military intelligence again.

The high-stakes mission that the crew of Zuma’s Ghost is caught up in is wrapped up in wealth, power and privilege, and the way that the rich and powerful never seem to face the consequences of the dirty deeds that they feel entitled to commit. The plan is to drop those consequences squarely on their heads.

If the NeoG can just manage to keep their own heads in the face of so many deaths – including entirely too many of their own.

Escape Rating A: This was one of this epic, can’t put it down reads. I started in the morning and finished late in the evening because I just couldn’t stop. Then I went to bed with an horrendous book hangover that I still haven’t shaken.

Although there were certainly points during that first third where I wanted to reach through the book and shake someone – preferably the control freak in NeoG intelligence who was using his friends and his colleagues as unwitting bait because he didn’t want too many people to know what was going on and question him about it.

It was painful watching these characters that I’ve already come to know and love struggle to punch their way out of a maze that they shouldn’t have been in in the first place. I wanted to stand up and cheer when they gave the idiot the dressing down he REALLY deserved.

But the big and high-stakes part of this story revolved around the plan that NeoG intelligence had been keeping under wraps. A senator, a shipping company executive and a thug (and doesn’t that sound like the start of a bad joke) have been spending years making oodles of moolah in an interplanetary bait-and-switch scheme. They’ve been stealing from both the government and the outer colonies, taking money for colonial supplies, shipping substandard goods to the colonies, and then selling the goods they’ve stolen on the black market to those same colonies for a huge markup.

Their scheme is coming to a close. NeoG is closing in, and they’re decided to go out in a blaze of other people’s glory by fomenting unrest in the colonies and using the resulting chaos for one last score before they slip away into the black.

It’s a huge organization with a lot of tentacles. Tentacles that reach out to hurt NeoG as the net closes in.

On the one hand, the whole nefarious scheme sounds all too plausible, not just then but honestly now. It’s the same colonizers’ rape of their colonies that has gone on since the very first country got big enough to call itself an empire.

So the scheme, in all its terrible awfulness, works all too well as a plot device. The stakes feel realistically high and get brought home to our heroes in a realistically painful fashion. But the leaders of the scheme as characters read as just a bit too far over the top. A plan that intelligent and that successful should be led by equally savvy villains. This bunch read more like comic book villains. Admittedly extremely successful comic book villains but still, their leader got way too close to an actual BWAHAHA to take as seriously as the crimes they committed warranted.

But this was a great story about a terrific team beating impossible odds to save the day and make each other proud. I loved the way they got the job done and done oh so well. There were also plenty of heroes to go around to balance out those cartoonish villains, but the one who saved the day more often than anyone expected was Doge, the dog-shaped robot who is turning out to be more dog than anyone ever imagined.

I had a great time with Max and Nika and the entire crew of Zuma’s Ghost, and I can’t wait for their next adventure. I’m still chuckling a bit that one of the Navy ships that helped out in the final encounter was the Normandy. Because of course it was.

Review: A Pale Light in the Black by K.B. Wagers

Review: A Pale Light in the Black by K.B. WagersA Pale Light in the Black (NeoG #1) by K.B. Wagers
Format: eARC
Source: supplied by publisher via Edelweiss
Formats available: hardcover, ebook, audiobook
Genres: military science fiction, science fiction
Series: NeoG #1
Pages: 432
Published by Harper Voyager on March 3, 2020
Purchasing Info: Author's WebsitePublisher's WebsiteAmazonBarnes & NobleKoboBookshop.org
Goodreads

The rollicking first entry in a unique science fiction series that introduces the Near-Earth Orbital Guard—NeoG—a military force patrolling and protecting space inspired by the real-life mission of the U.S. Coast Guard.

For the past year, their close loss in the annual Boarding Games has haunted Interceptor Team: Zuma’s Ghost. With this year’s competition looming, they’re looking forward to some payback—until an unexpected personnel change leaves them reeling. Their best swordsman has been transferred, and a new lieutenant has been assigned in his place.

Maxine Carmichael is trying to carve a place in the world on her own—away from the pressure and influence of her powerful family. The last thing she wants is to cause trouble at her command on Jupiter Station. With her new team in turmoil, Max must overcome her self-doubt and win their trust if she’s going to succeed. Failing is not an option—and would only prove her parents right.

But Max and the team must learn to work together quickly. A routine mission to retrieve a missing ship has suddenly turned dangerous, and now their lives are on the line. Someone is targeting members of Zuma’s Ghost, a mysterious opponent willing to kill to safeguard a secret that could shake society to its core . . . a secret that could lead to their deaths and kill thousands more unless Max and her new team stop them.

Rescue those in danger, find the bad guys, win the Games. It’s all in a day’s work at the NeoG.

My Review:

Military SF, done right, is one of the best things to read if you are looking for serious “competence porn”, and A Pale Light in the Black is definitely military SF done very, very right.

There have been plenty of milSF stories featuring various branches of the service taken into space. Often those services model the space forces around either the Navy, as in Honor Harrington, or the marines, like Torin Kerr. The concept of a space Army seems like a bit of an oxymoron, as the Army has to get out of space and onto some ground in order to really be something called an Army. And a space Air Force feels redundant, even though there’s no atmosphere in space.

On the other hand, Stargate Command was run by the U.S. Air Force, so it IS possible after a fashion.

But the one service that has been left out of the equation – until the glorious now – is the Coast Guard. Countries have coasts. Earth as a whole doesn’t exactly have a “coast”, but it does have a stretch of territory that it defends and where its laws, rules and regulations hold sway.

Or at least it will in the future, if we ever do manage to get into space for real. And it certainly does in A Pale Light in the Black. Because that’s where this story, and the series that will follow (hopefully really, really SOON) is set among the often looked down upon members of this future’s equivalent of a space Coast Guard, the NeoG.

The Near-Earth Orbital Guard patrols the relatively nearby space where Earth holds sway. Their duty is to protect the “pale light in the black” that is Earth and her colonial interests. Their job is critical, but it isn’t exactly glorious or sexy. The NeoG is underfunded, undermanned, underequipped and underestimated in the Boarding Games that serve as a combination of mass entertainment, wargame training and inter-military rivalry, scorekeeping and grudge-matching, with a plenty of individual service team-building.

The story, and the audience, follow one Lieutenant Maxine Carmichael. Max graduated first in her NeoG Academy class, but has been stationed on Earth ever since, due to the machinations of her rich and powerful family. A family that may have all-but-disowned and abandoned her on the day that she announced she was joining the NeoG instead of either the more prestigious Navy, like her parents and older brother, or the family firm, like her sister.

They abandoned her in the hopes that she would fall back into their cold and distant arms and toe the family line. Instead, she excelled at the career that she had chosen. But then, she never did fit in with the rest of the family.

Still, they pulled strings to keep her stationed safely on Earth – whether that’s what she wanted or not. Then again, what Max wanted seems to have never mattered a damn to her family. When she finally had enough, she applied to be an Interceptor, part of one of the close-knit crews that patrolled the space lanes for contraband, pirates, and general bad actors of all types. There are NO interceptors serving on Earth, so she finally has her posting out in the black as the story opens.

Having achieved her goals does not mean that she isn’t carrying all the emotional baggage her parents loaded her down with and that she doesn’t still have all the buttons they installed. Max has the basics to do her job and do it well, but she has a long way to go to learn how to become a part of a team that treats all its members like family.

Because she has no good experiences of family. At all.

A Pale Light in the Black is Max’s story as she becomes part of the crew of Zuma’s Ghost, finds her place in the NeoG and in the found family that is her ship and crew. And figures out just how to help her team win this year’s Boarding Games.

Meanwhile, Max, her crew, her friends and even her entire branch of the service are investigating an age-old grudge between her family firm and the rivals that everyone believed were long dead. A grudge that could destroy, not just her family, but take half the human population along with it.

No pressure. Compared to that, the Boarding Games are a piece of cake!

Escape Rating A++: I realize that I’m basically squeeing all over the page here. I absolutely loved this book. And there’s enough to unpack to keep me busy until the next book in the series comes out.

First, the worldbuilding here is awesome. Also in a peculiar way a bit scary, because this isn’t a direct progression from our now until then. Instead, we are now in the pre-Collapse world, and our right now is pretty much the “last good time” for a long time. The Collapse Wars are coming, and after that, in about 400 years or so, we reach the time period of the story. “It’s been a long road, getting from there to here.”

I love the way that the author demonstrates that we as a species have also left a whole lot of crap behind on that way between here and there. Not by making a big deal about it, but by showing that things are different through the lack of so much stupid fuss in everyday life. We are capable of better as a species, we just seem to need very hard lessons to reach that point.

Second, this is great competence porn. By that I mean that everyone, not just our hero but everyone in NeoG, is seen to be doing their jobs well all the time. Even the evil people are good at what they do, just that what they do is terrible. But it is terrific to watch and especially identify with a whole lot of folks who are not just dedicated to their jobs but where the ability to do the job well is expected. Heroism is extra. It was also different to see such good competence porn in a story that does not deal with basic training of any kind.

Not that Max doesn’t have plenty to learn, but we don’t follow her going through the Academy. Instead, we follow her as she learns to let down her emotional guards, to let herself accept and be accepted, to figure out what she’s good at and let herself internalize that she has skills and is good enough in all sorts of ways. Her doubts and fears make her human – and they make her easy to identify with and especially empathize with. We all have a little impostor syndrome in us, after all.

Max, however, is actually way beyond good enough, but that’s part of the lesson she needs to learn.

Max’s first year on Zuma’s Ghost, and the timetable for the Boarding Games provide the structure for the story. At the same time, the ghosts that Max has to deal with, the wounds that she needs to heal from, were all inflicted by her family.

And the case that Zuma’s Ghost has to solve, the smugglers and pirates that they have to catch, also deal with her family. The way that Max goes from feeling caught in the middle to knowing exactly where she stands is a big part of her journey. A journey that in many ways reminds me of the character of Ky Vatta in the Vatta’s War and Vatta’s Peace series(es). Ky has to deal with many of the same conflicts between military duty and family obligations. If you like Ky you’ll love Max and vice-versa.

I can’t wait to see where Max – and Zuma’s Ghost – go next!