2000 military SF, second of this ongoing series. With a heroic
reputation from the previous book, which can be both good and bad
depending on who has power over him, Leary waits to learn his next
assignment… then gets sent to a volatile allied world where political
games are rapidly becoming deadly.
The first book told of a single incident, but this is more spread
out, particularly in the early sections; there are foreshadowings of
the political situation, but there's also random naval bureaucracy and
other non-lethal character development. For me it works, but it does
mean that as the two viewpoint characters don't really know what's
going on until relatively late neither does the reader (though one can
make some obvious guesses, it's a while until they are confirmed).
(And it's still not entirely clear just who set up the assassination
attempt.)
One of the ways in which a good reputation is bad for Leary is that
ship, with full crew-requisition rights from other ships as long as
the crew themselves want to come on, is sent to join a squadron of old
and under-crewed warships (with an old commodore whose career is
clearly on the way down) on what should be a routine flag-showing
mission. It isn't, of course, and on this showing (three allied
planets, two of them thoroughly subverted by the enemy until someone
showed up to fix it) one doesn't feel that this Republic is doing
terribly well at its transition into Empire.
At the same time, Adele Mundy is perhaps too good at what she does;
she casually breaks into computers that shouldn't even be connected to
a network, cracks military-grade ciphers, and generally acts as Deity
of All Things Electronic. I realise it would be an error to go into
detail about how she works, but some sign that she's facing serious
opposition would be welcome.
Adele put the data unit away, a trifle awkward because she wasn't
used to keeping it in this purse. "I've been accused of being overly
literal," she said dryly. "It appears to me that that wouldn't be a
problem if fewer people were underprecise."
What worked rather well for me was more explanation of the imaginary
physics of the world: clearly it was set up to have sailing
spaceships, and large crews aboard them, but in this book without too
much technobabble we get away from the mere Napoleonic homage and into
the tactics that this system allows, as well as the problems that it
imposes (for example, you want your riggers outside for hyperspace
transitions in case the sail-handling machinery fails, which it
generally does; but if they're outside in a battle, they'll die).
Undemanding but well done and enjoyable.
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