Chains of Command summary:
The assault on Earth was thwarted by the destruction of the aliens’ seed ship, but with Mars still under Lanky control, survivors work frantically to rebuild fighting capacity and shore up planetary defenses. Platoon sergeant Andrew Grayson must crash-course train new volunteers—all while dulling his searing memories of battle with alcohol and meds.
Knowing Earth’s uneasy respite won’t last, the North American Commonwealth and its Sino-Russian allies hurtle toward two dangerous options: hit the Lanky forces on Mars or go after deserters who stole a fleet of invaluable warships critical to winning the war. Assigned to a small special ops recon mission to scout out the renegades’ stronghold on a distant moon, Grayson and his wife, dropship pilot Halley, again find themselves headed for the crucible of combat—and a shattering new campaign in the war for humanity’s future.
Bio: Bio: Marko Kloos was born and raised in Germany, in and around the city of Münster. In the past, he was a soldier, bookseller, freight dockworker, and corporate IT administrator before he decided that he wasn’t cut out for anything other than making up stuff for a living. He writes primarily science fiction and fantasy, his favorite genres since his youth, when he spent most of his allowance on German sci-fi pulp serials. He resides in New Hampshire with his wife, two children, and a roving pack of vicious dachshunds.
EXCERPT:
The Lankies can sense our vehicles somehow.
Anything with an electric motor or fusion plant draws their attention much
faster than just a trooper or two in battle armor. Two of the Lankies notice
the four-wheeled crawlers and stop what they are doing to pursue the all-terrain
vehicles in strides that are slow at first, then longer and faster as the
aliens get their enormous mass moving. The drivers of the crawlers goose their
electric engine and shoot off into the desert, and even at full throttle, they
are barely pulling away from the Lankies. The two rear-facing troops on the
passenger seats empty the magazines of their rifles at the pursuers. On a small
vehicle going at top speed over rough and bumpy terrain, even the aiming
computer isn’t a great deal of help. Most of their rounds go wide or kick up
dust in front or beside the Lankies. Then two or three rounds hit the lead
Lanky, whose lower left limb collapses midstride. The Lanky tumbles to the
desert floor in an enormous cloud of dust and gravel.
For a bunch of boots, it’s a pretty good
plan, and capable execution. It only has one flaw—it makes the Lankies disperse. The two that
followed the ATVs are now away from the impact marker for the kinetic strike.
When the rail gun projectile from the stimulated carrier Enterprise hits the dirt right in front of the terraforming station
a minute later, the quarter-kiloton impact blows apart the ruined front of the
station and the two Lankies that were still working their way through the
wreckage. The remaining Lanky, in hot pursuit of the two ATVs, stops and turns
around. It’s over five hundred meters away from the station now and and cleanly
avoided the kinetic impact altogether. The two crawlers stop their flight, and
the riflemen on the backs of the ATVs reload their weapons. Then First Squad
come out of the safety of basement hallway shelter and takes up firing
positions on the east flank of the building. The Lanky acts as if it can’t make
up its mind where to go next. It’s about to find out what it feels like to be
stuck between a hammer and an anvil. The ATV teams goose their rides again and
swing around wide, and then the remaining Lanky takes rifle fire from three
different directions. I watch with satisfaction as their concentrated fire
tears into the Lanky, felling it like an enormous alien equivalent if an
ancient Earth redwood tree.
When the dust settles, the platoon has lost
eighteen out of thirty-three, more than half its number, but it has taken out
all six of the attacking Lankies. The terraformer they were supposed to defend
is half gone—in the simulation on their helmet visors, not in reality—but I
wasn’t counting on the building surviving the defense, so I don’t subtract any
marks for that on the simulation score for the platoon. In the field, for a
seasoned platoon of SI, this would have been a near defeat, with half the
platoon gone and the facility destroyed. But these are recruits, not even fully
trained soldiers yet, and only eleven weeks out of utter civiliandom. All
things considered, they did well, but I do have to wonder how many of them I
consign to a violent and perfectly unsimulated death on a colony world
somewhere by letting this platoon pass their basic training.
The vital signs from the platoon are good, and
a lot of them are elated at their victory. No doubt they anticipate this to be
the end of their graduation exercise, but it’s only the beginning.
“Squad leaders, gather your squads and prepare
for egress,” I send through the platoon channel. I unfreeze the “dead”
soldiers’ armor joints. Then I update TacLink with the coordinates for their
next waypoint, which isn’t the parking spot for the bus that dropped them off.
It’s the parking lot in front of the platoon building at NACRD Orem, forty
kilometers to the northeast.
I smile when I hear the groans and muttered
curses over the various squad channels. I’ve been in their shoes, and I’ve
hated my drill sergeants as much as these recruits hate me right now. But the
settled galaxy holds much bigger hardships than a surprise forty-klick hike in
battle rattle, and I wouldn’t be doing them any favors by going easy on them
and making them believe otherwise. They’ll be out in the field for the whole
week, and they’ll hate most of it, but they’ll be better soldiers for it. And
maybe they’ll live long enough to appreciate it one day.
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