W201007 July 2010 Monthly Baen Bundle
by David Weber
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by Mark L. Van Name
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by Sharon Cooper and Chuck Asay
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by Michael Z. Williamson
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by Catherine Asaro
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by Jerry Pournelle
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by Mercedes Lackey and Ellen Guon
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W201007 July 2010 Monthly Baen Bundle





















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Mission of Honor by David Weber
Jump Gate Twist by Mark L. Van Name
Taxpayers' Tea Party by Sharon Cooper and Chuck Asay
Contact with Chaos by Michael Z. Williamson
Diamond Star by Catherine Asaro
Fires of Freedom by Jerry Pournelle
Knight of Ghosts and Shadows by Mercedes Lackey and Ellen Guon
Mission of Honor
The Star Kingdom of Manticore and the Republic of Haven have been enemies for Honor Harrington's entire life, and she has paid a price for the victories she's achieved in that conflict. And now the unstoppable juggernaut of the mighty Solarian League is on a collision course with Manticore. The millions who have already died may have been only a foretaste of the billions of casualties just over the horizon, and Honor sees it coming.
She's prepared to do anything, risk anything, to stop it, and she has a plan that may finally bring an end to the Havenite Wars and give even the Solarian League pause. But there are things not even Honor knows about. There are forces in play, hidden enemies in motion, all converging on the Star Kingdom of Manticore to crush the very life out of it, and Honor's worst nightmares fall short of the oncoming reality.
But Manticore's enemies may not have thought of everything after all. Because if everything Honor Harrington loves is going down to destruction, it won't be going alone.
Jump Gate Twist
Jon Moore: A nanotech-enhanced warrior who wants nothing more than a quiet life and a way back to his strange home world.
Lobo: An AI-enhanced Predator-Class Assault Vehicle, a mobile fortress equipped for any environment from the seabed to interstellar space. TWO WOLVES IN A GALAXY OF LARGER PREDATORS!
For the first time in a Jon & Lobo book, "My Sister, My Self," the short story which introduced Jon Moore.
One Jump Ahead: Jon Moore wanted only to relax on the pristine planet of Macken—but Macken was the secret battleground of two megacorporations, both determined to control the local jump gate and the riches of an undeveloped world. Finding allies and enemies among terrorist groups and elite mercenaries, gun-runners and the only kind of government possible on a frontier short on rules and long on riches, Jon and Lobo fight to a climax with a corporate army that can't afford to leave any witnesses. Exotic settings, fast action, real tech, mechanically-enhanced animals—and a beautiful woman who's as deadly as a cobra!
Slanted Jack: The job looked simple enough: Jon agreed to help a con man, a friend from a part of his past he'd rather forget, protect a very special young boy. But the deal didn't stay simple, as each move Jon and Lobo made resulted in more danger and more enemies. The best con man Jon's ever known, a ruthless gang boss, a heavily armed group of religious fanatics, a beautiful woman with a mysterious agenda, and an interstellar government out to clean up a dangerous frontier world rush together toward an explosive climax—and Jon and Lobo are caught in the middle.
Plus new introductions by the author, making this a package that every Jon & Lobo fan will want to buy.
Taxpayers' Tea Party
Who Dares Defend Our Rights? We the People!
A Message from Your Alleged Betters: Hand Over the Cash!
Traitor! You know who you are, you heartless, uncaring cur! You. The one struggling to keep a roof over your head that doesn't leak, to give your kids a decent education, to stave off your family's suffering through any honorable means available and tend to your loved ones when they inevitably do become sick or need help. You're the stingy one, the unpatriotic one, who isn't slicing out and mailing in his or her proper pound of flesh to feed Uncle Sam's bottomless maw of expenditure. Big government wants you—or, more specifically, all your money and most of your liberty. After all, you do have a job and you are making a living, so you must have crushed entire stratums of society underfoot to get where you are, right? Come on, admit it—you've probably even got a savings account! Hand it over. Hand over all of it, for the good of. . .well, just hand it over.
Are you sick of the nonsense? The feel-good illogic? The morass of corruption and favoritism? The upside-down, inside-out economics that only make sense to someone who never had to balance a real budget?
Sure you are. What thinking person wouldn't be?
But what can one person do? You possess no aircraft carriers to enforce your will, and you do not want any. Putting one in your backyard wouldn't leave room for the grill. You wield no power of general taxation with which to vex your enemies and reward your cronies. You don't even have any cronies—just a few good friends. Even if you did decide to raise your one lonely voice, how could you be heard over the on-going, ever-rising uproar of the professional whiners?
Take Back Your Government!
Sharon Cooper was a housewife in the early 1990s when "Hillary-care," the first attempt at stuffing a nationalized healthcare siphon into the pocket of the middle class, was attempted. Cooper decided enough was enough, got involved, and fought on the front lines against the forces of economic idiocy. The lessons she learned in that contest led her to write The Taxpayer's Tea Party: a Manual on How to Take Back Your Government.
Boy do we ever need it now! Well, brace yourself. She's back with a revised edition with a new introduction from former Speaker of the House Newt Gingrich—one who is no stranger to grassroots organizing (and who knows sound political technique when he sees it).
Also included is Cooper's original introduction by rabble-rouser-in-chief Rush Limbaugh—and his trenchant analysis of our times rings true as always. But this is not a tract designed to fire up the troops. Cooper assumes you are fired up enough, or you wouldn't be reading in the first place. This is a how-to manual on how to take back your government. Says so right there in the title.
Cooper gives advice on how to write an effective letter to your Congressman, the newspaper—even the President himself (the latter in order to get it out of your system and allow you to move on to more promising endeavors). Should you mail, fax or e-mail? Cooper lets you know when each is most effective. Are you a bit shy and not sure what "networking" means other than hooking up your computer to the internet? Cooper gives examples from her own experience on how to go about it and retain your dignity in the process.
Next, Cooper lays out the influence-peddling power structure of the current political scene in plain daylight. Who are the vulnerable politicos? What's a "Blue Dog Democrat" and how do you go up against the Grand Poobah of a gerrymandered safe district? Finally, Cooper puts you in touch with organizations of like-minded individuals who will fight the good fight by your side.
But no Taxpayer's Tea Party would be complete without a little comic relief—come on, everybody dressed in feathers for the first one! Well, the beautifully-crafted cartoons of Chuck Asay spaced throughout the book will prove to be just the ticket for laughter. Asay gets in some excellent digs at the opposition, but his on-the-money, slice-of-life scenes from the life of those of us who will have to write the checks to pay for the madness are priceless gems indeed! Talk about your taxed-to the-limit moments! Sometimes you just have to laugh to keep from crying.
All in all, The Taxpayer's Tea Party is a gritty, glorious account of how to get things done in a democracy. Did it work for Cooper? In the past decade-and-a-half, she's gone from politically-uninvolved housewife to four-term state legislature—and ignited a fire of rebellion under thousands of taxed-to-the-limit taxpayers that hasn't gone out yet.
Contact with Chaos
The Galactic Rumble Is On!
First contact with an alien species—and, surprise, the human race is far from united. The Freeholders want trade. The U.N. wants to manage. The eco-warriors want "purity" at all costs. Humans—you gotta love ‘em! Once again, a historic meeting between potential friends is about to turn into a free-fire zone! A stand-out entry in the "Freehold" saga by Michael Z. Williamson, co-author with New York Times best-seller John Ringo of "Posleen War" hit, Hero.
"Williamson's military expertise is impressive."
—SF Reviews
Diamond Star
Del was a rock singer. He was also the renegade son of the Ruby Dynasty, which made his career choice less than respectable, and gave him more to worry about than getting gigs and not getting cheated by recording companies, club owners, or his agent. For one thing, the Ruby Dynasty ruled the Skolian Imperialate, an interstellar Empire, which had recently had a war with another empire, the Eubian Concord. For another, Del was singing on Earth, which was part of a third interstellar civilization, and one which had an uneasy relationship with the Imperialate.
Del undeniably had talent, and was rapidly rising from an unknown fringe artist to stardom. But, with his life entangled in the politics of three interstellar civilizations, whether he wanted that or not, talent might not be enough. And that factor might have much more effect than his music on the lives of trillions of people on the thousands of inhabited worlds across the galaxy.
Fires of Freedom
The struggle for independence on two colony worlds—Mars in the not-so-distant future, and a distant world circling another star in the far future, both threatened by powerful forces and faceless bureaucrats.
Birth of Fire: A teenage delinquent on a crowded, corrupt Earth, Garrett was given a choice: rot in prison on Earth, or be deported to Mars to work in the colony there. But on Mars he would find an inner strength that he had never known before, and when Mars revolted against the multinational corporations that controlled the colonist's lives, Garrett was on the front lines in the battle for planetary freedom.
King David's Spaceship: Set in the same universe as the New York Times best seller, The Mote in God's Eye. A new Empire has arisen and is annexing Earth's surviving colony worlds. Haven had fallen back to a nineteenth century level of technology, and the basic requirement for a colony world to be admitted to the Empire as a full-fledged member with the right of self-government is that the colony have space travel. Unless Haven can somehow develop a spaceship, and quickly, the planet will be ruled by Imperial agents and the inhabitants will be little more than medieval serfs.
Two complete novels in one volume by New York Times best-selling author Jerry Pournelle, telling of the eternal struggle of freedom against tyranny throughout the galaxy.
About the Author
Jerry Pournelle is a reigning master of military science fiction, widely known for his novels of John Christian Falkenberg and his legion of interstellar mercenaries. His other novels include Janissaries, Exiles to Glory, High Justice, King David's Spaceship and Starswarm. With Larry Niven, he has collaborated on a string of New York Times best-selling novels, including Lucifer's Hammer, The Mote in God's Eye, Footfall, and many more. He and his wife live in Los Angeles.
Knight of Ghosts and Shadows
Calling all gods, calling all gods . . .
The creature landed, crashing through the flaming trees. The huge clawed hands, the tentacled mouth, dripping slime, all blindly lashing about searching for the Bard.
Who was sprawled in the smoldering leaves, less than twenty feet away.
Oh God—oh God—it's trashing the Grove, trying to find me. If I run, it'll zero in on me in a few seconds, there isn't anything else I can hide behind. And if I stay here—
Eric brought the flute to his lips, and played for all he was worth.
"Banish Misfortune"—oh, God, please, if there's any resident deity around here, get me out of this!
Eric Banyon, musician, is out playing the blues on his flute one day, but he couldn't have known that the desperate sadness of his music would free a young elven noble from the magical prison he has been languishing in for centuries—nor does he believe it!
W201007 July 2010 Monthly Baen Bundle
Catherine Asaro









Mission of Honor by David Weber
Jump Gate Twist by Mark L. Van Name
Taxpayers' Tea Party by Sharon Cooper and Chuck Asay
Contact with Chaos by Michael Z. Williamson
Diamond Star by Catherine Asaro
Fires of Freedom by Jerry Pournelle
Knight of Ghosts and Shadows by Mercedes Lackey and Ellen Guon
(8)
by David Weber and Steve White

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Exodus
The Promised Land Has A Vermin Problem. . . Once before, the sentient races in the known part of the galaxy had united against alien invaders. Decades have since passed and new generations have grown complacent . . . dangerously so. Long ago, much of the population of an entire planet fled their world before its sun went nova in thousands of ships, each one larger than a city. Now, the armada has arrived at the world they intend to make their new home. They regard the fact that the planet is already colonized by humans as a mere inconvenience, and their mode of communication is so different from anything humans use that they do not consider humans and their allies to be truly intelligent. This time, the races of the old alliance will not have to worry about becoming an invader's meal— but that will be small comfort if these new invaders decide that genocide is justified for their own survival. . . .
The Promised Land Has A Vermin Problem. . .
Once before, the sentient races in the known part of the galaxy had united against alien invaders. Decades have since passed and new generations have grown complacent . . . dangerously so.
Long ago, much of the population of an entire planet fled their world before its sun went nova in thousands of ships, each one larger than a city. Now, the armada has arrived at the world they intend to make their new home. They regard the fact that the planet is already colonized by humans as a mere inconvenience, and their mode of communication is so different from anything humans use that they do not consider humans and their allies to be truly intelligent.
This time, the races of the old alliance will not have to worry about becoming an invader's meal— but that will be small comfort if these new invaders decide that genocide is justified for their own survival. . . .

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Extremis
Steve White, co-author with David Weber of the New York Times best-seller The Shiva Option, joins with Charles E. Gannon to carve another notch in the Starfire adventure saga. A resurrected star navy hero attempts to keep a fragile interstellar alliance together while battling an implacable alien adversary. Steve White, Vietnam vet, long-time David Weber collaborator and co-author, with Weber, of the New York Times best-seller The Shiva Option, joins with Analog contributor and military SF scholar Charles E. Gannon to carve another notch in the Starfire adventure saga. An implacable foe with telepathic cohesion in battle, near-immortality, and eons-advanced engineering skills threatens to wipe humanity from the galaxy. What’s more, they’ve overcome their one weakness–no faster-than-light travel–and have followed humanity through our star gates and beyond. But humans are the master of adaption, and have got a counterpunch of devastating proportions in reserve. Now a hard-bitten and brilliant admiral must face down renewed alien attack and somehow communicate to the enemy that if he is forced to use his ultimate military option, galactic civilization itself may come to a fiery end.
Steve White, co-author with David Weber of the New York Times best-seller The Shiva Option, joins with Charles E. Gannon to carve another notch in the Starfire adventure saga. A resurrected star navy hero attempts to keep a fragile interstellar alliance together while battling an implacable alien adversary.
Steve White, Vietnam vet, long-time David Weber collaborator and co-author, with Weber, of the New York Times best-seller The Shiva Option, joins with Analog contributor and military SF scholar Charles E. Gannon to carve another notch in the Starfire adventure saga.
An implacable foe with telepathic cohesion in battle, near-immortality, and eons-advanced engineering skills threatens to wipe humanity from the galaxy. What’s more, they’ve overcome their one weakness–no faster-than-light travel–and have followed humanity through our star gates and beyond. But humans are the master of adaption, and have got a counterpunch of devastating proportions in reserve. Now a hard-bitten and brilliant admiral must face down renewed alien attack and somehow communicate to the enemy that if he is forced to use his ultimate military option, galactic civilization itself may come to a fiery end.

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Imperative
ORIGINAL TRADE PAPERACK. Steve White, co-author with David Weber of the New York Times best-seller The Shiva Option, joins with Compton Crook Award Winner Charles E. Gannon to carve another notch in the Starfire adventure saga. The war with the Arduans—profoundly alien invaders who originally arrived in STL ships—is over. Most of those attackers are now probationary (and very productive) citizens of the Rim Federation. However, many among the Arduans' warrior caste have neither accepted defeat, nor the personhood of any of the other intelligence races. Their leader, the ruthless admiral of the second Arduan exodus—Amunsit—is in firm control of the Zarzuela system. Along with a fifth column among the peaceable Arduans, she hopes to find allies in subsequent refugee fleets that abandoned their race's now-dead home system long ago. But as the victors' diplomats attempt to soothe tensions with these warlike neighbors, two heroes of the last war—veteran Admiral Ian Trevayne and young trouble-shooter Ossian Wethermere—suspect they have stumbled upon a deeper Arduan plot: one which could shatter the Pan-Sentient Union, and perhaps interstellar civilization itself.
ORIGINAL TRADE PAPERACK. Steve White, co-author with David Weber of the New York Times best-seller The Shiva Option, joins with Compton Crook Award Winner Charles E. Gannon to carve another notch in the Starfire adventure saga.
The war with the Arduans—profoundly alien invaders who originally arrived in STL ships—is over. Most of those attackers are now probationary (and very productive) citizens of the Rim Federation.
However, many among the Arduans' warrior caste have neither accepted defeat, nor the personhood of any of the other intelligence races. Their leader, the ruthless admiral of the second Arduan exodus—Amunsit—is in firm control of the Zarzuela system. Along with a fifth column among the peaceable Arduans, she hopes to find allies in subsequent refugee fleets that abandoned their race's now-dead home system long ago.
But as the victors' diplomats attempt to soothe tensions with these warlike neighbors, two heroes of the last war—veteran Admiral Ian Trevayne and young trouble-shooter Ossian Wethermere—suspect they have stumbled upon a deeper Arduan plot: one which could shatter the Pan-Sentient Union, and perhaps interstellar civilization itself.

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Insurrection
Give Me Liberty or Give Me Death In the end, the only political systems that seem to work are those based on freedom. The Inner World leaders of the Terran Federation seem to have forgotten this simple truth. After fighting the Khanate—with the Fringe Worlds to supply the raw material and the fighting men—the Inner Worlds found it hard to give up the powers they had seized during the war. So they decided not to—rather than allow the rapidly expanding Fringe Worlds representation in the Federation, they are inviting the Khanate in, to keep the colonial upstarts in their place. The Fringers have only one answer to that: INSURRECTION
Give Me Liberty or Give Me Death
In the end, the only political systems that seem to work are those based on freedom. The Inner World leaders of the Terran Federation seem to have forgotten this simple truth. After fighting the Khanate—with the Fringe Worlds to supply the raw material and the fighting men—the Inner Worlds found it hard to give up the powers they had seized during the war. So they decided not to—rather than allow the rapidly expanding Fringe Worlds representation in the Federation, they are inviting the Khanate in, to keep the colonial upstarts in their place. The Fringers have only one answer to that:
INSURRECTION

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Oblivion
WHITE AND GANNON RETURN WITH A NEW ENTRY IN THE STARFIRE SERIES, co-created by New York Times best-selling authors Steve White and David Weber. STAND AGAINST THE ALIEN INVADER APOCALYPSE! The war with the profoundly alien Arduans has ended, and the Arduans have come to call humanity their allies. Most of them—the Arduan warrior caste refuses to accept defeat. Now known as the Kaituni, they are waging a war of extermination against all members of the pan-Sentient Union, human and Arduan alike. What’s more, the Kaituni have an unexpected weapon in their arsenal: the alien Arachnids, once thought driven to extinction. The Kaituni drive the Arachnid fleet ahead of them, inflicting untold damage. The war has been marked by retreat on the side of the pan-Sentient Union. It seems the best they can do is minimize their losses. But now the Arachnids and the Kaituni are at the doorstep to the Heart Worlds, Sol, and Earth: Alpha Centauri. The odds look bleak. But Admiral Ian Trevayne and Commodore Ossian Wethermere have faced down long odds in the past. It’s time to take a stand, for Earth, for humanity . . . and for the pan-Sentient Union!
WHITE AND GANNON RETURN WITH A NEW ENTRY IN THE STARFIRE SERIES, co-created by New York Times best-selling authors Steve White and David Weber.
STAND AGAINST THE ALIEN INVADER APOCALYPSE!
The war with the profoundly alien Arduans has ended, and the Arduans have come to call humanity their allies. Most of them—the Arduan warrior caste refuses to accept defeat. Now known as the Kaituni, they are waging a war of extermination against all members of the pan-Sentient Union, human and Arduan alike. What’s more, the Kaituni have an unexpected weapon in their arsenal: the alien Arachnids, once thought driven to extinction. The Kaituni drive the Arachnid fleet ahead of them, inflicting untold damage.
The war has been marked by retreat on the side of the pan-Sentient Union. It seems the best they can do is minimize their losses. But now the Arachnids and the Kaituni are at the doorstep to the Heart Worlds, Sol, and Earth: Alpha Centauri. The odds look bleak. But Admiral Ian Trevayne and Commodore Ossian Wethermere have faced down long odds in the past. It’s time to take a stand, for Earth, for humanity . . . and for the pan-Sentient Union!

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The Shiva Option
DEFEAT WAS NOT AN OPTION The war wasn't going well. The mind-numbingly alien Arachnids were an enemy whose like no civilized race had ever confronted. Like some carnivorous cancer, the "Bugs" had overrun planet after planet . . . and they regarded any competing sentient species as only one more protein source. They couldn't be reasoned with, or even talked to, because no one had the least idea of how to communicate with a telepathic species with no recognizable language . . . and whose response to any communication attempt was a missile salvo. No one knew how large their civilization—if it could be called a "civilization"—actually was, or how it was organized, but the huge fleets they threw against their opponents suggested that it was enormous. The Grand Alliance of Humans, Orions, Ophiuchi, and Gorm, united in desperate self-defense, have been driven to the wall. Billions of their civilians have been slaughtered. Their most powerful offensive operation has ended in shattering defeat and the deaths of their most experienced and revered military commanders. The edge in technology with which they began the war is eroding out from under them and whatever they do, the Bugs just keep coming. But the warriors of the Grand Alliance know what stands behind them and they will surrender no more civilians to the oncoming juggernaut. They will die first . . . and they will also reactivate General Directive 18, however horrible it may be. Because when the only possible outcomes are victory or racial extermination, only one option is acceptable. The Shiva Option
DEFEAT WAS NOT AN OPTION
The war wasn't going well.
The mind-numbingly alien Arachnids were an enemy whose like no civilized race had ever confronted. Like some carnivorous cancer, the "Bugs" had overrun planet after planet . . . and they regarded any competing sentient species as only one more protein source. They couldn't be reasoned with, or even talked to, because no one had the least idea of how to communicate with a telepathic species with no recognizable language . . . and whose response to any communication attempt was a missile salvo. No one knew how large their civilization—if it could be called a "civilization"—actually was, or how it was organized, but the huge fleets they threw against their opponents suggested that it was enormous.
The Grand Alliance of Humans, Orions, Ophiuchi, and Gorm, united in desperate self-defense, have been driven to the wall. Billions of their civilians have been slaughtered. Their most powerful offensive operation has ended in shattering defeat and the deaths of their most experienced and revered military commanders. The edge in technology with which they began the war is eroding out from under them and whatever they do, the Bugs just keep coming.
But the warriors of the Grand Alliance know what stands behind them and they will surrender no more civilians to the oncoming juggernaut. They will die first . . . and they will also reactivate General Directive 18, however horrible it may be. Because when the only possible outcomes are victory or racial extermination, only one option is acceptable.
The Shiva Option

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The Stars at War
TWO NOVELS IN THE NEW YORK TIMES BEST-SELLING SERIES IN ONE VOLUME Crusade: Spacers call the warp point Charon's Ferry. No star ship has ever entered it and returned since a vengeful Orion task force pursued a doomed Terran colonization fleet into it in 2206. Almost a century has passed. The fiery hatreds of a quarter-century of warfare between the Terran Federation and the Zheeerlikou'valkhannaieeee, the cat-like species humans called the "Orions," have eased at least a little. The "Grand Alliance" forged by the need to fight side-by-side against the genocidal Rigelians remains, but there are those on either side who continue to hate, continue to distrust. Now the strength of that war-forged alliance is about to be tested. For Charon's Ferry is about to give up the secret of its dead. A ship has emerged from the deadly warp point at last. A ship which responds to the challenge of an Orion star ship using ancient human communications codes . . . then opens fire. The holocaust of interstellar warfare has been ignited anew, in a bloody crusade to free Holy Mother Terra. In Death Ground: In difficult ground, press on; In encircled ground, devise stratagems; In death ground, fight. —Sun Tzu in The Art of War (circa 400 B.C.) The more things change, the more they remain the same. Three thousand years after Sun Tszu wrote those words, in the time of the Fourth Interstellar War, the ancient advice still holds true. The "Bugs" have overwhelming numbers, implacable purpose, and a strategy that's mind-numbingly alien. They can't be reasoned or negotiated with. They can't even be communicated with. But what they want is terrifyingly clear. The sentient species in their path aren't enemies to be conquered; they're food sources to be consumed. Totally oblivious to their own losses, rumbling onward like some invincible force of nature, their enormous fleets are as unstoppable as Juggernaut. Yet for the desperate Federation Navy and its enemies-turned-allies, the Orions, there is nowhere to go. Their battered, outnumbered ships are all that stand between the billions upon billions of defenseless civilians on the worlds behind them and an enemy from the darkest depths of nightmare, and there can be no retreat. But at least their options are clear. As Sun Tzu said, in death ground, there is only one strategy: FIGHT.
TWO NOVELS IN THE NEW YORK TIMES
BEST-SELLING SERIES IN ONE VOLUME
Crusade:
Spacers call the warp point Charon's Ferry.
No star ship has ever entered it and returned since a vengeful Orion task force pursued a doomed Terran colonization fleet into it in 2206.
Almost a century has passed. The fiery hatreds of a quarter-century of warfare between the Terran Federation and the Zheeerlikou'valkhannaieeee, the cat-like species humans called the "Orions," have eased at least a little. The "Grand Alliance" forged by the need to fight side-by-side against the genocidal Rigelians remains, but there are those on either side who continue to hate, continue to distrust.
Now the strength of that war-forged alliance is about to be tested. For Charon's Ferry is about to give up the secret of its dead. A ship has emerged from the deadly warp point at last. A ship which responds to the challenge of an Orion star ship using ancient human communications codes . . . then opens fire.
The holocaust of interstellar warfare has been ignited anew, in a bloody crusade to free Holy Mother Terra.
In Death Ground:
In difficult ground, press on;
In encircled ground, devise stratagems;
In death ground, fight.
—Sun Tzu in The Art of War (circa 400 B.C.)
The more things change, the more they remain the same. Three thousand years after Sun Tszu wrote those words, in the time of the Fourth Interstellar War, the ancient advice still holds true.
The "Bugs" have overwhelming numbers, implacable purpose, and a strategy that's mind-numbingly alien. They can't be reasoned or negotiated with. They can't even be communicated with. But what they want is terrifyingly clear. The sentient species in their path aren't enemies to be conquered; they're food sources to be consumed.
Totally oblivious to their own losses, rumbling onward like some invincible force of nature, their enormous fleets are as unstoppable as Juggernaut. Yet for the desperate Federation Navy and its enemies-turned-allies, the Orions, there is nowhere to go. Their battered, outnumbered ships are all that stand between the billions upon billions of defenseless civilians on the worlds behind them and an enemy from the darkest depths of nightmare, and there can be no retreat. But at least their options are clear.
As Sun Tzu said, in death ground, there is only one strategy:
FIGHT.

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