Top Tens – History: Top 10 Types of War (6) Naval Warfare

The 1805 Battle of Trafalgar painted by Louis-Phillipe Crepin (“Le Redoutable a Trafalgar”) in 1806 – public domain image used in Wikipedia “Naval Warfare”

 

 

 

(6) NAVAL WARFARE

 

War on water!

No – not like when Roman Emperor Caligula literally declared war on the sea (in the form of the god Neptune or Poseidon), but war fought on water, albeit overlapping with war fought on land in amphibious operations and naval landings.

“Naval warfare involves military operations on, under, and over the sea” – “combat in and on the sea, the ocean, or any other battlespace involving a major body of water such as a large lake or wide river”.

As surprisingly capable humans are as swimmers for terrestrial mammals (particularly primates), naval warfare obviously involves the various vessels humans have devised for transport on water. Of course, it doesn’t just involve vessels but vessels of sufficient size, resilience, and above all means for combat with other vessels. Hence naval warfare originated from the Bronze Age onwards, with the first recorded sea battle as the Battle of the Delta between the Egyptians and the Sea Peoples in about 1175 BC, although the very name of the latter suggests some sort of naval warfare before that.

Prehistoric humans probably fought each other from canoes or even rafts but that seems more a form of naval proto-warfare. However, the former persisted in recorded history with the use of war canoes, usually as a form of amphibious warfare – an important subset of naval warfare – although “canoe versus canoe engagements…were also significant”.

Naval warfare rose to a surprising importance and prominence in ancient history that are often overlooked for the more famous warfare on land. That importance seems even more surprising as naval warfare was predominantly fought either by boarding enemy ships or ramming them – methods which seem crude by the standards of modern naval warfare but persisted for a surprisingly long time until (and to some extent even after) the advent of gunpowder allowed for shipborne artillery as the standard means of naval combat.

Homer’s Iliad may have had the siege of Troy as its focus but famously features the so-called Catalogue of Ships, in its second book no less, albeit for the transport of Greek forces to Troy rather than naval combat with Trojan ships.

Thereafter, naval warfare looms large in ancient history – from the Persians and Greeks (particularly the Athenians) through to the Romans, whose Pax Romana was as much a matter of Mare Nostrum as it was of the legions.

Galleys were the primary means of ancient naval warfare and persisted as the dominant vessels for war until the early modern period in that primary arena of naval warfare, the Mediterranean. Galleys were superseded by the vessels of the Age of Sail, which also saw naval warfare expand with maritime transportation from mostly hugging the coasts in seas to the open ocean – although it is striking how often naval battles continued to be fought in coastal waters.

On that point, while we typically think of naval warfare as battles fought on the sea or ocean, there’s also naval warfare fought on lakes and rivers – reflecting that “even in the interior of large landmasses, transportation before the advent of extensive railways was largely dependent on rivers, lakes, canals, and other navigable waterways”. Hence the modern distinction between brown-water navies for riverine or littoral bodies of water and blue-water navies (or green-water navies) for open oceans or seas.

From the Age of Sail to the Age of Steam and Steel – with naval warfare in the latter evolving to steam power for ships and coaling stations for bases or ports. The latter also saw “ironclad” ships – first used in naval combat in the American Civil War – reflecting the improved chemistry and metallurgy which not only provided the means for armor to ships but also the guns and shells “capable of demolishing a wooden ship at a single blow” for which the armor was required.

Interestingly, naval supremacy underlaid modern superpower in a similar manner to the Pax Romana, only more so – with the Pax Britannica of the 19th century (with the Indian Ocean being dubbed a “British lake” in a similar manner to the Mare Nostrum), succeeded by the Pax Americana in the 20th century.

Modern naval warfare has seen a proliferation of forms through technology – notably naval aviation and aircraft carriers or submarine warfare which came to the fore in the Second World War (effectively superseding battleships) but also more recently missiles and aerial or naval drones.

Top Tens – Fantasy & SF: Top 10 SF Books (Special Mention: Complete)

 

“Don’t blame me, I voted for Kodos!” (immortal line of Homer Simpson from “Citizen Kang”, Treehouse of Horror VII, Season 8 episode 1 – featuring those recurring aliens of Halloween episodes, Kodos and Kang). Of course, Article 1 Section 2 of the Constitution that only natural born citizens can be President would disqualify the- “NEEERD!”

 

 

TOP 10 SF BOOKS (SPECIAL MENTION)

 

I’ve ranked my Top 10 SF Books, but science fiction is too prolific – and phantasmagorical – a genre to be confined to a mere top ten books, easily filling out my usual twenty special mentions and beyond!

 

One of Omni’s highlights was its top quality SF (and fantasy) art, showcased by this hardcover book collection of it published in 2014

 

 

(1) OMNI (1978-1998)

 

O Omni – the iconic magazine of science and science fiction!

Omni was founded by Kathy Keeton and her partner Bob Guccione, better known as the publisher of Penthouse magazine, in 1978. Unfortunately, it foundered with Keeton’s death in 1997 and wound up in 1998, having ceased print in 1995 but continued online for a short time.

I was introduced to Omni magazine when a spring-cleaning neighbor gave me their old collection of magazines, which also included an anthology Best of Omni Science Fiction. Omni was the gift that kept on giving, as it introduced me to a variety of SF writers, including many writers in my Top 10 SF list or special mentions.

In its halcyon days, it obviously paid writers well as it was a leading light of SF stories, including genre classics. Its impact wasn’t limited to stories – it also featured leading genre artists (including H.R. Giger) as well as feature articles on science and other recurring features. One of the latter was competitions for readers, with one such being for Partly Baked Ideas, the winning entry of which has lodged in my psyche ever since – the Partly Baked Idea for plant flight. Take certain plants that open and close their leaves with the alternation of day and night, combine them with gradually decreasing artificial light from the natural day cycle to strobe frequency, and you may just have plants that flap their leaves enough to fly…

Or not – they were Partly Baked Ideas after all!

 

RATING: 5 STARS*****
S-TIER (GOD TIER)

 

 

Cover of the 1993 print edition published by Palgrave Macmillan with the SFE logo in the circle – the edition I own (and yes – I own an elusive print edition)

 

 

(2) ENCYCLOPEDIA OF SCIENCE FICTION (1979 – PRESENT)

 

“That you could be reading it right now goes without saying, since in some alternate universe you surely are”.

My SF Bible.

Quite simply, my favorite reference work for the genre of science fiction in different media – books, comics, film & television, and so on (art and illustration, magazines, even music). The first print edition was edited by Peter Nicholls and John Clute in 1979 – with entries not only for works and creators, but also the greater (and lesser) themes and terminology of science fiction. Even better, it was published online in 2011 and is regularly updated since then (winning a Hugo Award in 2012), with editors expanded to include David Langford and Graham Sleight.

And like its companion Encyclopedia for Fantasy, its most engaging strength as a reference work is not so much its entries for individual authors or works, but its compilation of SF themes and terminology or tropes – although it doesn’t have the abundant classification of subgenres, nor quite the evocative phrases used as entry titles as the Encyclopedia of Fantasy. However, it does have a handy online index of themes, featuring such themes of interest as Dream Hacking or Medieval Futurism.

It even has an entry on itself. Kudos, SFE, kudos.

 

RATING: 5 STARS*****
S-TIER (GOD TIER)

 

Rulebook cover art

 

 

(3) PARANOIA (1984 – PRESENT)

Commie mutant traitor!

“The Computer is your friend. The Computer wants you to be happy. Happiness is mandatory. Failure to be happy is treason. Treason is punishable by summary execution. Are you happy, citizen? Have a nice daycycle”

Welcome to Alpha Complex in the SF role-playing game of Paranoia – “a world designed by Kafka, Stalin, Orwell, Huxley, Sartre, the Marx Brothers and that crazy old man at the airport bar at 2 am”. A dystopian fusion to the point where everything would be monstrously overwhelming but for its own dysfunctionality and the game’s absurdist dark humor.

It’s also a post-apocalyptic dystopia – although what apocalypse (if any?) forced the last survivors (or are they?) of humanity into the last underground or domed city (or is it?) run by the supercomputer known simply as the Computer or Friend Computer is now mysterious, as no one is sure what happened any more, if anyone ever did. Not even the Computer, when it tried to figure out what went wrong – “unfortunately, the Computer’s databases had been corrupted, and after finding some old Cold War propaganda, it concluded that the Communists did it”.

And now, the Computer is the equivalent of a barely functional paranoid schizophrenic – that probably would have wiped out Alpha Complex but for its inefficiency, its ability to simultaneously pursue wildly inconsistent goals at odds with each other, and its genuine but abstract benevolence towards Alpha Complex (or whatever remains of either that benevolence or Alpha Complex).

It may be teetering on complete breakdown (or outright psychosis) after decades of subversion or reprogramming by conflicting groups, but the Computer still rules Alpha Complex – “its dystopian society organized in a hierarchy of “security clearances based on the electromagnetic spectrum (specifically Isaac Newton’s version), from lowly Infrared worker drones, through Red grunts and Yellow managers, all the way up the rainbow to the Violet and Ultraviolet elite”, the High Programmers.

This society is supported by “swarms of robots” – which if anything, tend to be crazier and more dangerous to humans than the Computer – as well as “spies, omnipresent surveillance, and a bureaucracy so huge and convoluted no one’s quite sure who’s in charge of what any more”.

“Problems in Alpha Complex are solved by teams of Troubleshooters, whose job is to find trouble and shoot it”. (Stay alert. Trust nobody! Keep your laser handy!).

Those problems including traitors – where virtually everything is treason, and even the knowledge of what is or isn’t treason is usually above your security clearance – as well as Communists or other secret societies, and mutants. Or a combination of all of these – the trifecta of “commie mutant traitor”, which is what players yell as they shoot each other in the back. Indeed, I’m known to be fond of using that phrase in real life.

Of course, “thanks to years of clone breeding” (everyone is a clone in Alpha Complex), “overexposure to radiation, and other snafus”, everyone is a mutant. Everyone is also a member of one or more secret societies, mostly plotting to overthrow the order of Alpha Complex. Ironically, the secret societies were started by the Computer, as an outlet to the natural human impulse to conspire together, but as usual in Alpha Complex, got out of control.

(You seem a little too informed of matters above your security clearance, citizen – please report for termination! Have a nice daycycle!)

The players “are (usually) Red-level Troubleshooters working for Friend Computer, grudgingly assigned useless, backfiring equipment and weapons, and dispatched on (often impossible) Suicide Missions, all while navigating the endless deathtrap which is Alpha Complex, keeping their mutant powers a secret, advancing the cause of their secret society, and trying to earn promotion to higher color grades”. Not to mention in-fighting among players – if you’re not shooting each other in the back, it’s because you’re shooting each other in the face.

You’ll go through a few clones, if not all of them, by the end, if you make it to the end – which is the truly dangerous part, the mission de-briefing, when you accuse each of treason. If you’re lucky, your fabricated accusations of treason might just overlap with their genuine treason.

RATING: 5 STARS*****
S-TIER (GOD-TIER)

Cover of the Warhammer Space Marine video game released in 2011 (fair use)

 

 

(4) WARHAMMER 40K (1987 – PRESENT)

Forget the power of technology and science, for so much has been forgotten, never to be re-learned.
Forget the promise of progress and understanding, for in the grim darkness of the far future there is only war.
There is no peace amongst the stars, only an eternity of carnage and slaughter, and the laughter of thirsting gods.

Warhammer 40,000 – usually known as Warhammer 40K – is the closest SF equivalent to Dungeons and Dragons, in terms of a game encapsulating its genre. It doesn’t have quite the same breadth of encyclopedic treatment of genre themes and tropes as Dungeons and Dragons, given that it is confined to its space opera setting. But what a setting!

“Warhammer 40,000 is your Standard Sci Fi Setting injected with a cocktail of every drug known to man and genuine lunar dust, stuck in a blender with Alien, Mechwarrior, Starship Troopers, Star Wars, and teeny, tiny sprinkles of Judge Dredd and 2000AD, embellished with spikes and prayer scrolls, bathed in blood and turned up to Eleventy Zillion (and then set on fire). Twice. With 8ft chainsaws.”

Although I’m surprised that quotation doesn’t reference Dune along with Star Wars – as well as Nemesis from 2000 AD, with that storyline’s Termight Empire led by the supremely xenophobic Torquemada. Not to mention the obvious influences of H.P. Lovecraft and J.R.R. Tolkien – but they’re obvious influences on almost everything in fantasy or SF. Also apparently Paradise Lost according to the game’s creator.

Warhammer 40K drew heavily on its publisher’s previous fantasy game Warhammer – hence the name – but has long since diverted from and totally eclipsed its fantasy predecessor. Whereas the fantasy game had a smattering of optional SF elements – primarily advanced technological weaponry as artefacts or relics left behind by a long-gone race of spacefarers – the SF game went further in the opposite direction, space opera fantasy in the style of Star Wars or SF with substantial fantasy elements.

“It adapts a number of tropes from fantasy fiction, such as magic, supernatural beings, daemonic possession, and fantasy races such as orcs and elves; ‘psykers’ fill the role of wizards in the setting”.

Its setting and plot is far too complex for a single entry – indeed, it could easily be its own top ten (or several top ten lists, given the volume of game material) – but stands out for the grim darkness of its tagline, which has evolved into a meme, as has much else in the game.

As its title indicates, it is about 40,000 years or so in the future. Humanity has a galactic empire (yay!) but that empire sucks (boo!), although the galaxy beyond that empire sucks even more – factions and forces against which the Imperium of Man is desperately trying to hold the line, against overwhelming odds in the long run.

That’s pretty much it. Oh sure – there’s the basic plot summary from Wikipedia:

“The setting of Warhammer 40,000 is violent and pessimistic. It depicts a future where human scientific and social progress have ceased, and human civilisation is in a state of total war with hostile alien races and occult forces. It is a setting where the supernatural exists, is powerful, and is usually untrustworthy if not outright malevolent. There are effectively no benevolent gods or spirits in the cosmos, only daemons and evil gods, and the cults dedicated to them are proliferating. In the long run, the Imperium of Man cannot hope to defeat its enemies, so the heroes of the Imperium are not fighting for a brighter future but raging against the dying of the light.”

Or the evocative summation from TV Tropes – “the most basic summation of the game’s plot is that our galaxy has been twisted into an unfathomable horror where an eternal, impossibly vast conflict occurs between several absurdly powerful genocidal, xenocidal, and (in at least one case) omnicidal factions, with every single weapon, ideology, and creative piece of nastiness imaginable cranked to an outlandish extreme… and even it has a Hell”

Perhaps the most interesting aspects of the game are its factions – foremost among the Imperium of Man as the default human protagonist faction. As previously mentioned, it sucks – an absurdly dysfunctional, paranoid, fascist theocratic state under the God-Emperor of Mankind, who now resembles some bizarre combination of mummified Egyptian pharaoh and Aztec god sustained by thousands of daily sacrifices.

The imperial cult holds sway throughout the empire – enforced by “a futuristic Inquisition” that ruthlessly hunts down anyone with even the slightest taint of the heretic, the mutant, or the alien, even going as far as destroying entire planets, just to be sure.

Science and technology have stagnated – “partly because they are treated with fear, ignorance and magical superstition” and partly because of “the Adeptus Mechanicus, the secretive, deranged machine cult that maintains the Imperium’s technological base. The latter have a point though, as technology is a portal for daemonic corruption – and The Warp, a corrupted parallel dimension connected to the material universe that provides the Imperium’s lifeblood as its only means of faster-than-light Travel, is incredibly dangerous.”

And then you have the forces of the Imperium holding the line – “the Space Marines (capricious, fanatical, genetically engineered Knight Templar Super Soldiers) and the Sisters of Battle (equally fanatical, pyromaniacal battle nuns) serve as the Imperium’s special forces, while the Imperial Guard, its at least trillions-strong regular army, takes disregard for human life to new and interesting extremes”.

For all its obvious dystopian dysfunction, the game publishers have to keep reminding fans that the Imperium’s “fascist totalitarianism is bad” – partly because they tend to be the point of view faction in game material, partly because they are indeed often awesome and cool in humanity’s last stand desperately holding the line, and partly because all other major factions are as bad, if not far worse.

You have the Aeldari or space elves, the Tyranids who consume everything else into themselves, the Necrons seeking to wipe out all organic life, the Orks modelled on fantasy orcs – and looming hungrily behind them all, the daemonic forces of Chaos.

Not bad for a game that primarily consists of miniatures or models, albeit with rulebooks – hence the special mention here.

Like many others, I don’t play the game – which seems to involve substantial expenditure of time and money in the ever-proliferating miniatures that are the basic components of gameplay – but enjoy the lore, of which there is an incredible volume beyond the game, not least in published tie-in books and comics.

RATING: 5 STARS*****
S-TIER (GOD-TIER – OR IS THAT GOD-EMPEROR TIER?)

 

The somewhat cheesy Mass Market paperback edition on Amazon (and also historically inaccurate since the book is set in Ostrogothic Italy) – all covers I’ve seen for editions of the book are cheesy (fair use)

 

 

(5) L. SPRAGUE DE CAMP –

LEST DARKNESS FALL (1939)

 

Sprague de Camp is sadly somewhat obscure these days, despite being a major figure – and prolific writer – of the so-called Golden Age of Science Fiction in the 1930’s and 1940’s, chumming around with better remembered writers such as Robert Heinlein and Isaac Asimov.

His novella Lest Darkness Fall has had more lasting influence, at least for my enduring love of alternate histories, particularly alternate histories created by time travelers from our own time. Written in 1939, it “is certainly one of the earliest and most influential” of the alternate history genre.

Visiting the Pantheon in Rome, protagonist Martin Padway finds himself transported by a mysterious storm to sixth century Rome – and sets out to singlehandedly stave off the impending Dark Ages. The western Roman Empire has fallen, but the Ostrogothic Kingdom that has replaced it in Italy is suitably stable for Padway’s purpose.

Fortunately, Padway is a capable individual for this tall task – I’d have been royally screwed. For one thing, he is a scholar of the period (hence his visit to Rome) and speaks Latin. He also knows double-entry bookkeeping – which, with his knowledge of Arabic numerals, he shares with a Roman moneylender to borrow money without the usual usurious Roman rates. He also knows how to distil brandy, which allows him to create his own profitable business. And so on, through using his money to create, by trial and error, the technologies of communication to prevent the Dark Ages, while becoming increasingly involved in politics and war to preserve the Ostrogothic kingdom from its opponents, particularly the encroaching eastern Roman Empire.

As I said, Lest Darkness Fall inspired my long-lasting love for alternate histories, particularly alternate histories through time travel, which become even more fun when you don’t just send individuals back in time, but whole groups or even towns – such as John Birmingham’s Axis of Time trilogy (in which a twenty-first century naval battle group is transported back to the Battle of Midway and find themselves fighting a very different Second World War) or Eric Flint’s 1632 series (in which the whole town of Grantsville in modern Virginia finds itself transported back to Germany in the Thirty Years War).

And as a side note, similarly to de Camp in Lest Darkness Fall, Asimov retold the history of the fall of the Roman Empire, but as future history rather than alternate history in his Foundation series – and his Galactic Empire would in turn seem to be an influence on the similar Empire in Star Wars).

Close runners-up are his light fantasy Harold Shea or Compleat Enchanter stories, written in collaboration with Fletcher Pratt. The premise of those stories is that the protagonist and companions use symbolic logic or the ‘mathematics of magic’ to travel to parallel worlds in which fantasy, myths and legends are real – Norse mythology, Edmund Spenser’s The Faerie Queene (where Shea meets his wife Belphebe), Samuel Taylor Coleridge’s Kublai Khan, Ludovico Ariosto’s Orlando Furioso, the Finnish Kavela and Irish mythology. These stories had a certain resonance for me as they seemed to symbolize the magic of reading fantasy itself.

 

RATING:

A-TIER (TOP TIER)

 

The classic cover art by one of my favorite fantasy & SF artists, Michael Whelan – it’s only part of his full art, which I believe some books featured as a wraparound cover (fair use)

 

 

(6) RAY BRADBURY –
THE MARTIAN CHRONICLES (1950)

When I think of Mars, I still dream of the Mars of Ray Bradbury’s The Martian Chronicles (with one or two other fictional exceptions).

The Mars of Ray Bradbury is not a scientific Mars – a cold, dead planet – but a mythic Mars, an eternal planet of dreams.  Of course, Ray Bradbury identified himself not as a writer of science fiction, but as a writer of fantasy, particularly by reference to The Martian Chronicles – “Science fiction is a depiction of the real. Fantasy is a depiction of the unreal. So Martian Chronicles is not science fiction, it’s fantasy. It couldn’t happen, you see? That’s the reason it’s going to be around a long time – because it’s a Greek myth and myths have staying power.”

The Martian Chronicles are stories of the human and markedly American colonization of Mars in a manner analogous to the frontier, with the native Martians akin to the native Americans (a parallel that would also be played for laughs in Futurama).

Indeed, my very favorite Martian Chronicles stories involved the native Martians – those dark-skinned, golden-eyed Martians, those telepathic and empathic shape-shifting Martians. In “Ylla”, the titular frustrated Martian wife has telepathic dreams of the incoming astronauts of humanity’s first expedition to Mars. Her jealous husband denies her dreams, but senses her inchoate romantic feelings towards the interlopers and shoots them under pretext of hunting.

By the time of humanity’s third similarly doomed expedition to Mars in “The Third Expedition” or “Mars is Heaven”, the Martians have become more hostile than Ylla’s telepathic tryst, perhaps in a telepathic premonition of their own doom at the hands of humanity. The expedition finds an exact replica of a town from Earth, populated by their lost, loved ones – who lure them into the houses and then bury them the following day, shifting between their human and Martian forms. The Martians’ doom had come in any event, as the fourth expedition finds the Martians all dead from chicken pox.

And yet the Martians have their ghost dance on Mars. In “The Night Meeting”, a human colonist encounters a Martian, with both of them seeming to inhabit their own parallel worlds of Mars. Each is translucent to the other and has the appearance of a ghost – the colonist sees only ruins where the Martian sees a thriving Martian city, and the Martian sees only an ocean where the colonist sees his settlement. In “The Martian”, a sole surviving Martian empathically takes the shape of a colonist couple’s dead son, but is tragically torn apart by contact with more human colonists, exhausted from helplessly shifting shapes to all their hopes and dreams of lost loved ones. And in “Dark They Were and Golden Eyed”, human colonists are transformed into Martians.

Ultimately, the human colonists have their own ghost dance, as Mars is decolonized by nuclear war on Earth. In “There Will Come Soft Rains”, an automated house on Earth continues to perform its daily duties, even while the family’s silhouettes are permanently burned into the side of the house. And in “Million Years Picnic”, the father of a family that has fled the war to Mars shows them the Martians, their own reflections in a canal.

RATING:
A-TIER (TOP TIER)

 

Recurring cover art for the book (or in a similar style), which seems to originate from the Gollanz SF Masterworks edition

 

 

(7) RICHARD MATHESON –

I AM LEGEND (1954)

Richard Matheson was legend.

A legend of fantasy, science fiction and horror – writing novels, short stories and scripts or screenplays.

I’m tempted to give this entry to his most famous work to Nightmare at 20,000 Feet, arguably the most iconic Twilight Zone episode, but really in the end there can only be one – his 1954 novel I am Legend.

Forget the Will Smith film or any other cinematic adaptation, all of which vary in their faithfulness to the novel and its lone survivor protagonist Robert Neville – which were a major influence and precursor to the zombie apocalypse. Except of course in I am Legend, it was a vampire apocalypse. Robert Neville is apparently the lone survivor (at least in Los Angeles) of a pandemic, in which the victims resemble classical vampires. At night, swarms of them surround his house. During the day, he stakes them and forages supplies.

And the novel’s central twist is in his titular legendary status. Spoiler warning from 1954 – his cozy vampire-killing post-apocalyptic routine is disrupted when he finds an apparently uninfected woman, Ruth. He takes her in, but is surprised to learn that she is actually infected. What’s more, she is one of a population of infected that have slowly recovered, rebuilding human society and developing medication to overcome the worst symptoms of infection (such as those of the feral vampires that swarm his house). Indeed, she is an agent sent to apprehend him. And as that new society apprehends him (for execution), he learns the irony underlying the title – to the new society, he is the monster stalking and slaying them. They view him as he previously viewed the feral vampires, a remnant of old humanity now a monstrous legend to the new humanity.

Again – but really, do yourself a favor and help yourself to his other works, particularly his short stories – which offer cracking good reads that lodge themselves in your mind afterwards. Indeed, I could (and should) do a Richard Matheson Top 10

RATING: 4 STARS****
A-TIER (TOP TIER)

 

 

Cover of the Pan Science Fiction paperback edition – the edition I own

 

 

(8) ROBERT SHECKLEY –

OPTIONS (1975)

One of science fiction’s most unsung qualities, particularly to those not familiar with the genre, is the extent to which it can be a profoundly comic or satirical medium, often subversively so – which is ironic given that comic science fiction is perhaps the most accessible to readers outside the genre.

Robert Sheckley was primarily a humorist of science fiction, typically writing absurdist and satirical comedies with a thin veneer of a science fictional premise or setting. Sheckley’s “numerous quick-witted stories and novels were famously unpredictable, absurdist and broadly comical”.

Sheckley shone through his playful short stories. My personal favorites are his absurdist satires of human mores, typically through the lens of alien observers or human societies on other planets. One such is “Pilgrimage to Earth”, in which humanity’s home planet, exhausted of its material resources to offer its former space colonies, resorts to space tourism for more intangible commodities – “Earth specializes in impracticalities such as madness, beauty, war, intoxication, purity, horror and the like, and people come from light-years away to sample these wares”. Wares such as romantic love – as a vendor exclaims, other planets have tried it and found it too expensive or unsettling, but Earth specializes in the impractical and makes it pay.

However, it is in Sheckley’s longer fiction that we find more extended satires or absurdist comedies from science fiction premise – which brings us to my favorite Sheckley novella, the absurdist and anarchic Options, in which Sheckley plays with story itself. It starts off in a reasonably linear narrative, in a comedic play on an classic pulp science fiction premise – ostensibly about the marooned protagonist Tom Mishkin’s attempt to get a spare part for his spaceship stored in a cache on an alien planet. To protect him, he is assigned a Special Purpose Environmental Response or SPER robot.

Unfortunately, the robot is programmed for another planet. However, that premise becomes an increasingly loose framing device as the non-linear narrative descends into a mass of diversions, non sequiturs and musings – “a deliberate cosmic shambles, an explosion or disintegration of story logic, a comedy of cliches and crossed lines, and a joke on the very act of story-telling”.

RATING:
A-TIER (TOP TIER)

 

Cover of James Tiptree Jr story anthology Her Smoke Rose Up Forever including the title story and “The Screwfly Solution”, by Tachyon Publications in 2004, paperback edition – the edition I own

 

 

(9) JAMES TIPTREE JR –

“THE SCREWFLY SOLUTION” (1977)

James Tiptree Jr was actually the pen name for Alice Bradley Sheldon, one of my favorite writers of science fiction stories, with her own distinctive voice.

She also had some of the most evocative and lyrical titles for her short stories – “And I Awoke and Found Me Here on the Cold Hill’s Side” (although technically she borrowed her title from John Keats’ La Belle Dame Sans Merci) and “Your Faces, O My Sisters! Your Faces Filled of Light!” are two of my favorite titles as well as stories.

However, the title of my favorite Tiptree story is not so lyrical – with its prosaic title of “The Screwfly Solution” – but is as evocative and haunting as any of her more lyrically titled stories. Its subject is also not so lyrical, that recurring SF trope of alien invasion. As I have said elsewhere, SF is still all Morlocks and Martians to me, with the latter evidenced by my soft spot for alien invasion stories. Of course, in the most realistic alien invasion stories, spacefaring aliens would have such technological advantages over us that they would wipe the floor with us, metaphorically speaking – to such extent that we may not even perceive the invasion, as in this story.

The title references the sterile insect technique, a technique of eradicating the population of screwflies by the release of sterilized males that compete with fertile males to reduce the population – a reference made clearer by one of its characters, Alan, a scientist working on parasite eradication. However, in this story, we’re the screwflies, but with a much more violent distortion of human sexuality – as an epidemic of murderous male violence against women starts to spread across the globe. Some scientists suspect a biological cause, but their voices are not heard amidst political inaction, or worse, elaborate misogynistic rationalizations for the violence. One such rationalization is a new religious movement that is spreading along with the murders – the Sons of Adam, who believe that all women are evil and that removing them will return the world to paradise, when angels shall return to earth.Alan realizes that the epidemic causes male sexual impulses to instead become violent homicidal impulses and he too is infected. His wife Anne flees to the Canadian wilderness where, in the end, pursued by an entire society bent on femicide, she sees one of the ‘angels’ that will inherit the Earth.

There is also an annual James Tiptree Jr Award for works of fantasy or science fiction in a similar vein to her stories.

RATING:
A-TIER (TOP TIER)

 

 

Cover of the hardcover edition of Peirce’s short story collection “With a Bang and Other Forbidden Delights” – the edition I own. Yes, I have no idea what’s going on in that cover art either

 

 

(10) HAYFORD PEIRCE –

“ICEBACK INVASION” (1979)

Hayford Pierce earns this entry on the back (heh) of the ironic near-future SF satire of his 1979 story (for Omni magazine) “Iceback Invasion”. In it, sparring Cold War superpowers, the United States and the Soviet Union, are each groaning on the point of total collapse and being eclipsed by the rising Chinese-Japanese co-prosperity sphere and European Union. The leaders of the Soviet Union conceive a last-ditch plan to bring down the United States (reasoning “what, short of nuclear war, can they actually do to us?”), using illegal Russian immigration – the titular ‘iceback’ invasion – to subvert American elections and politics, but which backfires spectacularly.

When including it in his 2005 short story collection With a Bang and Other Forbidden Delights, Peirce opined that it had not dated well, projected as it was from the United States of the 1970’s (and not least failing to anticipate the fall of the Soviet Union on its own). However, he may have misjudged that, as much of it was to prove surprisingly resonant even forty years later – particularly the scenes in the American cabinet, where President Martinez bemoans “the end of the Republic as we know it” (prompting Secretary of State Richard XYZ to exclaim that reparations to Africa are being paid on time). President Martinez’s exclamation is due to the state of readiness – or lack thereof – for the armed forces, despite the budget of a trillion dollars and Defence Secretary Mildred Haggleman proudly announcing it to be an “exceptionally well-equalized army”, although his concern is for “the potential dangers of a military coup”.

Pierce was probably accurate in his 2005 assessment when he opined “there’s enough black humor in here to keep it amusing two decades later, along with enough bare-knuckles satire to offend just about everyone”.

RATING:
A-TIER (TOP TIER)

 

Covers of the Pan paperback editions – the editions I own

 

 

(11) JULIAN MAY –

SAGA OF THE PLIOCENE EXILE (1981-1984)

 

From Julian May in the 1980s to Sarah Maas in the 2010s and 2020s – such is the fate, and some might argue the fall, of fairy fiction.

Or not, since the SF alien ‘fairies’ of Julian May are very different from the fantasy fairies of Sarah Maas.

Julian May was best known for her Saga of the Pliocene Exile series of (four) books, sadly eclipsed by fantasy fairy fiction like that of Maas these days – sadly, that is, as the former is a wild ride combining human-alien galactic space opera (for which May wrote other books), psi abilities, and prehistoric time travel to the titular geological epoch. O yes – and a few hot fairies thrown in, as the titular Pliocene exiles find the prehistoric epoch to be more populated than expected, by an alien race (or more precisely races) that resemble Celtic mythology and fairy folklore.

 

RATING:

A-TIER (TOP TIER)

 

 

 

(12) PATRICK TILLEY –

THE AMTRAK WARS (1983-1990)

 

Patrick Tilley was best known for his Amtrak Wars series of (six) books, although both he and the Amtrak Wars are less well known these days – sadly because it’s pure post-apocalyptic pulp fun.

There was just something about the 1970s and 1980s for apocalyptic or post-apocalyptic SF fiction. The Amtrak Wars is the third of my holy trinity of post-apocalyptic SF after Judge Dredd and Mad Max, albeit with nowhere near the same profile of Dredd or Max.

The Amtrak Wars series is closer in premise to Judge Dredd, not least in its setting in the former United States rather than Australia. Ironically, the books were apparently optioned by an Australian production company which might have brought them closer to Mad Max but nothing came of it.

The nature of the apocalypse – a nuclear exchange between the United States and the Soviet Union characteristic of 1970s and 1980s post-apocalyptic fiction – is either now shrouded in myth or is a closely guarded secret of the Amtrak Federation’s ruling elite, the First Family.

Speaking of the Amtrak Federation, they are somewhat like the Justice Department and Judges of Dredd’s Mega-City One, except if transplanted to Texas and the neighboring states as well as far more antagonistic. So, you know, not unlike Texas City as opposed to Mega-City One in Judge Dredd.

The Amtrak Federation originated from the elite who survived the nuclear war in an underground bunker in Texas – although the overwhelming majority of the Federation is not elite but the grunts of a highly militarized, totalitarian police state. The Amtrak Federation adapts its name from the American railway system, except for the subterranean network between its bunker-cities but even more so the heavily armed ‘wagon-trains’ they use to wage war against the other American survivors, the Mutes. So very much like the mutated residents of the Cursed Earth in Judge Dredd.

As their name indicates, the Mutes are the descendants of those who survived the war but    are mostly mutated by radiation, with some exceptional individuals. More interestingly, they have adopted “a warrior ethos and tribal society” ironically like that of the native Americans but with twentieth century urban ghetto patois – not least in their religion, with the matriarchal Great Spirit figure Motown.

Much like the native Americans with the former United States, the Mutes would have no chance against “the Federation’s vastly superior technology and weapons”, except that this time the Mutes have a ghost dance on their side – actual magic as well as the Talisman Prophecy of ultimate victory.

It gets way more complicated and intricate than that, including yet another major faction mysteriously on the Atlantic coast of the former United States. It gets particularly complicated for the protagonist born and raised as a loyal Amtrak Federation citizen who learns that almost everything he (and we as readers) start off knowing is not what it seems. And while the Mutes may have literal magic on their side, the Federation’s First Family plans to at least go out swinging – co-opting not only Mute magic but the Talisman Prophecy itself for their own side.

Apparently more books were planned for the series but never completed. However, the series does come to something of a satisfactory conclusion, albeit open-ended.

 

RATING:

A-TIER (TOP TIER)

 

Editions of Neuromancer have had some awesome cover art but my favorite remains this cover art by Josan Gonzalez for the Brazilian edition – although it was a close call with cover art featuring my girl Molly Millions

 

 

(13) WILLIAM GIBSON –

NEUROMANCER (1984)

*

“The sky above the port was the color of television, tuned to a dead channel.”

The godfather of cyberpunk – with the archetypal cyberpunk novel Neuromancer in 1984 (part of the Sprawl trilogy)

Neuromancer is where it’s at for cyberpunk, the origin of the genre, “showcasing its characteristic contrast between low-life and high-tech”. Not only can most modern cyberpunk works be largely traced back to it, but also cyberspace or other tropes, as well as much of its language, because everyone started using Gibson’s words for actual things.

It’s even more impressive, as I understand that Gibson neither owned a computer nor had been to Japan when he wrote it, those quintessential elments of cyberpunk.

I also have a crush on Molly Millions, its cyborg razorgirl street samurai.

Oh – and he’s also responsible for steampunk as well as coining raygun gothic.

RATING:
A-TIER (TOP TIER)

 

Cover art by Scott Hampton of the sequel graphic novel, The Life Eaters, published in 2003 by Wildstorm (DC) and republished in 2013 by IDW Publishing

 

 

(14) DAVID BRIN –

“THOR MEETS CAPTAIN AMERICA” (1986)

*

No – it’s not a comic or film in the Marvel Cinematic Universe, although the title obviously references the Marvel characters, at least for Captain America.

I fell in love with it when I read it in H!tler Victorious, an anthology of alternate history short stories that obviously involved, well, H!tler being victorious – a German victory in the Second World War. In his author’s note for the story, Brin noted that he was invited by the collator, Gregory Benford, to write a story of German victory in WW2 – but voiced the opinion that he could not conceive of a single event which, if altered, would have let Germany win the war, particularly as they had required a number of lucky breaks to get as far as they did. (An opinion which coincides with my own).

And so Brin abandoned any pretense of historical plausibility for outright fantasy and fell back on what is jokingly known in alternate history circles as ‘alien space bats’ – that is, some fantastic or implausible plot device that provides the difference (or what is known as the point of divergence), although typically not actual alien space bats as such. In this case, Germany essentially won the Second World War because they were able to summon the Norse gods to fight on their side. The fantastic implausibility of the premise is the point. It also gives some actual strategic sense to the H0l0caust, which, in history, was as strategically pointless as it was monstrous – as part of a mass human sacrifice or necromantic ritual intended to bring the Norse gods into being, which it does in 1944, just in time for D-day. Of course, most of this alternate history is told as backstory to the last desperate Allied attempt years later to destroy the new Valhalla – and by Allied, we mean American, with a little help from a renegade Loki, since Europe has long been overwhelmed.

What’s not to love? Alternate history of the Second World War, the Norse gods and comic book superheroes. Actually, the Norse gods in their guise here are distinctly unlovely – just as they needed mass human sacrifice to create them, they also need it to sustain them. God is a hole in the heart of the world and he’s hungry – omnipotent, omniscient, omnivorous. And as for those comic book superheroes – well, that’s also part of the point of the story, as the protagonist dreads what dark and terrible gods the Americans would create with the same necromancy…

Brin subsequently adapted and expanded the story into comic form as “The Life-Eaters”, which added some interesting points but perhaps lacked quite the same concise purity of the original story.

*

RATING:
A-TIER (TOP TIER)

 

Cover art of the Night’s Dawn trilogy hardcover edition published by Subterranean Press

 

 

(15) PETER HAMILTON –
NIGHT’S DAWN TRILOGY (1996-1999)

*
I do like my space opera and it doesn’t get more, ah, space operatic than Peter F. Hamilton’s Night’s Dawn trilogy – with all the space opera tropes set to maximum in a zombie apocalypse IN SPACE! Or Evil Dead IN SPACE!

It’s enjoyable just (or perhaps even more) for the world-building (or galaxy-building) of the lush galactic civilization of 27th century humanity linked by faster than light travel. Lush, that is, if you’re rich. Being rich rocks. However, being poor sucks, a recurring characteristic of Peter F. Hamilton’s fiction (arguably art imitating life).

Earth especially sucks (except for its body-hopping secret conspiratorial overlords). And it turns out the afterlife exists (in some sort of weird quantum way), but it also especially sucks. For everyone. Hence the weird quantum zombie apocalypse – mind-possessing, reality-warping super-powered energy zombies

And if you enjoy that, you can replay it in Hamilton’s Commonwealth Saga, with its lush galactic civilization of 24th century humanity (with immortality through rejuvenation and memory storage, alien space elves, and an independent machine civilization), where it still sucks to be poor, and which faces its own apocalypse in the form of alien invasion

*

RATING:
A-TIER (TOP TIER)

 

 

 

 

(16) DAN SIMMONS –

ILIUM & OLYMPOS (2003-2005)

Where to start with this genre-crossing author, spanning fantasy, horror and SF?

There’s where it all started – with his 1986 World Fantasy Award winning novel The Song of Kali, a psychological horror about a journalist encountering a latter day cult of Kali. Or his other horror themed works – or perhaps his dark fantasy Summer of Night, reminiscent of Stephen King with its group of adolescent boys facing a supernatural terror with a long history behind it, or his take on psychic vampires in Carrion Comfort.

However, it’s his towering SF classics which earn him special mention. The Hyperion Cantos was a close call for this entry with its frame story, modelled on Geoffrey Chaucer’s Canterbury Tales and its diverse group of ‘pilgrims’ to the Time Tombs on the planet Hyperion, sent by the galactic Hegemony and the Church of the Final Atonement to face the terrifying Shrike.

But really, it’s his other towering SF classic in two parts, Ilium and Olympos, that seals the deal here. What can I say – I’m a sucker for the Iliad and the Trojan War. How can I resist an SF duology in which the Trojan War is reenacted by post-humans posing as the Olympian gods on a terraformed Mars around – where else? – Mons Olympus.

*

RATING:
A-TIER (TOP TIER)

 

 

Cover of the Ace paperback edition I own

 

 

 

(17) BOB SHAW –

WHO GOES HERE? (1977)

 

Irish SF writer, notably of witty humorous or satirical SF in a similar vein to Douglas Adams or Robert Sheckley – as I noted for Sheckley, one of science fiction’s most unsung qualities is the extent to which it can be a profoundly comic or satirical medium.

And that is so for his 1977 novel which won this special mention, Who Goes Here?

Obviously a play on “who goes there?”, the traditional military sentry challenge (and title for the novella that became The Thing) – the title reflects the memory wipe mechanism to eliminate guilty or traumatic memories which is the prime inducement for enlistees signing up for thirty years in Earth’s Space Legion. As the tagline said, they join the Legion to forget…who goes here.

However, whereas most enlistees only forget particular memories, protagonist Warren Peace has no memory of his former life whatsoever – prompting the admiration and possible fear of his fellow recruits as to how monstrous he must have been.

Worse, the Space Legion itself is nothing but cannon fodder for Earth’s colonialist space wars, usually to force its colonies to keep buying Earth goods. Since each unit is sponsored by a corporation – and Peace’s particular unit is sponsored by a corporation in financial trouble looking to skimp on uniforms, Peace finds himself going into combat in a jockstrap.

Their training was also minimal – literally just firing a laser at a wall until they hit a spot. When queried as to any physical fitness component, their training officer retorts that the recruits just have to shoot their enemy, not wrestle them.

However, their lasers prove less than effective in actual combat, being negated by smoke. When one of the space legionaries asks to the effect that aren’t most battlefields covered in smoke, the reply is only when the enemy uses primitive weapons unlike their own.

Prompted by thoughts that his former life can’t possibly be worse than life in the Legion, Peace embarks on a strange quest to recover his former memories – relentlessly pursued by two of the mysterious golden humanoids known as Oscars, a joking reference to the Academy Award statuette they resemble…

 

RATING:
B-TIER (HIGH TIER)

 

 

 

 

(18) RICHARD MORGAN –
ALTERED CARBON / TAKESHI KOVACS TRILOGY (2002 – 2005)

Cyberpunk / post-cyberpunk trilogy – Altered Carbon, Broken Angels, Woken Furies

The future sucks. Five hundred years in the future (in or about the twenty-sixth century) – in which humanity is colonizing the galaxy and has achieved functional immortality through storing consciousness in a cortical ‘stack’, so that it can be ‘re-sleeved’ in a new body.

Like the best cyberpunk – or science fiction in general – it doles out its world-building in doses, mostly hints and oblique references.

And then there is the protagonist himself – a former ‘Envoy’, one of the United Nations Protectorate’s elite special forces and shock troops. If you hire him, expect a lot of collateral damage…

 

RATING:

B-TIER (HIGH TIER)

 

 

Screencaps of the Tough SF account (left) and Space Koala account (right) on X or Twitter as at 7 May 2026

 

 

(19) TOUGH SF & SPACE KOALA

 

SF on X!

 

Which I suppose makes them somewhat unusual in an entry for SF books but that’s part of why my special mentions are, well, special.

Tough SF is essentially an SF blog or more precisely an SF blog on X (Twitter) – posting ‘real life’ or ‘near future’ SF, with a focus on concept art or real life designs of space travel or nuclear power (or both).

Space Koala is essentially also an SF blog on X, but with a tongue-in-cheek focus on “space memes”, “fusion dreams”, and a white-hot rage against the continued existence of the planet Mercury.

 

RATING:

X-TIER (WILD TIER)

 

 

Classic cover art by Boris Vallejo for Tarnsman of Gor – questionable content (particularly as the Gorean series went on) but classic pulp fantasy art

 

 

(20) BDSF

 

Yes, that’s a play on BD$M and SF – I like to reserve my twentieth special mention for my kinky (or kinkier) entry.

Now hands down my kinky SF entry would be Philip Jose Farmer’s outright SF er0tica novel The Image of the Beast and its sequel Blown, except I’ve already featured them and how Philip Jose Farmer brought the kink to my SF in my top ten entry for Farmer’s Riverworld series.

As I said in that entry, my s€xual imagination was permanently, well, blown by The Image of the Beast, and its sequel, Blown, in my adolescence. I wouldn’t recommend them for the faint-hearted – they were explicitly written, in every sense of the word explicit, for a publisher of science fiction literary er0tica.

Hence this entry for what I’ve quipped as BDSF to avoid the repetition of that entry, although there is something of an overlap between them.

I’m joking and I’m serious about that combination of BDSM and SF. It’s uncanny that when SF turns to kink, how often it is by way of BD$M – and vice versa how often BD$M er0tica wants some sort of narrative premise, it is by way of SF – particularly involving the premise of female slavery. Hence my use of the classic Boris Vallejo cover art of the Gor series as my feature illustration – I’ve never read them but I know the basic premise was female bondage and submission thinly disguised as planetary romance, with the former increasingly dominant (heh) as the series went on.

To paraphrase the blackjack and h00kers gag of Futurama’s Bender, I’ll write my own Counter-Earth, with planetary romance and female slaves! In fact, forget the Counter-Earth – and the planetary romance!

 

RATING:

X-TIER (WILD TIER)

Top Tens – History: Top 10 Types of War (5) Siege & Urban Warfare

The siege of Rancagua during the Chilean War of Independence, painting by Pedro Subercaseaux (public domain image used in Wikipedia “Siege”)

 

 

 

(5) SIEGE & URBAN WARFARE

 

With fortifications – a historical development significant enough for its own interlude in John Keegan’s A History of Warfare – came siege warfare.

Or perhaps more precisely, prehistorical development, given that both cities or at least human settlements of sufficient size and fortifications emerged in the Neolithic and Bronze Age – indeed, one of the key features for archaeology. There may have been prototypes of fortifications or fortified positions using natural features or chokepoints in the Paleolithic, but not the resources for standing or field armies to hold or take them on the same scale.

“Siege warfare is a form of constant, low-intensity conflict focused on capturing a fortified position (castle, city, or fort) by surrounding it to block supplies (investment) and using active assaults to breach defenses. Common methods include starving defenders, utilizing artillery, tunnelling under walls, or scaling them.”

Sun Tzu in The Art of War admonished besieging cities as the “worst policy”, given the cost in time, resources and forces exceeds even that of the usual costly attrition to be avoided for war in general.

However, siege warfare is surprisingly prolific in history, notably in later medieval history where “sieges were more common than pitched battles”. It’s also surprisingly prolific in fictional depictions of war, in part due to the dramatic nature of last stands.

The rosy-fingered dawn of Western literature, Homer’s Iliad, is ultimately about the siege of Troy – which may or may not have some Bronze Age historicity. Similarly, both the literary and cinematic versions of Tolkien’s The Lord of the Rings feature key battles, such as those for Helm’s Deep and Minas Tirith, that are sieges.

Without winning a siege by assault or attrition, that left options of negotiating surrender by diplomacy, “the use of deception or treachery to bypass defenses” or the blunter options that could affect either the besieged or besiegers – “starvation, thirst or disease”.

Siege warfare is usually seen as ending with gunpowder but that’s not strictly or initially the case, as something of an arms race developed between fortifications and artillery in early modern history. It was with the advent of greater firepower from the nineteenth century and particularly of mobile warfare from the twentieth century, that “the significance of classical siege declined” and “a single fortified stronghold is no longer as decisive as it once was”.

Ironically however, while the “classical siege” may have declined from modern firepower and mobile warfare, the same force of industrialization that underlay both led to battles or wars of attrition that resembled sieges. States had the means to maintain and supply forces in the field that could then effectively besiege each other or their defensive positions on an unprecedented scale and span.

The trench warfare on the Western Front of the First World War resembled a form of siege warfare. The Second World War might seem to have displaced that through combined arms and maneuver, but it is striking how many battles of that war were or resembled sieges – Stalingrad and Monte Cassino to name just two of them, apart from the famous siege of Leningrad.

The battles or sieges of the Second World War also demonstrate that while city walls may have stopped being a feature in siege warfare, cities themselves did not – with urban warfare resembling a form of siege warfare, only now of attrition of defensive positions within the city itself. Since the Second World War, urban warfare has also often combined elements of guerilla warfare with siege warfare.

The attritional nature of modern industrial warfare has extended beyond individual battles or even any direct combat to resemble sieges on a grand scale – such as the submarine warfare of the Second World War, with the Germans effectively besieging Britain and the Americans besieging Japan, or for that matter the Cold War in Europe, resembling two armies besieging each other.

Top Tens – History: Top 10 Types of War (4) Guerilla Warfare

Guerrilla warfare during the Peninsular War, by Roque Gameiro, depicting a Portuguese guerrilla ambush against French forces (in the war that gave us the term guerilla) in “Pictures of the History of Portugal”, 2017 (public domain image used in Wikipedia “Guerilla Warfare”)

 

 

(4) GUERILLA WARFARE

 

You know where I said that prehistoric or primal war hasn’t even ended now, as a type of war, exemplified by ambush and raid, to which humanity regularly returns, time and time again? That would particularly be the case for guerilla war.

Indeed, although the term originates from the Peninsular War in Spain against Napoleon’s France, guerilla war predates the Peninsular War all the way back to prehistory. Indeed, it was conventional war that was the more recent outlier, originating only in the Bronze Age and recorded history, while guerilla war was the baseline or default setting of war before that – and since, with Sun Tzu’s Art of War essentially a handbook in guerilla war strategy.

Nor was guerilla war strategy isolated to China. The Romans are probably more famous for fighting against guerilla war in revolts against their empire, in the process demonstrating why guerilla war was not so prevalent against ancient states with their resort to removing entire population, but they also famously resorted to guerilla war tactics when they had to against Hannibal in the Second Punic War.

“Guerrilla warfare is a form of unconventional, asymmetrical conflict where small, mobile groups of irregular forces (rebels, partisans) use hit-and-run tactics, sabotage, and ambushes to fight larger, traditional military forces. Originating from the Spanish for “little war,” it focuses on harassment, psychological warfare, and exploiting local knowledge to weaken a superior enemy over time.”

As such, guerilla war often tends to combine more than one type of war – infantry war may predominate in guerilla war, but the mobility of cavalry often leads to guerilla war or at least similar tactics. Arguably, even naval forces have resorted to a style similar to guerilla warfare – most notably for privateers, merchant raiders, or submarine attacks on shipping.

Guerilla war strategy aims to avoid “”direct, conventional battles, focusing instead on reducing enemy morale, seizing supplies, and dragging out conflicts to exhaust the opponent’s political will” – relying heavily on “support from the local population for food, shelter, intelligence, and recruits” or “familiar, difficult terrain like jungles, mountains, or crowded urban areas”.

That literal usage of little war from Spanish has lent itself to one of the most common modern descriptors of guerilla war as “small wars”, although that has often been synonymous with “dirty wars” in description and practice, for all sides of such conflicts.

Guerilla war often seems the most distinctive and prolific type of war in modern warfare, from the Vietnam War onwards – as the destructive power of modern technology seems more favorable to guerilla war, and even more so, modern political ideologies enlisting populations for or against guerillas.

Top Tens – Fantasy & SF: Top 10 SF Books (Special Mention) (19) Tough SF & Space Koala

Screencaps of the Tough SF account (left) and Space Koala account (right) on X or Twitter as at 7 May 2026

 

 

(19) TOUGH SF & SPACE KOALA

 

SF on X!

 

Which I suppose makes them somewhat unusual in an entry for SF books but that’s part of why my special mentions are, well, special.

Tough SF is essentially an SF blog or more precisely an SF blog on X (Twitter) – posting ‘real life’ or ‘near future’ SF, with a focus on concept art or real life designs of space travel or nuclear power (or both).

Space Koala is essentially also an SF blog on X, but with a tongue-in-cheek focus on “space memes”, “fusion dreams”, and a white-hot rage against the continued existence of the planet Mercury.

 

RATING:

X-TIER (WILD TIER)

Top Tens – History: Top 10 Types of War (3) Cavalry War

Charge of the French 4th Hussars at the battle of Friedland, 14 June 1807 – painting by Edouard Detaille in 1891 (public domain image)

 

 

(3) CAVALRY WAR

 

“Cavalryman, horseman, trooper, cataphract, knight, drabant, hussar, uhlan, mamluk, curaisser, lancer, dragoon, samurai or horse archer”.

Where infantry was the fundamental unit of war in history, cavalry was the fundamental means of mobile war – “providing armies with superior speed, mobility, and shock impact” as well as things for which mobility is used such as “scouting, screening, flanking and pursuing enemies” or “breaking enemy lines”.

Cavalry warfare involved soldiers or warriors fighting mounted on horseback – ranging from ancient horse archers to armored knights and modern light cavalry”. Obviously, the fundamental ingredient for cavalry is the domestication of the horse, or more precisely the domestication of the horse followed by breeding horses of sufficient size for warriors mounted on them.

Prior to being of sufficient size to be used for cavalry proper, the smaller domesticated horses were able to be used to draw chariots as the first mobile forces in about 2000 BC. Chariots played much the same role as cavalry but were obsolescent by cavalry once horses were of sufficient size. Hence the designation of cavalry is not usually given to “any military forces that used other animals or platforms for mounts, such as chariots” – or those occasional other animals used in war, camels or elephants. Interestingly, the last use of chariots was by the Britons at the time of the Roman conquest of Britain.

Also interestingly, that won’t be the last we see of obsolescence when it comes to cavalry war, but from its origin through to the twentieth century, cavalry has tended to eclipse infantry for decisive importance or impact – as the dominant force for winning battles rather than waging wars.

Of course, that is an oversimplification of the strategic balance between infantry and cavalry in war, as it has seesawed between them, complicated by the usual numeric predominance of infantry in armies and the higher cost of cavalry.

Certainly, the dominance of cavalry is reflected in the recurring military proficiency or superiority of the mounted nomadic warriors of the Eurasian steppes – as observed by military historians such as Azar Gat and John Keegan, as well as the colorful phrases of the “steppe effect” by Walter Scheidel and the “Golden Age of the Barbarians” by James C. Scott.

There was also the medieval dominance of cavalry, originating in the late Roman period, where “mounted forces became the dominant, often aristocratic, arm of European armies throughout the age of feudalism”.

“Cavalry had the advantage of improved mobility, and a soldier fighting from horseback also had the advantages of greater height, speed, and inertial mass over an opponent on foot. Another element of horse mounted warfare is the psychological impact a mounted soldier can inflict on an opponent.”

However, it is weird to think of cavalry forces originating without the subsequent aids to riding – spurs, saddles, and above all stirrups, which facilitated heavy cavalry and the use of lances.

One might also add a certain romanticism that has attached to cavalry throughout history, albeit not necessarily as a matter of strategic or tactical advantage.

Sadly for such romanticism, infantry has had the last laugh, as unlike infantry but like chariots, cavalry has become obsolescent from the twentieth century to, well, another entry in this top ten – which has assumed the same role and often even the same title as cavalry with greater mobility and less vulnerability, as have airborne or air assault units such as in the famous fictional depiction of the helicopter air assault 1st Squadron, 9th Cavalry Regiment in Apocalypse Now.

Whereas infantry could evolve, cavalry could not, at least on a large scale – the same deadly firepower of modern history that forced the evolution of infantry was fatal to cavalry

Top Tens – Fantasy & SF: Top 10 SF Books (Special Mention) (18) Richard Morgan – Altered Carbon

 

 

 

(18) RICHARD MORGAN –
ALTERED CARBON / TAKESHI KOVACS TRILOGY (2002 – 2005)

Cyberpunk / post-cyberpunk trilogy – Altered Carbon, Broken Angels, Woken Furies

The future sucks. Five hundred years in the future (in or about the twenty-sixth century) – in which humanity is colonizing the galaxy and has achieved functional immortality through storing consciousness in a cortical ‘stack’, so that it can be ‘re-sleeved’ in a new body.

Like the best cyberpunk – or science fiction in general – it doles out its world-building in doses, mostly hints and oblique references.

And then there is the protagonist himself – a former ‘Envoy’, one of the United Nations Protectorate’s elite special forces and shock troops. If you hire him, expect a lot of collateral damage…

 

RATING:

B-TIER (HIGH TIER)

Top Tens – History: Top 10 Types of War (2) Infantry War

Awesome artwork “Roicroi, the last tercio” by Augusto Ferrer-Dalmau, portraying infantry of a Spanish tercio at the 1643 Battle of Rocroi, in Wikipedia “Infantry” under license https://creativecommons.org/licenses/by-sa/3.0/deed.en

 

 

(2) INFANTRY WAR

 

Where prehistoric war goes to the origin of war itself, infantry war goes to the fundamental nature of historic war, enduring as its foundation and the predominant means of waging it. Historic war commenced as infantry war and has largely endured as it.

That’s not to say that prehistoric war wasn’t also infantry war. In the broadest usage of infantry war as fighting on foot, all prehistoric war was infantry war (except to the extent of anyone ramming canoes or rafts into each other) – but for the most part, prehistoric war lacked the characteristic drill or regimen of infantry war, fighting as warriors rather than soldiers.

And that’s the essential nature of infantry war – fighting on foot and in formation, coordinated with each other rather solo-ing off into single combat, as soldiers with drill and regimen, typically with standardized weapons and equipment.

As such, the origins of infantry war are the origins of war itself in recorded history, since the first ancient empires fought with regular infantry, albeit often as an elite supplemented by conscript masses or militia as irregular infantry – something that has surprisingly endured as a practice since then to the modern period.

The ancient archetype of regular infantry remains the Greek phalanx, and even more so, the Roman legion.

While the archetypal infantry travels on foot – marches, that is, in a style and pace that has remained remarkably consistent throughout history – the defining trait of infantry is that they fight on foot, not necessarily that they get to the fight on foot.

Hence, there has been a variety of infantry distinguished by getting to the fight by other means than marching to it – most notably mechanized infantry or mobile infantry in the modern period but also mounted infantry, naval infantry, airborne infantry, and air assault infantry.

“Before the adoption of the chariot to create the first mobile fighting forces c. 2000 BC, all armies were pure infantry. Even after, with a few exceptions like the Mongol Empire, infantry has been the largest component of most armies in history.”

Infantry also remains the most basic or fundamental unit of war – the proverbial boots on the ground – for achieving strategic objectives, particularly when those objectives are measured in territory.

As such, infantry has not waned in war, albeit it has evolved with technology. Gunpowder saw infantry shift to line infantry tactics, shooting volleys at each other – until modern firepower overwhelmed even that, forcing infantry for its own survival to use “dispersed, maneuver-based, and heavily supported infantry units” as well as combined arms and the paramount importance of cover on the battlefield.

 

Top Tens – Fantasy & SF: Top 10 SF Books (Special Mention) (17) Bob Shaw – Who Goes Here?

Cover of the Ace paperback edition I own

 

 

 

(17) BOB SHAW –

WHO GOES HERE? (1977)

Irish SF writer, notably of witty humorous or satirical SF in a similar vein to Douglas Adams or Robert Sheckley – as I noted for Sheckley, one of science fiction’s most unsung qualities is the extent to which it can be a profoundly comic or satirical medium.

And that is so for his 1977 novel which won this special mention, Who Goes Here?

Obviously a play on “who goes there?”, the traditional military sentry challenge (and title for the novella that became The Thing) – the title reflects the memory wipe mechanism to eliminate guilty or traumatic memories which is the prime inducement for enlistees signing up for thirty years in Earth’s Space Legion. As the tagline said, they join the Legion to forget…who goes here.

However, whereas most enlistees only forget particular memories, protagonist Warren Peace has no memory of his former life whatsoever – prompting the admiration and possible fear of his fellow recruits as to how monstrous he must have been.

Worse, the Space Legion itself is nothing but cannon fodder for Earth’s colonialist space wars, usually to force its colonies to keep buying Earth goods. Since each unit is sponsored by a corporation – and Peace’s particular unit is sponsored by a corporation in financial trouble looking to skimp on uniforms, Peace finds himself going into combat in a jockstrap.

Their training was also minimal – literally just firing a laser at a wall until they hit a spot. When queried as to any physical fitness component, their training officer retorts that the recruits just have to shoot their enemy, not wrestle them.

However, their lasers prove less than effective in actual combat, being negated by smoke. When one of the space legionaries asks to the effect that aren’t most battlefields covered in smoke, the reply is only when the enemy uses primitive weapons unlike their own.

Prompted by thoughts that his former life can’t possibly be worse than life in the Legion, Peace embarks on a strange quest to recover his former memories – relentlessly pursued by two of the mysterious golden humanoids known as Oscars, a joking reference to the Academy Award statuette they resemble…

RATING:
A-TIER (TOP TIER)

Top Tens – History: Top 10 Types of War (1) Prehistoric & Primal War

Cave painting of a battle between archers, Morella la Vella, Spain – public domain image used in Wikipedia “Prehistoric Warfare”

 

 

(1) PREHISTORIC & PRIMAL WAR

 

Wait, what? Prehistoric war?! I know my rankings are mostly in chronological order but does that really justify prehistoric or primal war in the top spot rather than, say, special mention?

To which I say yes – and not just as a matter of chronological order. Indeed, I rank prehistoric or primal war in top spot for three reasons apart from chronology, although its precedence in chronology does underlie those reason – hence why prehistoric war or the prehistory of war is the subject of such a substantial part of my favorite history of war, War and Human Civilization by Azar Gat.

The first reason is the sheer timescale of prehistoric war compared to historic war, corresponding to the scale of prehistory in general compared to history – 98% or so of the entire span of humanity on this planet so far, all but the last 5,000 years or so out of 300,000 years. And prehistory only gets longer if you throw in our hominin ancestor species as humanity, which potentially lengthens that span to 3,000,000 years.

The second reason is that prehistory didn’t just disappear with the advent of recorded history – or rather didn’t consistently disappear across time and place, instead enduring in places more remote from recorded history until the modern period. And prehistoric war hasn’t even ended now, hence the better description would be primal war – as a type of war, exemplified by ambush and raid, to which humanity regularly returns, atavistically time and time again.

Which brings me to the third and deepest reason – the philosophical significance of prehistoric war in understanding the origins of war itself.

Hobbes vs Rousseau – the Hobbesian state of nature or “the war of all against all” (bellum omnium contra omnes) as against Rousseau’s more noble savage state of nature.

Of course, the origins of war in prehistory is the subject of theory or outright speculation, as by its nature prehistory involves those human societies without recorded history – typically Neolithic or Paleolithic, but potentially also more recent societies without written historical records.

It’s where prehistory meets philosophy, hence the opening dialectic of Hobbes versus Rousseau – the ongoing debate over human nature and violence or war. “The existence — and even the definition — of war in humanity’s hypothetical state of nature has been a controversial topic in the history of ideas”.

Philosopher Thomas Hobbes famously proposed that the original “state of nature” of humanity (or human nature) was inherently violent – the war of all against all in which “the life of man” is “solitary, poor, nasty, brutish and short”. Against that, philosopher Jean-Jacques Rousseau also famously proposed a more idealistic and idyllic state of nature as more free and peaceful – subsequently styled as that of the “noble savage” – made unequal and violent by “civilized” society.

That debate over human nature continues, not least in speculation or theories of prehistoric war, “spanning contemporary anthropology, archaeology, ethnography, history, political science, psychology, primatology, and philosophy in such divergent books as Azar Gat’s War in Human Civilization and Raymond C. Kelly’s Warless Societies and the Origin of War.”

Essentially, it boils down to those who argue for prehistoric war and violence, potentially at even higher rates than those in recorded history, and those who argue for more peaceful prehistory.

To put it that simply, however, removes all context or nuance from a debate that is much more balanced or varied, reflecting a more complex situation – that prehistory was both more violent than asserted by proponents of prehistoric pacifism and also more pacific than asserted by prehistoric warmongers.

Most concede that violence or war in human prehistory was highly variable between different societies at different times in different places or circumstances. Some societies were notoriously warlike, such as the Maori of New Zealand, the Yanomami (dubbed “the Fierce People”) of the Amazon or the inter-tribal warfare in Papua New Guinea.

On the one hand, archaeological studies of human remains from prehistory have suggested a higher rate for violent injury and death substantially above those in recorded history. One interesting feature is that a recurring motive for inter-tribal warfare is raiding for nubile women – as with the Yanomami, suggesting that the legendary motive for the Trojan War may not be so far removed from the historic or prehistoric truth.

On the other hand, depictions of human violence or war is comparatively rare until relatively recently in prehistoric art. Proponents of prehistoric pacificism persuasively suggest that low population density among prehistoric tribal hunter-gatherers – and the potential costly nature of violence between them – both allowed for and pushed towards avoiding conflict, typically by migration.

Another issue is that even if or where Paleolithic societies were violent, the scale of that violence was necessarily limited or disorganized – in the nature of feuds and raids or ambushes and skirmishes. Some argue for what is termed endemic warfare – in which “war is often ritualized with a number of taboos and practices that limit the number of casualties and the duration of the conflict”. Of course, endemic warfare could readily escalate into actual warfare without such limits.

Others have also asserted various historic or prehistoric event horizons that saw the escalation of war. One such is the development of missile weapons such as bows or slings allowing for less risk than melee combat. Another more commonly argued one is the horizon between the Paleolithic and Neolithic – with the increased sedentism from agriculture in the Neolithic seeing a corresponding increase in the intensity of scale in war.

One obvious model for theories of prehistoric war is more recent or contemporary tribal warfare. And one could argue that tribal war remains the predominant model for war in general – that most wars in history are tribal wars at heart.