Hot off the clout of the successful Cinto DaSelva campaign, the Chevaliers find themselves in high demand, able to charge a premium to add stability to a relatively peaceful planet. But First Lieutenant Rande 'Vandal' VanDelle finds himself unexpectedly restless after his action-packed first year as a jockey. Luckily, the biannual Grand Melee is on the horizon, and organizing a watch party for the largest upright tournament in Catalan space is a company tradition.
But the Chevaliers aren't just watching, this year. A clause in their contract covered the entry fee for a team to represent, and Vandal jumps at the chance to escape the doldrums of a world at peace. But jockeying on a team and leading one in a live-fire tournament are two different things, and not everyone is looking to play fair. And one doesn't rise as a jockey without making enemies looking to settle scores in the galaxy's most dangerous game.
Tournament arcs are... predictable. The heroes show up, they're underdogs, they prove themselves, move up the rankings, win despite their underdog status and inferior equipment and stand triumphant at the end... and then the sound village attacks and ruins everything. Ok, so maybe not that, but you get the idea. When you go into a tournament arc, you know what you're getting and that's fine, but they all tend to play out pretty similarly. Which is part of the reason why I enjoyed this book so much. Warren takes the basic concept and taps the brakes and asks himself, "But what would a mercenary company REALLY want out of a big tournament". I mean, sure, you want to show that you're tough and skilled, but... it's also about making connections with the bigger factions and not humiliating them so that they'll think poorly of you next time they're looking for a little hired firepower. It's about grabbing opportunities to prove that when it comes down to it and there's a choice between personal glory and fulfilling a contract, that you'll put the contract first. All that to say this may be the most unconventional tournament arc I've ever read.
Anyway, following the Chevaliers' part in the successful revolution in the prior two books, they've been moved to a nice juicy safe contract on a rather peaceful world... and Vandal is BORED. Sure, it's nice to not be fighting for your life every day but when the local troublemakers just surrender the moment you show up, it makes the job feel kind of superfluous. Fortunately for Vandal, the time has come around again for the Grand Melee, a regular tournament in the Catalan Empire to crown the best upright tank team in their corner of the galaxy and thanks to a stipulation of their prior contract, their last employers are sponsoring a team of three from the Chevaliers to participate. Despite his youth and... sketchy past, Vandal is selected to lead the Chevalier team, with firm orders... to lose. Not right away of course, but to pick a good moment to remove the team from the tournament once they've made a nice splash to advertise the company. Still, orders or no, the tournament doesn't just offer a great opportunity to strut the Chevaliers' skills on a big stage (and sell merch) but also a chance to even some old scores, something Vandal is eagerly looking forward to.
This series began... ok, but it really has gotten better with every book and Vandal as a character has matured considerably both in the cockpit and outside. Not that he isn't still a roughneck mercenary mech jockey, but at least he remembers to think first before acting (most of the time). The Grand Melee itself was a delightful setting with the juxtaposition of the media circus and the brutal tournament free-for-all (ish) fights. Easily my favorite entry in the series so far.
Scott Warren has created the greatest underdog hero in Randy (Vandal) Van Delle. A first person view of a mech pilot version of Horatio Hornblower. This entire series is well with the read.