When it's done this well, there's nothing more fun than the 'third reel' of a story arc kicking into gear. Last issue saw the grounded Carrier at the mercy of Kaizen Gamorra, with Swift and Angie outgunned by Gamorran clones, Jack blindsided by Cybernary, and Midnighter nowhere to be seen after a dream visitation from the Doctors sends him 'north' to find a cure for Apollo. Here in #14 the one-sided battle continues, in a classic sequence that mixes old-fashioned duelling and wisecracking (Jack vs. Cybernary) with explosions and an unexpected 'rescue' that goes very quickly sour. The lightning switches from hope to disaster (Jack's brief recovery, the Establishment's arrival) and the folding in of the Rendlesham plot thread give a real sense of escalation and menace and again show that DnA never create side-plots without a reason. The writers are certainly having fun with their Ellis nostalgia. Re-matching the crippled Authority of World's End against not one but two of their old enemies has a satisfying dramatic symmetry; like the smashed world they live in now, they're being sent back to their roots before (hopefully) rebuilding.
Drew Johnson drew most of this issue, with an unfussy kinetic style that's very different from regular artist Simon Coleby, less atmospheric and more traditionally 'superhero.' I feel that Coleby's dark painterly style works far better for the gloomy material, and has been a crucial factor in distinguishing this title from the majority; but Johnson does provide some fantastic character designs here. His Cybernary has a wonderful mechanoid glamour, and his version of Lorenzo in vintage air-ace flying gear is a perfect hark-back to the imperial kitsch of Bryan Hitch's Sliding Albion, a smirking Euro-villain straight out of a Bond movie, complete with cigarette-holder. Classy!
All this backstory is nicely counteracted by Midnighter's journey to Scotland (drawn by Coleby on top form). It's a short sequence, mainly setup and intrigue, that starts with traditional Midnighter snark and violence and ends with a jaw-droppingly 'WTF' splash page. Based on this, next issue should be interesting.
This is one of the best stories that's been told with the Authority, sadly under most people's radar. Highly recommended. If you're playing catch-up the first trade is out now, collecting issues 1-7.