Believable Progression of a Sci-Fi Military Campaign

By SgtLazarus, in Only War Game Masters

So I have several campaign ideas in the early concept stage and I was hoping to garner some suggestions as to the overarching structure. While Only War as a system makes it incredibly easy to "wing it", I want to help myself and other prospective DMs out by dissecting some of the structure and progression.

For my survival scenario in the case of an outbreak of the Plague of the Unbeliever, I suspect I will have to resort to gold old fashioned improvisation.

The other ideas I have that I'd like to explore are the following;

1 - Players take on the role of a squad of Kasrkin or Tempestus Scions. The endgame objective is quite simple - kill Duke Severus so that the 're-education' of the Dominate can begin. My key issue with this, I suspect, is not knowing where to start.

2 - Now here's one that got me pondering. I'd like to explore things from the perspective of the Severan Dominate. Life as the defenders of the Spinward Front should provide a different outlook on Only War without completely departing from the core design. How does one make a satisfying campaign about defence? Presumably considering that initial success would result in a premature end to the campaign?

I also have notions around an Imperial Navy game, a Tau Gue'vesa game set in the Reach, and exploring a more militarized take on the Adeptus Arbites, but for now I'd like to concentrate on the detailed two.

1) Okay, Severus.I would start them as either one of several more expendable 'green' Storm Trooper squads designed to provide weight of numbers for a pro assassin to take the real Severus, or a rag-tag group of those who know too much, have gone a little lala or are otherwise in need of a final, glorifying death and ultimate reward, as part of a similar task force. Either of these are functionally the most expendable, as an assault on Severus WILL have casualties. Either case, they may know very little about each other, or the fact that countless guardsmen are being fed into the meatgrinder to give them and those whom they are escorting a chance to take him out. Even then, it's a huge risk, and can only end in success or death.

2) Focus on the grind of the defense. Emotional trauma, the knowledge that each failure brings more soldiers to death, the hell of constant bombardment, horrific conditions and low supplies. I would either go for the 'desperate siege' scenario. Supplies are low, civilians are dying, and munity is being spread throughout the ranks. Or a world war 1 esque trench hell. Men die for mere yards of ground, which are retaken within the hour. Tanks and snipers rule the day, and vermin are a more numerous enemy than the real foe. This removes the 'early success' fear.

Any questions, or if you require more support, let me know and I'll be glad to help you out.

I appreciate you taking the time to give a response. I feel like I already have the core concepts of the campaign and what the players actually are.

With the one going after Severus, I don't know if I should start them at the invasion of Kulth, or several planets sooner, or operating behind enemy lines, and if so a sort of logical progression of missions to get from A to B.

That said I could tell the players their objective and let them figure it out from there.

As for the other example, you gave some damned nice thematic tips which are really helpful. Suppose in terms of actual mission structure, could do a phased retreat. I'm just worried about the players feeling like nothing they do matters.

Player actions not determining the outcome of a situation is a problem of the Imperial Guard setting as a whole. The trick is putting them in positions where they matter, be it command or vital specialist positions. Maybe even offer them the chance to be "political officers" outside of the regular command chain (ergo commissar equivalent) plus escort, to ensure that the position is held as long as possible, even if the actual defenders waver in their resolve.

I appreciate you taking the time to give a response. I feel like I already have the core concepts of the campaign and what the players actually are.

With the one going after Severus, I don't know if I should start them at the invasion of Kulth, or several planets sooner, or operating behind enemy lines, and if so a sort of logical progression of missions to get from A to B.

That said I could tell the players their objective and let them figure it out from there.

As for the other example, you gave some damned nice thematic tips which are really helpful. Suppose in terms of actual mission structure, could do a phased retreat. I'm just worried about the players feeling like nothing they do matters.

I misunderstood what you wanted with the first point, I'm sorry about that. You could start with the incasion of Kulth, and have it be an early strike to take him out before all his defences are ready, or you could do it where it is now with the three sides roughly in a stalemate, do a few defence sabotage missions to weaken him and then have the guard launch a huge assault, after a lengthy bombardment to distract him and his soldiers, and to draw their eyes away from the shadows... Those would be my two ways of doing it. I would give the soldiers a rather large amount of weaponry, since they're going on an important mission, the best would be essential. I would also imagine stealth to be a large amount of the campaign, because Severus will be a **** hard nut to crack, with heavy defenses. (I'm talking elite bodyguards, alien beasts, auto weapons, shields), the works. This would be why I would also have sabotage side missions as well. (Bust the generator for his shields.)

Making actions matter is a tough one. Either do what DeathByGrotz suggested or, in the phased retreat, give them say two days narrative time before the whole force catches you, not just the advanced guard for a four day day travel time. You NEED to stay as the rearguard and try to lay traps, blockades, or (for the callous) true rearguards that stay still and die, for the Dominate and all these would increase your time to get there. Or do a bit of mine and a bit of DeathByGrotz ideas combined.

Again, if you require further assistance, I'm surprisingly excited to hear how this pans out.

Edited by Drath

For Severus, I was thinking either late in the war, after a long and gruelling campaign has brought the Guard to the enemy's front door.

But part of me is thinking that it may be much cooler to have them behind enemy lines, trying to take off the snake's head so that the Dominate withers without its leader and can be more easily subsumed and used against the Ork threat to the Calixis Sector.

As for the Dominate I could focus on rescue missions, reconnaissance, and sabotage so as to bring out the proactive element of the game. It would also bring flavour breaks to prevent the game going stale, whilst maintaining the besieged mentality.

Assistance is definitely welcome though beyond advisory posts I'm not sure what that would entail :P While it wont be for some time yet, I do want to get the plot written up ready and I'd be more than happy to write the game up in narrative when it happens.

I had never played Only War, but as crazy as it sounds I'd narrate this campain starting with classic "I was there, the day they slew emperor" and cut-scene with group of soldiers in worn out and stained amours fighting some noble roman-looking warrios who're guarding Severus in his golden throne room.

Than go back in time where you want to have campaing started. You can mix both of your ideas and from time to time chim in with some Severuses palace servant/guard narrate about Imperium and PC achievments from his/hers perpective

No plot survives contact with the enemy :D

The easiest way to do things, I've found, in that regard in a military campaign is to first outlay the situation, then define objectives, then the various sides' initial game plan.

After that, you see how you can best involve the players into it. If they're already distinguished elites, like kasrkin, this is easy. They'll be the imperial lynchpin in mission profiles suited to their specialty anyway. If they want to be grunts and distinguish themselves, you can have an elite regiment be understaffed for their assignment and ask for volunteers from the others for a special assignment. Not only does this put the focus on them, especially if they live, but they gain important contacts in command structures they would not have had access to otherwise (especially if they perform well). The books themselves speak of regimental rivalries; why shouldn't regimental friendships or partnerships develope, if the PCs manage to make an impression? Battlegroups that synergise well and operate together often will be more effective.

Important thing, imo, is not to think of it as a plot, but as a sandbox, with set goals and figure out how to make the PCs be instrumental in achieving these goals.

posting so I remember to add something tomorrow when I get up.

Cheers and good thread.

Important thing, imo, is not to think of it as a plot, but as a sandbox, with set goals and figure out how to make the PCs be instrumental in achieving these goals

I feel like this is the most important piece of advice given becasue it really pertains and applies to every single mission you are going to run.

Someone else said earlier, "No plot survives first contact with the enemy," and I find that to be true in every game I have ever run or played in.

As long as you are flexible and able to adapt to the situation as it arises, you will be able to mold anything into the overall plot - or theme - of your sandbox game.

There are some great ideas on here and I think you have enough to get something started. I am really looking forward to hearing which direction you take.

So, given that the advice thus far has generally been "wing it", let's take a step back.

How do we breakdown a planetary invasion?

Assuming that the initial phase, Orbital Supremacy, has already been achieved by the invading forces, then the next step is obviously making Planetfall and establishing a Forward Operating Base on the surface.

From there, though, things get a bit more murky. What steps would one take to force the defenders to capitulate? I imagine the "annihilate all enemies" answer to things can get a little dreary, so the trick here is finding interconnecting missions between planetfall and your Victory Condition, which will typically be killing the enemy commander I imagine.

So, given that the advice thus far has generally been "wing it", let's take a step back.

How do we breakdown a planetary invasion?

Assuming that the initial phase, Orbital Supremacy, has already been achieved by the invading forces, then the next step is obviously making Planetfall and establishing a Forward Operating Base on the surface.

From there, though, things get a bit more murky. What steps would one take to force the defenders to capitulate? I imagine the "annihilate all enemies" answer to things can get a little dreary, so the trick here is finding interconnecting missions between planetfall and your Victory Condition, which will typically be killing the enemy commander I imagine.

What type of planet and regiment? (Sorry to be 'that guy', but in my mind it switches it up alot.)

Well I was aiming at some kind of generic breakdown, assuming that the guard would send a Battlegroup composed of sufficiently skilled and varied regiments to ensure success, but maybe I'm being overly idealistic when considering the 40k universe lol.

For the Kasrkin/Stormtrooper game I'm thinking lone wetworks team on Kulth so that doesn't really fit that formula, but for the game as the Severan Dominate the players would be the defenders, so it's more about figuring out the NPC's game plan for the players to respond to.

I'm just trying not to make it too specific to my campaigns in the hopes of others being able to use this thread as inspiration as well.

Lets see. I would be striking down their command wherever possible. Now, if it was armour and artillery more than PBI Cripple essential supply dumps, cities and soldiers. Beat the hell out of them with artillery, try and break their morale then crush their final resistance with troops and tanks. Or, for more infantry based. Use heavy infantry to go room to room in the cities and kill all resistance, light infantry to roam the plains for outlying settlements, and line infantry into any trench lines they might have, with light vehicles for the light infantry, and heavy for the rest. If it's a nice mix, use the artillery to keep their heads down for a good old combined infantry assault, but with the PBI pretty much fulfilling the same role. For all of these, establishing air superiority and effective, well defended bases and air resupply are an absolute must have.

That's a general overview. There are many more precise details, but that would depend on a huge number of factors, from world type right down to initial success.

Edit- Crush all the industry, keep them from building munitions and vehicles, then burn the heretics.

Edited by Drath

I think you might be right. Ultimately there're too many factors to just make a generic "one-size fits all" guidance for a planetary invasion.

Instead we would have to compile the Tactica Imperialis. o_o

Alright then, in that case, I need to decide what world the Severans should be holding. Sorely tempted by the Ice Planet that's contested despite being of no actual value, given that my first game took place on a Forge-come-Hiveworld. Barren tundra would make a nice change.

I think you might be right. Ultimately there're too many factors to just make a generic "one-size fits all" guidance for a planetary invasion.

Instead we would have to compile the Tactica Imperialis. o_o

Alright then, in that case, I need to decide what world the Severans should be holding. Sorely tempted by the Ice Planet that's contested despite being of no actual value, given that my first game took place on a Forge-come-Hiveworld. Barren tundra would make a nice change.

Yes, let us compile a Tactica Imperialis, let all know my knowledge... In non crazy news, the ice planet would be interesting world. That would be HARD to invade. Would really require me wracking my brain there.

Edited by Drath

It actually makes the initial phase of getting troops planetside probably all that much easier, using the natural weather phenomena to mask your approach. The difficulty then is sustaining troops on a hostile planet occupied by hostile forces, and pressing them forward in a meaningful way.

That and frostbite, moral, comms disruption and that snow is oh so useful for covering tracks and bodies... But yeah, the initial landing would be scot free, which is a bonus.

The plot thickens! So to speak!

The gang have decided that when they play Severans they want to play as a Basilisk/Manticore based Artillery Regiment in defence of whichever world they end up on.

Tehehehe. I almost want to turn it into cities of death, but no. We already done forge/hive, time for a change of scenery with that one I think.

So, given that the advice thus far has generally been "wing it", let's take a step back.

How do we breakdown a planetary invasion?

Assuming that the initial phase, Orbital Supremacy, has already been achieved by the invading forces, then the next step is obviously making Planetfall and establishing a Forward Operating Base on the surface.

From there, though, things get a bit more murky. What steps would one take to force the defenders to capitulate? I imagine the "annihilate all enemies" answer to things can get a little dreary, so the trick here is finding interconnecting missions between planetfall and your Victory Condition, which will typically be killing the enemy commander I imagine.

Blitzkrieg tactics against the enemy: combined infantry and mechanized assaults against their strong points while maintaining aerial superiority.

Dont have air superiority? Take or sabotage their landing strips and air bases. Detroy their supply lines, cut them off from reinforcement and resupply.

Taking key military and civilian zones is crucial to destroying their battle infrastructure. If it is the Sevs, capturing troops to send back to Commissars for "re education" and intelligence.

Once you have broken the back of the beast, take off its head - assassinations on key enemy leaders, mixing with the local populace and gaining their trust through acts of good will - starting and promoting underground resistances to the enemy.

Then destroy the enemy leadership in a final stroke of awesome and save the mother ****** day. Emprah protects.

How do we breakdown a planetary invasion?

From there, though, things get a bit more murky. What steps would one take to force the defenders to capitulate? I imagine the "annihilate all enemies" answer to things can get a little dreary, so the trick here is finding interconnecting missions between planetfall and your Victory Condition, which will typically be killing the enemy commander I imagine.

Well you have to ask yourself why didn't the navy just exterminatus the planet?

1.) Is there a valuable resource on the planet such as ceramite ore or an AdMech factory?

Put ground pounders and tanks down to take whatever strategic objective you want in tact and hold it until the enemy gives up or dies (or you do). If it's an ore mine that hasn't been discovered, roll in with artillery and smash the crap out of them and their buildings.

Now how does the enemy Respond? Your enemy will respond with light infantry, air raids or any sort of quick unit that can get in and destroy the guard vehicles and heavy artillery. They may set traps and ambushes for your infantry so they never make it to the objective. They may put a sniper on a building in a town the PCs are walking through or leave all their tanks and big guns guarding the objective on all sides at a strategic point.

2.) Are there imperial citizens that need rescuing/interrogating?

You'll need to send in lots of infantry stealthily to infiltrate and get the good guys out so you can slit the throats of the bad guys or bomb them out with basilisks after a long night's sleep.

The only way the enemy can respond to this is if they know the IG are infiltrating, then they counter attack, ring the warning bells and wake all the big guys up.

3.) Is there a high priority target who needs to be dealt with like a rogue inquisitor or corrupted governor? Maybe an Eldar Farseer is outsmarting your commander or an Ork Big Mek is a little too big for his robotic boots?

Send in a detachment of siege infantry to draw out the army/guard into a counter attack, then send in a detachment of spec ops to assassinate the leader and his/her guards.

Is the leader paranoid and needing to be protected at all costs like a chaos-worshiping governor or a military/societal asset like a farseer, or would they relish the idea of a one-on-one squad fight like an Ork warboss?

Additionally how would you respond to your holy city being besieged, your slaves/citizens being captured or the threat of an assassination? How would you respond as the enemy to your response?

Edited by FoeHammer618