Running a Planetary Invasion

By Grynder, in Only War Game Masters

Hey guys

So im about to start running an OW campaign and so far ive got my players (a good start) and their regiment and have the idea of the PCs starting off with the landing. The only problem is that I have NO IDEA what the Imperium actually targets when they start a campaign.

The general jist of the world is classified as "Civilised", allowed to flourish as the world sees fit. Varying terrain and climates so I can mix up the areas as well as the missions my players will undertake, but I cant get to them doing any missions because of the above.

Any help would be muchly appreciated

Hey guys

So im about to start running an OW campaign and so far ive got my players (a good start) and their regiment and have the idea of the PCs starting off with the landing. The only problem is that I have NO IDEA what the Imperium actually targets when they start a campaign.

The general jist of the world is classified as "Civilised", allowed to flourish as the world sees fit. Varying terrain and climates so I can mix up the areas as well as the missions my players will undertake, but I cant get to them doing any missions because of the above.

Any help would be muchly appreciated

I'm 'that guy' who says it really depends on the minutest of details. I'm glad to answer, but first could I ask what regiment type they are, to avoid useless suggestions that are no use whatsoever like 'infiltrate a command bunker and slaughter commanders is always valuable', when they're treadheads.

Edit: There was a topic very similar to this by I think Sgt Lazarus. Can't find it though, because I'm usless at that sort of thing. If any of you guys find it, posting the link would be very helpful to him, I think.

Edited by Drath

The regiment is a light infantry so I had the broadest mission variety (imo). I have seen that post but this was to ask about what things IG command would want their soldiers to target when go planetside or where they would drop their flashlight wielding blood bags to effectively drown their opposition.

Light Infantry.....I would say that Light Inf. would be used to flank an enemy position. So like, the Line Inf. is busy keeping the enemy pinned down (whether the enemy be in an open field, urban area, whatever) and Light Inf would be the rapid deployment who would be deployed likely by shuttle (or grav-chute if they're that kinda badass) to the enemy's flank or rear and mop up a pinned and isolated enemy force, or be able to quickly move across the battlefield to surprise the enemy or reinforce friendlies. They would also be choice for some good old-fashioned urban warfare, since again, they could move more quickly than say, Siege Inf.

This is all my opinion of course.

Also, what kind of loadout have they got? Like, do they have a lasgun and a flak vest, or more specialized equipment?

Thanks for the reply. Even an opinion goes a long way to help :)

As far as loadout is concerned its pretty standard apart from the warknife from the hote. So with that in mind if say they were to start their assault in a space port to cut supply lines to the enemy, light inf could be used to sweep and secure while reinforcements arrive? Kinda struggling to grasp military strategy, have only played OW but have run RT a few times and that's far from similar seeing as landing in a hot zone is different when an army is fighting back rather than indigenous xenos who just happen to be there

The only problem is that I have NO IDEA what the Imperium actually targets when they start a campaign.

Details are always up to the particular strategic and tactical situation, of course, but generally, from what I've read the Imperium likes to strike right at the heart of the enemy, decapitating their leadership in one swift strike. Covered by suppressive orbital bombardment that keeps the enemy cowering in their bunkers, troops might land as close to the enemy capital or main fortress as possible, barely outside of the range of their guns - and sometimes within!

Only if special conditions such as terrain, weather or arcane technology (powerful long range weaponry and/or gigantic shields) prevent landing in close proximity, or when the enemy has many times the number of your own soldiers, does it actually make sense to plan for a longer campaign where you take out different targets first (generators, fuel stations, etc) and slowly move closer towards your main objective with every passing week, weakening them in the process.

Sometimes, depending on what capabilities the invading army has at their disposal and what the objective of the entire campaign actually is, it may also be prudent to secure a safe beachhead first in order to ease the arrival of reinforcing elements. In this case, the local spaceport would seem to be a logical first goal, followed by industrial complexes to begin producing supplies for the army locally rather than depending on Navy transports and their perilous journey through the Warp.

For further inspiration:

"Planetary invasions are urgent, swift and terrible affairs, characterised by deafening noise, bone-shattering explosions and the stench of death. Thousands of reckless and battle-hungry warriors plunge downward upon trails of flame and vapour like vengeful angels, pouring from the drop-craft and low-orbiting spaceships that darken the skies above. Megatonnes of ordnance hammer down around these skyborne warriors, their detonation so devastating that the skies themselves seem afire; red, black and blinding white like the fires of hell. Pillars of ghostly light probe the skies, their colonnades all but transforming the battlefield into some vast and surreal shrine to the gods of war. Their touch is certain death to any invader caught in their beams, and red-hot debris rains from the skies as batteries of anti-aircraft guns take their toll.
Below the chaotic skies lies a war-torn landscape chewed up and spat out by the incessant bombardments that precede invasion. The surreal mudscape is punctuated only by the ruined shells of once-proud buildings and by inviolable strongholds that jut like tombstones from the tortured earth. The comparison is apt, for the doomed soldiers who defend these bastions of order from the storm of violence that threatens to consume them will emerge as corpses or not at all.
The wounded and dying are spread across the tracts of no-man's-land between these bleak monoliths. Thunderous explosions come from nowhere to tear apart whole platoons, numbing the senses of the survivors so that they stumble into the teeth of the enemy's guns. Above them, attack craft roar across the skies through lattices of ruby-red lasfire and rocket contrails, strafing any man who dares stray into the open before screaming off through the flak to the next warzone. Drop pods and gigantic landers plummet from the heavens, shaking the ground with their impact before disgorging yet more men into the merciless meat grinder of a planetary assault."
- Codex Planetstrike

Wow. Thank you for the in detail events. That's one of the major things I've been struggling with. With the landing and beach head being such an important thing I wanted to get it as accurate to the fiction as possible. Now I know just how deaf from cannon shells I can make my players lol.

Again, thanks to everyone who has posted and if anyone has anymore suggestions I'll be more than happy to accept them :)

Hope this proves useful to other people too

If they can hear the Sergeant or Commissar, there aren't enough earthshaker shell raining down XD

That said, Lynata has it right, the Imperium prefers cutting off the snake's head from the word GO, as it were. Light Infantry would likely be used to tie up and isolate enemy resistance while DAT BANEBLADE SQUAD plows through a few buildings dramatically, then puts all their 13-14 guns EACH on the capital building just to prove a point, with Light Inf. folloiwng up making sure nobody does any mischief with those lovely baneblades.

Light Infantry would hold three main roles in my opinion, aside from the aforementioned. Emergency scouting, learning who and what the enemy have where is always valuable. Rapid reinforcement to the grunts (silly guardsmen, getting in fights all the time), because the can react fairly fast to help hold the line and vanguard capture. IE: Take a vital village that's a sort of traffic island and hold it until the main PBI and artillery can arrive and steal the glory. Also, potentially elimination of vital targets. (Commanders, power stations, infilitrate and destroy supply dumps or armour depots.)

Thanks to everyone who has replied to me, you guys are ace!

Feel much better equipped to do the landings, as well as the missions after that. Hopefully as well, like i mentioned above other people can use this if they feel like they are stuck.

Thanks again folks, couldnt be a bigger help :)

Hey, quick question since nobody asked it yet (and some officers might not even care about it) but: Who are they fighting?

Renegade world? Ork? traitor marines? Eldar? etc...

For Light infantry i'd pick scouting and infiltration missions. Not sure how good they are in close combat urban enviroment (but that's just my fetish for assault-shotgun and chainknife-bayonet wielding guys in light carapace)

Was thinking either the dominate, orks or both with some additional threats (kroot mercs, DE raids)

As for another note the regiment was made for urban activity in mind (give them survivalists for urban ruins so just after the navy has bombed the hell out of it). I know its not quite on topic but what noteworthy landings has anyone run? Just for a bit of inspiration.

My first landing was an assault on a mechanised command. The players were accompanied by a Space Marine of the Blood Ravens chapter, and employed the Steel Rain approach to the problem. (I wasn't aware at the time that humans cannot ride in Space Marine Drop Pods. I would now encourage a grav-chute HALO jump instead.)

They deployed against anti-aircraft vehicles (Hydras), which were escorted by Severan Dominate squads and an accompanying Ogryn. The mission was simple in it's requirement - punch through the rebel lines and secure the Mechanised Command.

As it turns out, Hydra Flak Tanks make a mess of both NPC Space Marines, AND Ogryns, not to mention the poor Death Korps Heavy.

I would encourage some variety in the enemy though, definitely. I've used literally everything in my campaign with the exception of Nids and Tau, and it's made for a really good evolving story dynamic.

My first landing was an assault on a mechanised command. The players were accompanied by a Space Marine of the Blood Ravens chapter, and employed the Steel Rain approach to the problem. (I wasn't aware at the time that humans cannot ride in Space Marine Drop Pods. I would now encourage a grav-chute HALO jump instead.)

They deployed against anti-aircraft vehicles (Hydras), which were escorted by Severan Dominate squads and an accompanying Ogryn. The mission was simple in it's requirement - punch through the rebel lines and secure the Mechanised Command.

As it turns out, Hydra Flak Tanks make a mess of both NPC Space Marines, AND Ogryns, not to mention the poor Death Korps Heavy.

I would encourage some variety in the enemy though, definitely. I've used literally everything in my campaign with the exception of Nids and Tau, and it's made for a really good evolving story dynamic.

Not too much variety though or it feels very unreal. Y'know, impossible amounts of enemy types. I'll post my landing tale tomorrow when I've picked the best.

Just a few ideas for planetary assault:

Phase 1: Preliminary phase.

Before the invaders can land on a planet they need to get there. This phase will be mostly handled by the navy (though marines may take part in it) as they clear out enemy navy and take down orbital defenses.

Phase 2: Beachead.

The assaulting force needs a place where they can bring in the ground forces. This may be a port where they can land large troop ships (bringing down artillery, tanks and even Titans) or simply a large area of open ground (if they can't take the space port or it has been damaged too much.) For the light infantry I suggest the possibility of having them land in the latter area and have their first mission be a stealth attack to the port (or the nearby anti air artillery unit) in preparation for the main forces landing.

Phase 3: ?

Taking the cities -perfect place for the light infantry to fight in the ruins. (If it wasn't ruins earlier it WILL be soon.)- Taking over bridges, factories, important chokepoints. The beauty of having the players be grunts is that THEY do not necessarily know the big picture of the war... Likewise the GM can have a detailed plan and maps of the planetary invasion or they can make it up as they go.

If the GM wants to do a desperate defence mission then he can do that. "But we WON the last few missions..." "Yes... You did, but the line broke elsewehere because the tank regiment was delayed and now you are needed to hold the line until they get here. *Cough that sounds suspiciously like 'because your regiment is expendable'*

Tired of holding the line and want to do a big breakthrough mission? "The marines broke the enemys back -see those guys there, they are handing out autographs and saying that the IG are a bunch of wusses- and now that the despicaple enemies are retreating you guys need to hunt them down and destroy them before they can regroup."

Phase 4: Profit!

After the main enemy force is defeated there is the mop up phase where the last stragglers are hunted down. In case of Orks and Tyranids this is as nightmarish and important as the earlier phases. Depending on the mood of the group and GM you can either have the regiment shipped elsewhere for more important operations or have them continue the mop up. ...Expect that since they are now underequipped (all the important troops and equipment is being shipped off already...) this can still be difficult and who knows if it turns out that the enemies were simply pretending to have been defeated...

Thanks for the ideas Askold, pretty encompassing.

Not too sure if id use 1) though, seems a bit awkward and more (imo) the role of the navy and not the grunts.As for the rest of the phases, im going to make sure I utilise these parts, particularly 2); thats the fella thats been given me the most issues.

Well so far, if anyone is interested in the progress;

The PCs are on-route to the landing zone and are getting shot down by las-batteries (not going to injure them, pretty harsh in the opening minutes to kill three people; will leave that til later :P ). They are going to have to fight against Dominate troops to the main body of the spaceport and take the 40k equivelant of the control tower and hold it until the main vanguard has landed and started to mobilise.

Once thats been done and their reinforcements have moved out, so will they, in a sweeping motion trying to take the enemies flanks while making their way to the governors fortress where they will attempt at cutting off the snakes head before moving onto the military targets (commanders, legates etc)

After this, the other regiment assisting them will give some military parades and keep the riff raff in order while the PCs regiment is sent doing the heroes work against the Dominate with some ensuing Ork Raiders that crashed into the planet a while ago led by a Big Mek with bigger, mekkier ideas than most aand the occasional Dark Eldar raid taking names and takes faces.

Thanks again folks, you wouldnt believe the help youve been :)

Thanks for the ideas Askold, pretty encompassing.

Not too sure if id use 1) though, seems a bit awkward and more (imo) the role of the navy and not the grunts.As for the rest of the phases, im going to make sure I utilise these parts, particularly 2); thats the fella thats been given me the most issues.

Well so far, if anyone is interested in the progress;

The PCs are on-route to the landing zone and are getting shot down by las-batteries (not going to injure them, pretty harsh in the opening minutes to kill three people; will leave that til later :P ). They are going to have to fight against Dominate troops to the main body of the spaceport and take the 40k equivelant of the control tower and hold it until the main vanguard has landed and started to mobilise.

Once thats been done and their reinforcements have moved out, so will they, in a sweeping motion trying to take the enemies flanks while making their way to the governors fortress where they will attempt at cutting off the snakes head before moving onto the military targets (commanders, legates etc)

After this, the other regiment assisting them will give some military parades and keep the riff raff in order while the PCs regiment is sent doing the heroes work against the Dominate with some ensuing Ork Raiders that crashed into the planet a while ago led by a Big Mek with bigger, mekkier ideas than most aand the occasional Dark Eldar raid taking names and takes faces.

Thanks again folks, you wouldnt believe the help youve been :)

Don't be scared to slaughter unimportant NPC's though. Always adds a sense of how close when I roll a dice and a spike impales the guy next to the Sarge.(Even though in that case the dice roll made no difference, it would've always been the guy next to him.It's easier to portray the 'that was close!' effect through that than just well described words.) Otehrwise,sounds good so far. As for the thanks, don't sweat it. We've all been there sometime.

I'd disagree with keeping naval stuff out of Only War, if only because I tried it myself.

Needs a bit of familiarity with Rogue Trader, but boarding actions and what have you are pure gold material. Don't be afraid to launch your players in a Shark Assault Boat at the enemy ship, or even give them interceptors to fly if they have the Operate (Aeronautica) skill.

Fighting in space may be the job of the Navy, but it's not so far fetched that the Imperial Guard would assist in the fighting - if only in the capacity of armsmen to repel and facilitate boarding actions.

I'd disagree with keeping naval stuff out of Only War, if only because I tried it myself.

Needs a bit of familiarity with Rogue Trader, but boarding actions and what have you are pure gold material. Don't be afraid to launch your players in a Shark Assault Boat at the enemy ship, or even give them interceptors to fly if they have the Operate (Aeronautica) skill.

Fighting in space may be the job of the Navy, but it's not so far fetched that the Imperial Guard would assist in the fighting - if only in the capacity of armsmen to repel and facilitate boarding actions.

Boarding actions both by and against the Guardsmen are great. Sleeping? Ork boarding ship just hit the barracks. Men are dying! On your feet soldier! What do you mean you've got no armour? Should've slept with it on then shouldn't you, boy? Charge!

Fighting in space may be the job of the Navy, but it's not so far fetched that the Imperial Guard would assist in the fighting - if only in the capacity of armsmen to repel and facilitate boarding actions.

Actually I do think that this happens quite regularly. Once your Guardsmen are in space there is not much to do with them and throwing them at the enemy seems to be making use of an asset that would otherwise just sit around.

Also I do not imagine there to be massive boarding formations in the ranks of the imperial navy. Most of their personnel serves deep inside the ship and has some access to defend that ship. Yes, they do have their security teams and highly trained boarding commandos though these never seem to be that numerous. I picture them more in the role of being a task force for smaller boarding actions to fight smugglers but not to be capable of taking on an entire enemy crew. Also they are highly trained and do know their ship. These men are actually the best imperial warships have to fight off enemy boarding parties them self for they know most corridors and can immediately set up defensive position and key areas.

With IG on board the Navy Boarding commandos would be most like dedicated liasion-officers for these Guardsmen for they keep contact with the Fleet and also do provide the expertise to move around an enemy space vessel (or a space vessel in general) for this is some experience the IG most likely does not have. So instead of draining from your own working crew you just pick from the resources at hand that otherwise could do nothing. The fact that they might not be used to fighting in ship-corridors like regular crew-men should be negated that the training and equipment of the IG should be far superior to that of some expendable deck 35, area 21, group 7 sailor that has some combat drill four times in a month where he might actually fire a shotgun shell if he is lucky.

Also the face of your PCs might get priceless after they infiltrated an enemy vessel just to get informed by their liasion-officer that said vessel was shot into a critical state by the fleet (They wont stop pounding just because there are some boarding teams) and that evac is imminent just before his face gets melted by some pipe leak or shot away: Have luck finding an exit in time xD

God... sometimes I tend to be evil...

For the record:

One of the Imperial Guard codexes mentioned a battle where an Ork shipped rammed an Imperial ship. The captain thought that all was lost as the Orks began to board but suprisingly the Guard regiment on the ship was able to repel the boarders and they even left their transport and charged the Ork ship!

...Since the captain of the Imperial ship was a sensible man he saw an opportunity and immediately deattached the two ships and escaped. Later he recommended that every one of the guardsmen should be awarded an medal.

The players would not probably appreciate such a TRK (Total Regiment Kill) but there is room for slight adjustments. Have the player squad be close enough to the friendly ship to be one of the few who manage to escape and you will have a played a good reason to adjust the regiment. Perhaps mix it with another regiment, or simply bring a huge amount or fresh troops. (Even if you do not go for a mixed regiment, you could alter things like the commander personality and favoured weapons since the new batch of troops could a new colonel to replace the one who is MIA and different weapons to the armoury.)

Personally, if I used Only war for boarding actions I would send the regiment to a space station. A space station can be so large that a Imperial cruiser does not have enough troops to take over it and sending waves and waves of Militarum guardsmen in boarding crafts could be an alternative. (IF they really want the station in one piece rather than just blow it up.) Particularly if the Squad includes a Enginseer he/she would have a lot of work shutting down the guns and defenses on the station as the squad fights their way on the station.

The discussion also reminds me of something I read ages ago regarding the Imperium trying to board a Blackstone Fortress, throwing regiments of Guard into it as boarding troops.

I think in GW's version of the setting, the Navy doesn't even have its own "real" boarding contingent. Might be one of those areas where the Imperium is actively trying to avoid an overlap, same as how they don't give dropships, fighters and bombers to the Guard. There's armsmen with shotguns, but their primary job is to keep the crew in line as the Navy seems to prefer ranged engagements to boarding actions... The latter is more the speciality of the Space Marines, whose ships in turn lack in the firepower department when comparing fleets. And so everything in the Imperium ties into each other, like a well-oiled machine. Well, or perhaps more like a crudely oiled machine whose parts are prone to breaking down.

I'd say that you could always have a Guard unit temporarily attached to a ship, though, tasked with boarding a specific objective like with said Blackstone Fortress. Similar to how Valkyries can be attached to ground forces. ;)

One white dwarf mentions imperial navy landing parties (sent down to planets to aquire goods and get new crewmen) i guess those would also be used for boarding actions. (They only got mentioned in one article and then we never heard anything about them again.) Only war has a type of combat servitor that usualy is used in navy battles where they use a bunch of chainsaw limbed combatdrugs juiced killer servitors as boarders. But the navy usualy isn't into boarding, they prefer broadsides, lance and torpedo salvoes and ramming (usually as a last resort but the ships are made to be good at it)

Getting boarded by chaos marines must be quite "interesting": Terminators teleporting on to the bridge, boarding torpedos filled with:

a) Chaos Space marines

b) Khorne berzerkers

c) Chaos spawn

d) Hordes of rabid zombies *

* my favorite!

Well with all the pros established for a bit of naval-y stuff think I might have to use some. That and there is a nice little bit about planetary invasions from the navy side in RT BFK. That and with me using some Orks its not outlandish of the (sort of) tactical thinking from Git-Slaver to send reinforcements in the form of 2-3 Roks assisted by some kroozers.

At least I know Orks are up for some good ol' boarding action

One white dwarf mentions imperial navy landing parties (sent down to planets to aquire goods and get new crewmen) i guess those would also be used for boarding actions. (They only got mentioned in one article and then we never heard anything about them again.)

Naval pressgangs. A staple of the real life Age of Sail era. :)

Andy Chambers (who was heavily involved in Battlefleet Gothic) wrote a cool short story called "Ancient History" once, where this is the way the main protagonist becomes a crewman for the Imperial Navy. Basically his last memory is walking down the market place on his homeworld, next thing he knows he wakes up on deck of the battlecruiser Retribution with a painful bump on the back of his head.

By the way, here's some veeery old concept art for Naval crews (technician, armsman, gunnery loader):

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