Myrmidons (CFH)

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In the Myrmidons campaign, the player-characters are all heroes with the Myrmidon Warrior Kit. They're either part of an elite unit in a regular army or guard, or they're a small, efficient mercenary team who've worked together for years (before the campaign began, that is).
This campaign is best suited to providing the characters with interesting military and tactical situations.
For example, in one adventure, their superiors/employers instruct them to rescue a kidnapped ambassador from an old, abandoned fort that is now occupied by bandit/kidnappers. The heroes are given a map of the place, a certain amount of gold for equipment, and a deadline (never more than a few days). They have to work out all the plans of the assault and rescue, then go in, retrieve the kidnapee, and escape with him unharmed if they're to get their money or the commendation of their superiors.
In other adventures, the characters' unit might be part of a much larger military force fighting a long-standing war; some adventures will be stand-up combats with enemy troops, some will be reconnaissance missions behind enemy lines, some will be rest and recreation binges in nearby civilian towns.
In most cases, the players should have the opportunity to plan out their own military operations. This gives them a greater sense of satisfaction when the plans succeed . . .and a better understanding of how things work in the game-world when the plans fail.
Obviously, this is a very pro-military campaign setting, and the PCs and their NPC friends won't tolerate differing outlooks. Minor villains in this campaign include officers who know less about military operations than the PCs, or officers who deliberately sacrifice subordinates in order to gain success and promotions; so are civilians who rabidly oppose the ongoing conflict, those who are disrespectful of soldiers, etc.