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Monday, August 4, 2014

Thinking about Horde Armies

Some Brutes
I'm currently working on the alien Brutes' Force Book for Sabre and Raygun.  So I'm thinking about that classic wargaming army type, the horde army, and how different games represent it on the table top.

A horde army is a big, stompy army with generally poor shooting and a massive payoff if you can bring it close to the enemy.  Horde armies feature lot of models, usually with sub-standard guns and an emphasis on hand to hand combat. A horde army tends to have lower-quality troops, either less skilled, or poorly equipped.  Not every army with lots of figures necessarily a horde -- massive shooting armies, like the Imperial Guard, Lizardman Skinks, or Saga Welsh have their own, distinct design issues.

In Warhammer 40k, the classic horde armies are Orks and Tyranids.  In historical wargames, the horde armies feature warbands of enthusiastic but poorly-disciplined fighters like the Celts or the early Germans. In Flames of War, the Soviets are often a horde army.

Horde armies challenge the game-designer to properly balance the risk vs reward inherent in the horde philosophy. 

Horde armies tend to be very good in hand to hand combat, but poor in shooting.  So in most games involving a horde army, the horde will be trying to close distance with the enemy.  The opposing force will be trying to shoot it down. If the horde is too resilient then it will always reach combat range in force, and slaughter the enemy.  If it is too flimsy, then it will never be able to close successfully, and will tend to loose.  So it needs to have just the right level of attrition and durability. Moreover, the horde needs to have some flexibility, some other factor than just running and charging, if it's not to quickly become boring. If you've ever tried to set up a D-Day beach landing scenario, you'll know that these are difficult balances to reach.

The film Zulu has inspired countless wargame scenarios of dudes with guns vs dudes with spears.
In point-based games, the cost per model of a horde's basic trooper will largely determine whether this balance succeeds or fails.  Hordes need to be big, so model prices should be cheap.  Horde armies also tend to take lots of casualties, and models that die before reaching combat are largely important only for setting a ratio of attrition.  

Many games therefore give a point break to their horde armies.  For example, in Flames of War, Soviet units are both bigger and cheaper than comparable units in other armies. Other factors, such as special rules, offset this cost reduction.  The Horus Heresy lists take a similar approach, encouraging maximally-sized units by having a relatively-high initial cost for the unit's minimum size, but giving a reduced price for further models.

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