Darq said:
Hordes is a quick easy way to deal with large groups of generic orc types. 1) Uses up ammo. 2) Provides a little tingle of Danger 3) Does so in a rapid moving format that doesn't bog down play.
If you've ever run ANY game with a huge mob of easy to kill bad guys, you will remember the players saying phew, thank god that is over! Not from tension - from boredom.
I personnally think its a GREAT idea, perfect for this setting. These mobs are background fluff for the story and shouldn't bog down the game.
I recently played a bit Lone Wolf series on the Project Aon site and combat against the hordes reminded me a bit of this number crunch. The problem is that it turns down easily into a who-can-bring-the-other-down-to-0-first crunch.
Does the rulebook provide any rule for charging in the flank or rear of a horde? Also it should make a difference whether a horde can surround me in cc on open terrain or in close quarters where I can put my back against a wall.
So what I am saying is that I don't dispute the basic idea; I'm saying that it requires proper implementation. If you say "These mobs are background fluff for the story and shouldn't bog down the game.", I might as well tell my players without rolling any dice, "Without further ado you turn these rebels into mincemeat."
Since dice-rolling is involved, it can be assumed that the hordes are to provide a challenge if not to dispatch them without getting wounded.
That being so, it begs the question: do I really want it to be straight numbers attrition battle or do I want to have situational modifiers (as you have when not fighting hordes) which allows for tactical maneuvering.
As such, I have to say that the concept might be good (even if not novel ) but it's the implementation that matters.
Alex