My players just upgraded their characters' armour- now mostly carapace, many combined with shields (from Book of Judgement ). As a result, most of them are flat-out immune to most standard weapons. It's easy enough to create challenging high-level adversaries who can overcome that armour value, and I've been looking foward to the day when my party was powerful enough to face many of the critters from Creatures Anathema , so I'm not too concerned with how their high-end armour will effect their encounters with major challenges and 'boss monsters'.
-But I'm not comfortable with them being able to completely disregard huge numbers of 'grunts'. As operatives of the Ordo Hereticus, they generally have to wade through a lot of flunkies before they get to the brains of the heresy they are investigating; I'm fine with the PCs being able to heroically wipe out large numbers of cannon fodder, but not with zero risk to themselves. It would be too contrived if the grunts suddenly all started carrying bolters and plasma guns instead of autoguns at he exact same time that the party switched to better armour.
So, I'm considering using the Horde rules from Deathwatch to represent large groups of low-level heretics, so they still have a chance of damaging above-average characters. Before doing so, I thought it would be a good idea to get some feedback from other GMs- has anyone else employed Horde rules in DH ? How did it work out? Are there any pitfalls I should look out for?
I have a game this Saturday, which will involve a full-scale seige of a large heretic base; I'm planning on using Magnitude 15 Cultist Hordes for the bulk of the opposition (supported by a Sorcerer, some lieutanants with special weapons, and some summoned Bloodletters- not fielded as a Horde). The PCs will be supported by a few units of the local PDF (also fielded as Hordes).
Any feedback will be appreciated.