(reprinted from the Rapier Communiqué
Volume III, Issue XII)
As a GameMaster, I have seen many hordes come rolling out of the grass
lands; I've seen them rape and pillage; and I have seen them butchered and
quartered by those wimpy civilized plowshare wonks. I have been disappointed
as I've seen horde after horde come barreling into Europe thinking that
they'll become Khan of Krakow ruling all from the Seine to the Donets. Each
of these hordes find themselves opposed by a Grand European Anti-Horde Alliance
who spit their entire wad of intelligence into the unwary tribe of wandering
Cossacks. Always that horde is destroyed. A horde can be effective force
but if not properly played will become a laughing stock of the weenies who
are not true men. The intimidation that a horde poses upon the girlie-men
farmers is real though, because of the potential of the horde. But the horde
fails to make its potential.
In the Lords game I run, I always open a horde up for play immediately
after it is hatched from the great grassy incubator. To run at horde at
this stage to attack a civilized nation would put me in a position of playing
against the players. I do not wish to do that so I let players do that for
me. I pay a price for that though with mediocre horde play.
How can a horde become really tough? How can a horde make the decadent tapioca
eaters pay for the insolence? I have a few ideas.
First, a horde must get as big as possible while still in the wild lands.
Initially a Horde does not have to pay troop support. That is, so long as
a horde does not conquer and garrison a cultivated region or settle a cultivated
province; that mega army can support itself on grasshoppers and wild deer.
A horde can get bigger through a mysterious process called 'Horde Diplomacy'.
A big horde comes into a wild, steppe region, they are parlayed by the native
tribe in the region. Both sides puff themselves up claiming to have more
balls per ounce than the other. Several things may happen as a result. The
natives may attack. The natives may destroy you. The natives may join you
either as an ally. The natives may be absorbed. Or usually, they will let
you pass allowing you free passage. You can visit a region every turn, and
try to recruit the natives until they join you. It is always best for a
horde to travel from one end of a steppe plain to the other and this way
have as much contact with possible recruits as possible.
Now you have lots of cavalry and allies. Your army is very big. You may
think you can defeat those wusses down there but you're wrong. You are not
prepared. Things can still happen to you. For one thing you have no intelligence
service.
You have a low Siege QR. You have no gold yet. A horde can loot and plunder
before reaching the really juicy lands. They can loot and plunder all the
steppe and wilderness regions they can reach, raising lots of cash. They
can enslave any of these regions and build up a captive army of slave NFP
to whip before them. The loot they can invest in Bureaucracy to get more
leaders, in the intel stats in order to combat the intel systems of the
civilized folk and in Siege QR. The slaves will be useful in battles and
sieges. A well prepared horde may be better equipped to deal with all the
flak the civilized world will throw at you, but remember every turn that
you are out there gives the civilized wops one more turn to prepare against
you. You might want to diplomacize your allied hordes so they won't rebel
from you later. Money might also be saved so to pay the troop support once
it has to be paid upon contact with cultivation.
A horde must take risks, the more calculated the better they are. A cautious
horde will lose time and will eventually be destroyed by the yellow bellied
settled down types. A reckless horde can be easily manipulated and will
be liable to destroy itself thinking themselves invincible. A middle path
must be taken. A plan must be in action to do what you want to do with your
horde. Risks must be taken but the targets must be carefully chosen. The
easiest place for a horde to penetrate is the Middle East. From the Middle
East, a horde can attack India, North Africa or even Europe. The next easy
target for a horde is China but the horde must be swift or else the Chinese
will be well prepared.
Hordes that successful plunder China can then move on to South East Asia
or even India. The toughest place is Europe. It is possible to break in
Europe but Europe must be caught unawares and must be in a state of disunity
in order for any success to happen at all. Also a horde must be prepared
to lose their khan every turn if they rush into Europe; risking dynastic
strife. If you really want to take out Europe; whomp on the Middle East
first.
In my estimation, the horde is a most difficult position to play because
of it survivability rate. Hordes are a bunch of homeless vagabonds trying
to steal land from the entrenched rich wimps. Some hordes are played fatalistically;
expecting to die. All I can say to that is you'll get what you expect. If
you are a horde, play to win and maybe you just will. |