Zerg Rush/Tabletop Games: Difference between revisions

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** Bretonnians takes this concept and turn it up to 11 (or 12, to be precise) where their Lance Formation allowed them to Zerg Rush with ''armored knights on barded warhorses''.
** Skaven goes over 9000 with the concept as they literally have the cheapest troops in any army (of both game systems) and can fire into combat. For 1000 points, they can field ''500'' models. Although whether [[Crack is Cheaper|you can]] is another matter.
* The Soviet Union's primary strategy in ''[[Axis Andand Allies]]'' is to build half a dozen infantry or more each turn. However they are only good for defense, Germany has enough industrial capacity to do this with tanks.
* According to ''[[Moneyball]]'', a player of tabletop naval combat simulations did this with PT boats and won every round in a particular tournament, although most of the boats were destroyed each round. The next year the rules were modified to emphasize mobility, which PT boats lose when damaged--so he ''scuttled every boat as soon as it took damage''.
** [http://www.newyorker.com/reporting/2009/05/11/090511fa_fact_gladwell?currentPage=6 Doug Lenat, playing in the Traveller Trillion Credit Squadron tournaments, 1981 and 1982]. Made [[Awesome/Other|still more awesome]] by the fact that Lenat was not a wargamer, but [[Awesomeness By Analysis|a computer programmer using an AI on the rulebook]].
* In [[BattleTech]], this was part of the in universe purpose of the Protomech, which was smaller and cheaper than standard [[Humongous Mecha|Battlemechs]] while faster and more heavily armed than [[Powered Armor|Battle Armor]], allowing them to be built and fielded in large numbers. In gameplay, it's sometimes invoked by flooding the map with dozens of super-cheap infantry or light vehicles, though this is typically considered to be extremely bad sportsmanship due to the [[Game Breaker]] nature of the tactic.