"Piece out our imperfections with your thoughts:Armies in video games and animation in general don't just get the size of their individual soldiers wrong. Due to gameplay and graphical limitations, particularly graphical limitations, armies tend to be a lot smaller than they would have been in Real Life. An army that would have numbered in the tens of thousands will number a few hundred or at most a thousand men, and that's for a very big battle. It's worth noting that the notion of a 1:1 correspondence between army size and depiction is something of an innovation in itself and represents a considerable advancement in graphical technology. (The single classic wargame counter represents a unit that might have any number of men in it.) In Tabletop Games involving miniatures, one miniature is often a "stand-in" for a whole bunch of guys. The same factor often contributes to computer games, with one guy or a small group of guys standing in for a much larger force, as the trope quote will indicate. It is not just animated media that fall victim to this trope. You think it's expensive making a graphical engine that can run a battle of 10,000 people? Try paying 10,000 actors. As a result, film and TV can fall victim to this as well. Thanks to CGI technology, this trope is considerably less frequent. See also: Units Not to Scale, Oddly Small Organization. Contrast Million Mook March.
Into a thousand parts divide one man,
And make imaginary puissance."
Into a thousand parts divide one man,
And make imaginary puissance."
open/close all folders
Anime And Manga
- Macross Delta: Even for a mercenary group, Chaos's Ragna branch is absolutely tiny, especially compared to the more advanced and sophisticated SMS branch we saw in Macross Frontier. They operate out of a single warship, on a single planet, with a few squads of new-model fighters. Their pilots have to pull double duty for ground combat and infiltration when the need arises, and the singers also provide tactical support and maintenance. Thanks to the current war, they are low on funds and support from the UN and make do with what they have.
- Transformers does this in a big way. Even when robots are fighting for the fate of the universe, or the very fabric of space and time, it's rare to see more than a few dozen fighters involved in any battle. Granted they're on a different planet with only a handful of fighters on each side. The battles on Cybertron are much bigger.
- The Big Red One rarely had more than a half-dozen men on screen at any one time.
- The epic biographical film Patton, featuring some of the fulcrum battles of America's campaign in Europe, was filmed with about a dozen tanks (M47 and M48 Pattons, at that) and the same two Heinkel bombers over and over again. The equipment, along with the extras, came from the Spanish Army, which made quite a bit of money renting itself out to filmmakers during the 1950's and 1960's.
- In Alatriste, the Spanish defeat at Rocroi is reduced to a pitiful skirmish with barely a couple dozen soldiers on each side.
- Parodied in Meet the Spartans, where the Spartan force sent to Hold the Line against the Persians was about a dozen men. However, the Persians also suffered from this, at least until Xerxes turned on his CGI army, scaring the Spartans. The ending, once again parodying 300, shows the full Spartan army... also as CGI.
- The Star Wars Original Trilogy falls sometimes victim to this due to its budget and technical limits. A prime example would be both the Rebel and Imperial fleets in Return of the Jedi (although hundreds of Imperial ships are shown staying out of the fight in the background). The advent and advancement of realistic CGI in the intervening years negated this problem for the Prequel Trilogy.
- An In-Universe version in Gladiator when the announcer at the Colosseum introduces THE BARBARIAN HORDE! which consists of just over a dozen gladiators dressed up like Carthaginian mercenaries.
Live Action TV
- In the Sharpe series, the units involved in the battles tend to be rather small. Works fine when depicting small-unit actions in Spain, breaks down miserably when trying to depict the battle of Waterloo.
- The Romulan's invasion force in Star Trek TNG. You can imagine the planning meeting - "So that's invading Vulcan, occupying the planet and fending off a probable Federation counter attack. Two thousand men should be plenty."
- The average Federation starship has a crew in excess of 200 people working in a three or four shift rotation; every other race crews similarly sized ships with between 15-40 people, apparently with each crew member being on duty around the clock, most of them don't even seem to have a medic aboard. The standard explanation is that the alien craft are stripped-down warships with much fewer amenities, and don't need the huge scientific and maintenance crew that a Federation ship would carry- just a pilot, a commander, an engineer, a gunner and some grunts. Even so, modern US Navy nuclear submarines, which aren't exactly known for wasting space, require a crew of 14 officers, 18 senior noncoms and 89 enlisted working on a three-shift rotation, and a starship would probably need at least that many, if only to carry out basic maintenance and prevent everyone keeling over with exhaustion. A Klingon crew especially seems to consist of about four or five officers making up the bridge crew, a cook, and a handful of enlisted to perform repairs and occasionally kill things.
- The producers of Game of Thrones obviously didn't have enough money to film a mass battle scene of any kind, and barely had enough actors to let the Lannister camp look somewhat occupied. The audience does not get to see much of the first season's "huge battle," because the perspective character is knocked unconscious almost immediately. In the books, he was conscious, and the narration describes the battle in great detail - but a novelist doesn't need to hire actors.
- It's even more noticeable with the Dothraki horde of a dozen... um "40,000" Dothraki, to the point that one has to assume the most important members of it ride some considerable distance away from the rest.
- George Martin even lampshades in his blog, since he is writing the script for the episode depicting the Battle of Blackwater. He complains about the author making the battle too large a scale than the budget available.
- Oddly inverted with the Unsullied army in full ranks: there are supposed to be 8000 of them but there are least 3 times that in some shots.
- From the second season on the show had a noticeably larger effects and extras budget, so this gradually goes away. For instance, we see a Dothraki horde in season 6 which is much more convincingly a force of thousands even though it's supposed to be a fraction the size of the one from the first season.
- One episode of Xena: Warrior Princess features the Roman invasion of Britain (well a bit of New Zealand that slightly resembles Britain) by an army that struggles to make it into double figures.
- The 4077 in M*A*S*H, A real MASH unit had, on average, around 200 personnel, including at least 10 medical officers (including a dentist and an anesthesiologist), 12 nurses, 89 enlisted soldiers of assorted medical and non-medical specialties, one Medical Service Corps (MSC) officer, one Warrant Officer and other commissioned officers of assorted specialties. The 4077 had, at most, 70 personnel, an administrative staff consisting of just the CO and his clerk (who doubles as a stretcher-bearer and orderly), four doctors including the CO (it was five in season one, but Spearchucker Jones was written out without explanation, or a replacement), a dentist (Painless Pole) who was Put on a Bus in the season one finale, and an anesthesiologist (Ugly John) who also disappears without explanation or replacement). After Ugly John's disappearance, regular nurses not trained for it administer the anesthetic, something that isn't even done today. note
- As well as that, one episode revealed that the three non-CO doctors, the head nurse and the chaplain also pull double duty commanding vital support functions like sanitation and the mess tent
- Deadliest Warrior: Whenever the match-up is between specific strategists known for leading armies of thousands or hundreds of thousands, they give them a half dozen men each and match them up with their personal weapons. Both squads are invariably wiped out leaving it a personal 1-on-1 fight. They may also off-handedly mention early on the real size of a certain force or army only to still end up with 6 guys on screen facing off against 6 other guys, even though in Real Life one side might have an enormous numerical advantage (e.g. in the match-up of the French Musketeers vs. Ming Warriors, the Musketeers prevail in a 6v6 fight despite the previously-mentioned numerical disparity of a few hundred vs. a million).
- The Finnish 19th century period piece Hovimäki has a scene where Major Lindhof inspects his troops. There are a total of four shown onscreen.
- In Legends of Tomorrow, the episodes showing Savage's army in the future are limited to about a dozen guys at most, which is probably the only reason why a mish-mash of superheroes and Badass Normals is able to take them down instead of being wiped out in a massed laser barrage. Savage's army is supposed to be overrunning the entire world at this point. Also, in Season 2, Shogun Tokugawa Iemitsu can barely scrape together a few dozen samurai (and only samurai, no lower-ranking ashigaru at all) to wipe out a small village. How is he supposed to keep all of Japan in line? Then there's the American Civil War, where we see a few dozen Confederate and Union soldiers deciding the fate of the country. Obviously, the show doesn't have much of a budget, and most of that is being used on CGI.
- BattleTech is somewhat (in)famous for the size of the forces that are regularly deployed to invade, seize, and pacify entire planets in the fiction. Attempts at justification tend to present the vast majority of said planets as Planetvilles; once the attackers have taken the capital and attached spaceport, it's relatively rare for them to also have to worry about being attacked by forces initially stationed somewhere else on the same world (there usually aren't any) and civilian uprisings either don't occur at all or else inevitably fail when attempted. Various history-changing battles like the Battle of Tukayyid and Operation Bulldog had thousands of vehicles in combat, but the wargame usually limits itself to about a dozen combatants because it turns into a slow, confusing fustercluck with more without the use of computer aid.
- The background writers of Warhammer 40,000 are notorious for underestimating the number of soldiers it would take to win a war. Examples include:
- The Salonika Crusade, which consists of half a million men. A crusade is only invoked when multiple star systems need to be invaded.
- The 23rd Bruttiam Regiment consists of 600 men (with almost no vehicles), and is expected to protect an entire star system of at least two planets.
- Space Marine chapters have only around 1000 marines each, and most of their deployments are company sized at best, but they are still sometimes depicted as conquering entire planets by themselves...but in their case, it's (probably) more intentional.
- Zeroth Law: Lampshaded in The Prologue to William Shakespeare's Henry V in the page quote.
- In Japanese Kabuki theatre, an entire army is often represented by a single actor carrying a banner.
- Chinese opera is much the same, with generals representing entire armies.
- An Enforced Trope in The Complete History Of America Abridged, since there are only three actors in the cast. This is played with when the two men in George Washington's "small army" each appear to be only four foot tall, due to a misreading of "minute men."
- Telltale's Game of Thrones never features more than two dozen combatants, neither on screen nor in dialogue. Just to demonstrate, no more than twenty Whitehill soldiers are needed to occupy the Forrester's residence of Ironrath. And it takes even fewer Glenmore soldiers to reconquer it. It's justified though in that not only are the Houses Forrester, Whitehill and Glenmore miniscule noble estates under the banners of much more prominent families like Stark and Bolton, but also that many of their 'forces' have either gone off to war, deserted, been slain or taken captive during the very recent Northern Rebellion.
- Despite being one of the most realistic representations of battlefield tactics in the gaming industry, Total War does this, at least in the earlier games. A units standard size in Rome is between 40 and 60 men, and even at the huge unit size of 240 men, armies can't exceed 4,800 men. The actual Roman army, meanwhile, could deploy many tens of thousands of soldiers in single battles. Naturally this is due to graphical limitations, a 10,000-man army would break all but the most advanced computers. Every faction bringing that many or more to the field would make the game impossible to run.
- It's possible to bring that many units onto the field, but you won't be able to command them all. It just requires shoe-horning several 4,800-strong groups into the same corner. It also winds up being a very short battle.
- Rome used 80-man units ("centuries") in real life, and 4,800 men is the low-end size of a Roman legion. Of course, most major battles in Roman history involved several; for instance, Julius Caesar commanded twelve legions at the battle of Alesia (which was an under-powered force for the task). At its height the army contained around fifty legions, plus at least as many auxiliaries and cavalry units, but obviously never all deployed at once.
- The Total War: Shogun 2 engine can handle up to 56,000 units on screen at any one time, while looking jaw-droppingly beautiful at the same time.
- The Advance Wars series is very guilty of this. No more than 50 units under your control ever; note, however, that every unit in the Advance Wars games, except for Megatanks/Wartanks, is a literal unit composed of no fewer than 10 of whatever you're specifically talking about (though even their battle sprites usually only show 5 soldiers/vehicles).
- Fire Emblem takes this Up to Eleven, as its average Arbitrary Headcount Limit on a large map is around 20 people.
- Averted in Blazing Sword, where outside of the prologue and one main campaign battle (both against a single province in a confederation that is one of the weakest countries in the world militarily even with all its members united), you never control or fight an "army," just a small expedition of soldiers fighting against a cult and an assassin league.
- Some of the games, such as the Tellius duology and Fire Emblem Awakening, justify this by having the player control only the vanguard of an actual army, with said army doing its own share of fighting offscreen.
- Genealogy of the Holy War, while not having a headcap, is the most egregious because of its map size, with single units taking entire regions.
- Age of Wonders has a maximum of nine units per hex, and each unit on the battle screen is merely 1 person. This leads to battles over large cities being fought between armies of around 20-30 people.
- The third game cut it down to six units, though at the same time it changed most regular units to squads of 10 or more people, resulting in somewhat more realistic fights.
- In the original StarCraft, Terran campaign mission 9, Tassadar's entire Protoss fleet apparently consists of a couple of bases with dozens of zealots and dragoons. Adressing the huge numbers of units you can control in StarCraft, Warcraft III introduced a maximum number of units you can build that is very low compared to other similar games at the time. You can only supply a maximum of 90 food units (100 in the expansion) for your army, and the most basic combat unit takes up 2 food units and every worker 1. More advanced units can even take up as much as 5 or 7 food units. Combined with the fact that larger armies reduce the amount of gold coming from your mines, this encourages a much faster style of playing the game instead of holing up in your base until you have a massive army. At the same time, the purge of Stratholm and the siege of Dalaran are done by only 20-something attackers. This is at least partially intentional, as the developers wanted players to focus more on micromanaging individual fighters than on guiding large forces. Earlier builds of the game, which were much more RPG than the final game was, had even smaller forces.
- Star Wars: Battlefront 2. Other than yourself, every battle you participate in is fought with just 16 troops a side! Somehow, this is still enough to make the battles feel dangerous and full of hundreds of soldiers. Might have something to do with AIs respawning and you dying every 10 seconds. Averted somewhat in XL mode, at least in comparison to the other game modes. There are more units in XL- 64 units a side.
- Castles II: Siege & Conquest did this at the presentation level, as "zooming" in or out would use the exact same scenery and troop graphics, but portray clustered soldiers and large background features as single troops and more compact landscape.
- Defense of the Ancients: All-Stars with its three lanes of five melee mooks and one ranged mook each, which could increase to two ranged mooks and one siege unit.
- In Patapon 1 and 2, the eye count of a patapon army is below 20. In Patapon 3, the army is reduced to 4 warriors and a flag carrier.
- This is averted somewhat in Civilization V, in which each infantry unit consists of several individuals. However, the one-unit-per-hex limitation still results in large battles featuring a few dozen soldiers at most.
- In Makai Kingdom, Zetta's plan to rebuild his powerbase requires him to conquer several entire Netherworlds, using his army of mooks since he can't fight on his own. You can only have eight characters in play on any given map, and you're unlikely to have more than a few dozen in total. Yes, they may be four-digit levels and extremely powerful with proper work (fifth-tier infantry are titled "One man army" and "One woman army" respectively) but eight people make for a very restrained army.
- Shattered Union has players reunite USA with max of 42 units. They are, however, explicitly battalions and divisions of units represented by a single one on the screen. 42 battalions to a combat front isn't that bad, especially since you'd likely be working with relatively low budgets.
- In The Elder Scrolls IV: Oblivion, the PC can recruit soldiers to hold of an invading daedric horde that is about to burrow through from Oblivion and destroy a city. If you do all the necessary sidequests, you wind up with about a dozen mediocre soldiers to fight an equivalent number of monsters.
- The Elder Scrolls V: Skyrim follows suit, with Ulfric/Tullius delivering his epic speech about the fate of Skyrim at the gates of Solitude/Windhelm, he is attended usually by the Dragonborn and half-a-dozen random Nords.
- In Final Fantasy Tactics, Ramza's crew is described occasionally as an army. There's at most 20-ish people in it, and only five of them are ever fighting at a given time. The developers at least explain this away by having the big war and its battles take place away from Ramza's adventures. Being the direct predecessor, Tactics Ogre commits the same sin, though at least allows for twice as many units to be deployed. Still it presents its tiny skirmishes of two dozen soldiers as being key dramatic battles in a massive war.
- Ogre Battle has a limit of 100 individuals in the entire revolutionary army (which is trying to capitulate a continet-wide empire), and no more than ten units of five troops on the field at any given time. Major battles deciding the fates of entire provinces take place between two five-soldier units, and end when the enemy leader dies.
- Ace Of Spades also suffers from this quite badly on some of the larger maps, including the default semi-randomly generated one that's supplied with the game. A 64-player server limit is said to be in the works, however.
- Brothers in Arms: Re-enacts Cole's charge from the D-Day campaign with 1 Colonel, 1 Sergeant and 6 Paratroopers. In real life the position they had to attack was assaulted with 200 men.
- ARMA Armed Assault 2 averts this trope to an extent, allowing you to simulate battalion-sized meeting engagements between Cold War-era armies... if your PC can handle this without melting your motherboard. The end results, however are well worth it.
- In Valkyria Chronicles, the largest number of people the player can command at any given moment is two tanks and eight infantry. Arbitrary Headcount Limit aside, this is somewhat justified by the player being in charge of only Squad 7, a small militia unit of about sixty-strong at most that focuses more on being a vanguard and specialized strike force, with the rest of the fighting done by other Gallian troops off-screen. A similar justification is in play for Valkyria Chronicles III's limit of nine units max at any given moment, due to the player controlling only a small black-ops squad of about two dozen members at most.
- Valkyria Chronicles II only allows six units on the field at once, with the main squad itself numbering only thirty-five-strong at most. In this case, the small scale is justified by the main cast being military cadets who are fighting against rebels instead of an entire empire's army.
- The old DOS strategy game Sun Tzu's War Academy, this is played with. The game limits the number of icons which represent groups of units on the screen at any given time. You can pick how many troops you have in each sprite. You could use this limitation to your advantage by creating a bunch of very weak units thus forcing the AI into using less groups of troops - which could be to your advantage, depending on the level.
- Radiant Historia even during the biggest battles you'll never see more then a dozen or so soldiers. Even more egregious, at one point you're told that 2,000 enemy troops are bearing down on your base. When you reach the field of battle, you might see 25.
- In XCOM: Enemy Unknown, the cap on the number of soldiers you can have is 99, which is about two to four platoons. The amount of soldiers you send on missions is 6, at most. Yet the organisation is tasked with stopping an entire global invasion. Justified in that X-COM is not really for fighting the war, but winning it; the whole point of the organisation is learning and developing ways to fight the aliens, securing key objectives, and subverting the alien's offensives and plans, leaving the real heavy lifting to the traditional military forces. The original X-COM was actually a bit more realistic in this regard. You started out with the ability to send up to fourteen soldiers on a mission, and researching a late-game ship design boosted this to 26.
- In Fable III when the player is tasked with overthrowing their brother, the King of Albion, the entire military of Albion never send more than ten mooks at a time to defend their own capital city.
- The Battle for Middle-Earth has about ten soldiers per unit, and you can field maybe twenty individual units, for a total army size of a few hundred guys. The sequel majorly ups the number of soldiers in each infantry unit, but not to the point where even a battle in which both players have hit the Arbitrary Headcount Limit and fielded nothing but infantry will have more than maybe a few thousand troops between them.
- Like its source material, the MechWarrior series depicts suspiciously small armies of BattleMechs conquering entire planets. In Mechwarrior 3, you are tasked with overthrowing planetary defenders (of which less than a dozen are ever on screen at once) with just three lancemates and a Mobile Field Base. Averted in Mechwarrior 4: Mercenaries; while you are limited to 8 battlemechs at once, you are a Private Military Contractor and are generally tasked to just ruin someone's day by blowing up their stuff, no planetary conquering here.
- Battle Zone 1998 has small armies which is partly justified by the 1960s interplanetary war being in space waged with powerful alien technology with small numbers of soldiers to maintain the coverup, though the battles seen in-game are significantly smaller than those implied in Grizzly One's Captain's Log. The largest battle has about a dozen Hover Tank combatants, whereas Grizzly One mentions that hundreds of NSDF personnel died in the first engagement with CCA walkers. The sequel significantly increases the maximum amount of units on the field (up to 120 per player), though in practice engagements aren't that much larger.
- Stronghold Kingdoms:
- Players can only recruit up to 500 mlitary units per village. Non-combat units take up a chunk of that limit, meaning a village can have a much smaller army than anticipated.
- Justified in Tyranny, where expensive, hard-to-work bronze and similarly Bronze Age populations means most nations have a small, elite army and a occasionally a powerful mage as their entire armed forces. The armies of Kyros conquered the world by averting this with iron. It is heavy and inferior to bronze (steel has not yet been invented), but cheap and so easily mass-produced that Kyros' legions can simply overrun any resistance.
- Fidel Castro almost always had only 200-300 in his revolutionary band, and in most battles against Batista's army, which numbered 37,000 strong with tanks and aircraft, he won almost every battle. Note that unlike many tropes like this, this was not mainly an example of a Badass Army but instead a remarkable example of two forces with almost no appreciation for sound military tactics or strategy blundering all over each other, which Castro won against amazing odds by being slightly smarter and vastly more able to inspire loyalty and dedication.
- Plutarch claims that, when Tigranes the Great, the king of Armenia, saw the invasion force led by Roman General Lucullus, said "too many to be an embassy, too few to be an army." However, the Romans crushed Tigranes' armies and conquered his kingdom. The veracity of the quote, it should be noted, is doubted but the its existence does make the trope Older Than Feudalism
- Justified with the Sapri Expedition, an attempt to topple the Kingdom of Two Sicilies during the Wars of Italian Independence made by an 'army' of twenty-five against one of a hundred thousands: they weren't trying to conquer the place, just to start an insurrection near the capital of Naples that would then do most of the job. This ended in an Epic Fail: seeing the pro-Italian unification patriots coming to trying and starting an insurrection, the government warned the people of the coming bandits who had just staged a mass break-out from the jail of Ponza (true: the patriots, aiming to increase their numbers and recover some weapons, attacked Ponza, stole the weapons and tried to free only the political prisoners, but ended up taking with them also the many common criminals imprisoned there), and sit there watching the Angry Mob that killed many of the patriots and criminals and captured and delivered to the police the survivors.
- Justified also with the next attempt, as again the idea was to start an insurrection. This time, however, the patriots were smarter: there were a thousand of them (still not many against the Sicilian army, but better), everyone had a gun, they stayed clear of jails, they landed in Sicily proper (as opposed to Naples, that, while the capital, was on continental Italy) where the government wasn't popular at the best of time and in a moment in which the population was even more rebellious than usual, and were led by goddamn' Giuseppe Garibaldi, the most popular Italian of his time and the one man who could have actually start the insurrection in Naples itself by simply showing up and saying "Let's revolt". Garibaldi's small army quickly swelled up thanks to locals and defectors from the Sicilian Army joining him, and the attempt succeeded.
- Prohibition under the 18th Amendment to the United States Constitution was unsuccessful for many reasons. First, the Volstead Act (the federal law banning alcohol as enabled by the 18th Amendment) was to be enforced by only 1,520 federal agents tasked with covering the whole of the continental United States. Under censuses at the time, that resulted in a ratio of one agent per every 70,000 people and thus the Prohibition agents were wholly inadequate to either enforce the 18th Amendment within society or controlling America's vast coastlines and huge unguarded borders with Mexico and Canada. Second, the act was riddled with loopholes, as people were allowed to quite legally brew wine and cider for personal consumption at home whilst doctors were allowed to prescribe alcohol for medicinal purposes and clergymen for religious sacraments, legal technicalities which were extensively exploited and abused. Furthermore it was not actually illegal to drink alcohol, only to sell it, transport it or manufacture beer/spirits, allowing many people to quite legitimately consume whatever they had stockpiled in the period between the act passing in October 1919 and becoming law in January 1920.