Named for the Zerg in StarCraft, pictured right, whose main tactic is pretty much this in a nutshell — overwhelming numbers of cheap, disposable troops. (Memetic Mutation follows usage of this term with "Kekeke", the Korean equivalent of "hahaha.")
As mentioned on the main page, the meaning of the name in StarCraft multiplayer was a Double Subversion of the modern definition: a "rush" was attacking your opponent's base within the first minute or so of the match with a small squad of the cheapest scout units you had. Zerg had cheaper, faster scouts, the Zerglings, and could kill all of the other two factions' Worker Units with little hassle (this was eventually countered by the tactic of blocking your base entrance off with buildings... which has become standard even for bronze league players; the only way they can get through is if the terran player accidentally leaves the supply depots down). In single player, the Zerg strategy holds much closer to the modern definition.
In this infamous video, the tactic is applied in reverse: the Terran player performs a Zerg Rush on the Zerg! With SCVs! This tactic has name "SCV rush", since SCV's are the toughest worker units in Starcraft, also they are able to repair each other.
The easiest way in Starcraft 2 to ensue a zerg rush is to use the nydus worm which can rush your troops from your base directly into the enemies. The drawbacks are the technology, the time it takes for the nydus to set up (and its low health), and the slow rate of transfer through the worm (a unit every second) which wouldn't be bad if zerg didn't have naturally low health due to being fodder.
During the Heart of the Swarm intro cinematic, mass numbers of Terran army forces are shown being easily battered and beaten down by nearly unending waves of Zerg units. The Ultralisk are shown to be nearly immune to anything thrown at them, stomping over Siege Tanks and Vikings, Mutalisks taking out powerful airships such as whole Battlecruiser, and Zerglings overpowering the entirety of the city they invade by sheer number, emphasizing the pointlessness of the Terrans trying to even shoot them down. The final overhead shot just before the Battlecruiser slams into the ground is a shot of thousands of Zerg simply plowing through the city, with the statue of Arcturus Mengsk being knocked right over and smashing into the ground. We also see Kerrigan standing proud atop the fallen statue as hordes of Mutalisks fly by.
Strangely enough, in Starcraft II the Terran (with their dual build queue option) and Protoss (with their warp-in ability) can both pull this off better than the rather boom-y zerg. The classic Rush still tends to happen with Zergling focused builds due to them being dirt cheap with microscopic food requirements, both of which ensure that they are the only unit in SC2 that can be fielded in numbers approaching a hundred. Once these are made into Banelings things really start heating up.
In a rather hilarious bit of irony, the Zerg in SC2 are most effective when employing the opposite of the Zerg Rush in the early game. Instead of churning out a lot of zerglings early on, they instead constantly build Worker Unit drones far faster than the other races can, build a huge economic advantage, thenZerg Rush (Except at that point, it's usually just called a push or an attack). In fact, in pro-level play, it is up to the other races to hamper the Zerg early on to prevent them from "droning" and running away with an economic lead. If the Zerg does get into the late game, however, their armies tend to be massive and reinforcements easily replaced, allowing them to overwhelm an opponent through sheer numbers. While it is not termed a "rush", the effect to the layman makes it look exactly like what the Zerg do in cinematics.
In the custom game "Space Battle", each team (up to six members a team) has one capital ship per player. It is generally best to avoid going too deep in enemy territory and the best tactic is use broadsides and to quickly engage and disengage while farming resources and experience off the enemy's fighters. The problem is is that a player can use a cheat to log themselves in more than one slot for the game (which is cheating), but it allows them to control multiple capital ships (it is also possible to control capital ships of players that left the game, but by that point, they are heavily over matched by more upgraded ships). Since the player who does this gets enough resources for each ship like normal, they can just upgrade damage and armor and neglect the generally more important speed upgrades (used for disengaging and farming) and just rush the enemy with three or so more powerful, but slower capital ships. These players tend to get reported for this and any team that uses this in a tournament is disqualified.
The single-player campaign in Starcraft II Heart Of The Swarm adds a special ability that can make rushes easier, Zergling Reconstitution respawns ten destroyed Zerglings every 30 seconds for free. And another that lets you spawn three zerglings per egg at no extra cost, in about two seconds. The other option makes them do more damage, move faster, and able to jump cliffs.
An accepted tactic for reinforcing a defending army against a relatively small enemy force (ideally, ones without splash damage) is to simply pull all your nearby Worker Units off resource duty and have them charge at the enemy. While workers die easily and do little damage on their own, sheer weight of numbers means they can still be used to tank for your more valuable army units, contribute chip damage that can force a retreat, and trip enemies as they try to advance, all while being cheaper and faster to replace as long as you don't lose all of them.
Note that, from a lore point of view, this is actually downplayed and has been subject to Character Exaggeration by fans. While their combatants far outnumber those of the other two races (partly because all zerg are some type of combatant), there really aren't that many zerg, and they do have limits on how many losses they can take. The lore booklet that came in the first game's manual lists out all the brood fleets and they vary from thousands to single digit millions of zerg of all types. In Wings of Liberty, the zerg do manage to apply their overwhelming numbers to successfully invade terran space, but this is partly because they invade while it's divided into many feuding powers one of which is in a civil war. Notably, the reason that they ultimately lose is that they overstretch their forces, leaving Char open to a decapitation strike by Valerian and Raynor's fleet. They try to recall reinforcements to Char, but they can't muster them quickly enough. After their leader is taken out the zerg become much less effective due to not being able to coordinate as well, and it's noted at the beginning of Heart of the Swarm that the Dominion is steadily pushing them back to near-eradication even on Char. Legacy of the Void continues to downplay the overwhelming nature of their threat; Amon's zerg brood does swamp Shakuras with nearly two billion zerg (versus probably only a few million protoss soldiers; the whole planet has 194 million people), but Vorazun explicitly says this is an abnormally large attack and that she's never seen so many zerg in one place. Sure enough, when that attacking force gets destroyed along with Shakuras and a similarly large force is incinerated by the purification of Endion, Amon's zerg brood is stated to be severely depleted. Likewise, Kerrigan's swarm took such heavy losses due to a void rift on Ulnar that it needed to sit the rest of the war out. It's also heavily implied that the zerg don't have many population centers outside of Char and Aiur (e.g. the ending slides of Legacy note that the zerg laid claim to the systems nearest to Char, implying they hadn't already done so), which respectively have ten and five billion zerg as of 2504. In short, the zerg appear overwhelming because the Koprulu sector just isn't that populated compared to a lot of sci fi empires on a similar tech level (only a few hundred million protoss and probably less than twenty billion terrans), and the narrative emphasizes over and over again that they're not actually numberless, despite what their leaders may claim.
Google has a game called Zerg Rush—search the term and little O's will crawl across the page and try to destroy the search results, and you have to click them to defeat them.
This is the favorite strategy of the enemies in Diablo II (even for the bigger guys). Think about it: You and up to 7 other guys, up against hundreds of demons. It especially gets nuts when you're up against those bug things, that spawn smaller bug things, from Act 2. There are some structures that spawn enemies, which look like something out of the Zerg Faction. I guess Blizzard LOVES this trope.
In World of Tanks, a Zerg Rush is both a viable strategy and a spirited suicide attempt, effectively being a Death-or-Glory Attack for anyone trying it. Either the enemy will be overwhelmed or your team will be shredded as the entrenched tanks fire, sometimes blowing off a track, usually an instant death for the immobilized tank now stuck before the enemy team. A notable example are BT-5 rushes, often in lower level maps where you will always at least see five of these tanks in a crowd speeding their way to enemy lines.
In Warcraft 2: The Tides of Darkness, it was a common (and much cursed) strategy of the Orcs to use a "Grunt Rush" to win battles — the father of the Zerg Rush. (Unlike Starcraft, you started with only 1 worker and no buildings. The thought was to build a Town Hall with the gold the game started you with to get an economy going. Some players, however, build a barracks instead and used whatever gold left to make basic fighting units and go attack the enemy, who would be lucky to even have a barracks started, much less have any units to defend with.)
Of course, this could only work on High or Medium resources. Those of us that prefer Low (where you only had enough for the town hall and first farm) had little worries of this sort of all-in. Though, more befitting the trope was producing footmen/grunts heavily out of three barracks and hitting your opponent when they were just starting to get knights/ogres, overwhelming them with the weaker infantry.
In Warcraft 3, the Undead have an explodingZerg Rush. This is because Necromancers casting "Raise Dead" raise two skeletons from every corpse - so if you send in a rush of ghouls backed up by a couple of Necromancers set to auto-cast "Raise Dead" the resultant explosion of skeletons from friendly and enemy corpses alike can be very destructive. Before the patch, some Alliance players built a town hall in front of the enemy town, and then swarm the enemy with an endless stream of militia.
Gwent: The Witcher Card Game: Blue Stripes Commandos, which pull all copies of themselves from the deck, and Kaedweni Revenants, who spawn copies of themselves whenever they destroy a unit, in Northern Realms. Arachas Queen Monster decks inevitably flood the board with weak tokens, either as fodder for consume or self-destroy effects or row based buffs like Commander's Horn.
Stardew Valley is a rare non-combat example, with Wheat. The seeds are the cheapest in the game, can be grown for two seasonsnote Most crops only survive for one season, and only take 4 days to fully mature. They can make for some great quick money when you need to stock up before a season change.
Most side-scrolling Beat Em Ups have this, with the player character facing off against hundreds of faceless, weak Mooks who are more than capable of wearing you down over time.
Dynasty Warriors has any enemy faction full of literal hundreds of faceless mooks with a few slightly stronger champions strewn about, all trying to defeat the one stronger champion player character. Lucky for the player that most of the enemy army are complete idiots and rarely if ever attack, or else the series would be totally unfair.
Zerg Rushing is fairly common in Nintendo Wars, including the classic "Mech Rush" tactic and its infantry-and-artillery variant in the AW2 and AW:DS era. Even in situations where foot soldiers are ineffective, it is usually wise to deploy multiple cheap units rather than fewer, stronger ones (copters instead of bombers is a prime example).
Some COs have specializations that seem to have been designed with this trope in mind. Colin of the original Advance Wars series is the epitome of it, since his troops are weaker but cheaper. Hachi, Sasha, and Sensei are also particularly capable of using sheer numbers to overwhelm. Andy's supports this indirectly, as his repairs ability help all units a set amount, being more effective when you go for numbers over strength.
For most Fire Emblem games, this is a favored tactic of the AI opponents; they'll typically field armies that are anywhere between twice to four times the size of your party and, unless they're on the defensive, will send units to attack you in large numbers. Players can't do this themselves as their units are non-replenishable, but they make up for it with better stats, better equipment and the benefit of support relationships, so a properly-leveled party will take little/no damage from the resulting Rush, at least on Normal mode. On Hard or Maniac/Lunatic Modes, however... well, it is a Nintendo game.
For whatever reason, Anti-Zerg Rushing is particularly common in the AoE community. Many games are played with a house rule that neither side can attack for some fixed length of time, sometimes ranging up to 45 minutes. It was so popular in the expansion "treaty" mode was introduced, so neither side could attack each other for 10, 20, 30, or 40 minutes depending on what is selected.
You can rush with Hittite elephants. Much like real elephants they're hard to get rushing but man, once they start it's hard to get them to stop.
The Yamato cavalry rush was another staple of the original game.
Plus the late-game Shang villager horde, involving villager-only upgrades that turned them into passable fighting units. When you consider that the Shang had the cheapest villagers in the game...
Once the enemy AI runs out of military units, they still have all their Villagers out and about. Unless you've got to killing them, too, or even if you have, and if you attack a critical structure, such as their Town Center, they will often sic every Villager on you. At once.
For a dramatic demonstration of this, play with the "aegis" cheat activated. That cheat allows all players to create buildings and units instantly, but may also make the game damn near impossible to win as your opponents will inevitably send an endless stream of constantly-replenishing units at you.
Also, the dominant strategy is to flood out weak and cheap second tier units faster than the enemy, before gradually moving onto stronger units (the "flush").
The Conquerors expansion turned the Goths into the undisputed masters of the late-game Zerg Rush amongst Age of Empires II's civilizations. Their unique techs (Anarchy, which allows the production of their unique Huskarl unit from the Barracks; and Perfusion, which increases the working speed of the Barracks by 100%) combined with their cheaper infantry civilization bonus allows them to quickly churn out swarms of cheap, arrow-resistant infantry that can demolish entire towns (castles and towers included) in a frighteningly short amount of time.
The Rise of the Rajas expansion adds the Malay civilization, whose unique unit is a fast but weak melee infantryman that is dirt cheap and takes up only half a population slot. Useless alone or in small groups, but absolutely terrifying in swarms. This also applies to the rest of the units, they have the worst War Elephant out of the 3 Southeast Asian civilizations due to theirs lacking unique upgrades and not having complete Blacksmith cavalry armor upgrade, but are cheaper to produce than others. Likewise they don't have the Champion upgrade for their Militia line, but their unique tech replace the gold cost which turns them into trash units.
In Age of Empires III, the Russian light infantry is weak and has low HP, but they're built by tens and are the cheapest units in the game. This also applies to their cavalry, they have Cossacks in place of Hussars which are cheaper and weaker but only occupies 1 population slot.
The Chinese, added in the Asian Dynasties expansion, are built almost entirely around this trope. They don't train individual units: they train "banner armies", groups of around 5-6 units composed of two different unit types (so, light cavalry and heavy infantry, heavy cavalry and hand mortars, etc) who all emerge in bulk. The Chinese also have a higher population cap than other factions, and they can use "migration" cards to instantly recruit a villager from all villages and town centres. Chinese troops are unfortunately usually inferior to their counterparts from the other factions, but hey, who's counting?
The Aztecs can pull of an economic rush as noted in the SC 2 example. The main choke on economic growth is that villagers are produced one at a time from the town center and the early game limits you to one town center. Native civilizations can task villagers to dance at a fire pit for a variety of effects such as decreased training time for all units, and Aztecs have unique priest units that are twice as effective when dancing. The runaway economic growth from pumping out villagers soon translates into swarms of Coyote Runners and slingers.
In Overlord, your "Minions" are extremely expendable, and quite often, the easiest way to handle any given encounter, is to just keep throwing minions at it 'till it breaks. The sequel ramps it up further, as your primary antagonists will sometimes deploy their troops in shield-wall formations which are supposed to be unbreakable; you need to either kill the nearby commander or respawning spot, use mount-charges or siege weapons; otherwise, the formation WILL crush your forces. Unless you have a lot of patience, aren't afraid to personally wade hip-deep into a battle you are not likely to survive, and have a whole lot of extra minion Life Force to spend.
Alliance of Valiant Arms has the "infection" and "battlegear begins" game modes, where the players have to fight off armies of zombies and killer robots, both of which use these tactics to try to overwhelm the players.
Over the years, a common phrase for beating endgame monsters is to "Throw Rangers/Black Mages/Summoners/Melees/Samurai/Dark Knights at it." Hell, the strategy is named Zerging.
Many a player can tell a story about the time they range-attacked a weak monster on the other side of an impassable obstacle, only to see the monster go charging off in some random direction... only to appear fifteen minutes later, having finally navigated the zone to find the player, and having alerted all its friends that it met along the way. Twenty floppy little bunny rabbits equals quick death.
One of the missions in the Crystalline Prophecy expansion involves 30 mandragoras attacking you in waves of about 5 or 6 each. They're comically weak and take an enhanced amount of damage, so it's part zerg rush and part whack-a-mole as the mandragoras die in one hit each. However, if you leave these enemies alone long enough they can Zerg Rush you by performing a move that takes nearly all of their HP and turns it into about 300ish damage. This attack can be used by the entire crowd in quick succession if you let them, which results in a near-instant and humiliating death on the player's part.
The mini-expansion which came out after Crystalline Prophecy, A Moogle Kupo d'Etat, features another such battle where a swarm of Cardians attack the player. They are exceptionally weak, much like the previous expansion's mandragoras, until you realize that half of the crowd attacking you are in the middle of casting some of the most powerful spells in the game.
Both your side, and the enemies' side can employ this trope in Final Fantasy XII: Revenant Wings. If you don't capture a summon gate quickly enough, then often you can end up practically wading through espers, in order to reach/capture it. On the other hand, if used against a level III esper (provided that most of the other espers have been taken care of), it can be quite helpful.
After killing Plant Brain in Final Fantasy IX, the army of Plant Spiders begin zerging the heroes as the last attempt to capture them when the entire Evil Forest is turning into stone.
There is a zerg rush as an encounter in the Zul'Farrak instance.
Many instances feature large packs of weak enemies that have to be killed by area of effect-attacks or they simply overwhelm the players. Particularly notable are the ones like the boss encounter in Zul'Farrak where the enemies just spawn when an event is triggered and immediately attack the players.
The infamous Leeroy Jenkins incident. The dragon eggs in the particular room must be touched to hatch initially, but once they start hatching it usually results in a chain reaction which leads to entirely too many dragon hatchlings all heading towards the party at once....
On the Alliance there's the (in)famous Hogger raids. Forty level ones constantly rushing towards perhaps the lowest level elite in the game (level 11) results in some hilarious moments. The Horde does the same with Gamon, though he's not elite.
Basically the entire premise of Pikmin. The C-stick in the game is used to direct the mass of pikmin following you in a more precise direction, and when facing an enemy, is circled around to rush the entire pack in even faster. There's nothing more satisfying than swarming a tiny little Bulborb with all 100 of your minions from all sides.
This is the main tactic of the Free Drones, a faction of socialist proletariat who have a distrust for the well-educated upper echelons of society that once oppressed them (and so have a certain Dumb Is Good ethos). They feature an industry bonus (the citizenry being made up almost entirely of blue-collar workers) and a research penalty (...the citizenry being made up almost entirely of blue-collar workers), resulting in being able to deploy vast quantities of units but having subpar equipment. The Hive, the only other faction with an innate industry bonus, usually works similarly but to a lesser extent, mainly because they don't have a research penalty. They do have an economy penalty, though, which negatively effects their ability to research.
Another faction that likes to Zerg Rush is the Believers. They have a bonus to Support under their preferred political system which allows them to field larger armies, combined with a bonus to attack and lack of research that causes them to have lower-tech units then normal (albeit not exactly weaker so long as they strike first). They can't build as quickly as the Hive or the Drones, but they can maintain a larger army and their bonus to attack is incentive to strike first.
Another example closer to the Trope Namer is the planet's mind worms, who can and will come rushing out in ridiculous numbers if you're harming the planet in any way, with more joining the fray for every one that dies until you get your stuff together and up your planet rating, go and clean the fungus they come from completely, or simply get your entire land eaten by them. It helps that their Mind Rape attacks bypass armor.
The Brotherhood of Nod in Command & Conquer makes use of this at lower tech levels, able to produce huge numbers of cheap, expendable militia troops, as well as light, fast attack bikes, buggies, and tanks. However, while most soldiers fighting for Nod are poorly-trained, poorly-armed rabble, the other end of the spectrum is comprised of a much smaller group of super elites using technology that's often superior in many ways to that of GDI. So the Zerg Rush is just the first part of Nod's one-two punch: wear down and distract the opponent with the Zerg Rush, then send the favored son in the back way to finish the job with mad skills and alien technology.
The Scrin in Command & Conquer 3: Tiberium Wars can readily spam Disintegrators and buzzers while building an army of tripods in the background. And, since they're actually aliens, they are the real Zerg of this series. And let's not mention the mind-controlling cultists used by Traveler 59.
In Command & Conquer: Red Alert 2, the Soviet Conscripts are pretty much designed for this tactic; Very weak, very cheap, easily spammable. Online multiplayer play saw "tank rushes" as a common tactic, made possible by quickly going for either side's War Factory and churning out the basic tank unit (either Grizzly or Rhino tanks) as soon as possible to rip apart enemy bases before the latter can get up to speed. It got to the point where the expansion Yuri's Revenge retooled each sides' tech tree specifically to counter the tactic — the Allied faction, for instance, got the Guardian GI which when deployed uses anti-armor rockets and is uncrushable under tank treads.
In Command & Conquer: Red Alert 3's Uprising standalone pack, this is one of the most popular tactics used when playing several levels in Commander's Challenge mode. Just play as The Empire of the Rising Sun side and send your barrack cores to your enemy base's front gate, build up, then spam your soldiers before your enemy can get its defenses up.
China, in Command & Conquer: Generals. Red Guards, the basic infantry, are built two at a time. Troop carriers come with 8 Red Guards free. To further encourage massing, groups of five or more of the same unit in close proximity get a damage bonus.
Terra Cotta Army wonder, a Zerg Rush kit, basically. Every thirty seconds (initially; it goes up by half a second for every infantry you control), you get a free basic infantry unit. Read that again. And, once you get the research (wonder?) that makes all timers complete instantly, you can basically send a never ending line of basic infantry trudging across the map towards your enemy. More like a Zerg Irresistible Force.
Also present in the game are the Chinese race, whose main bonus is instant villagers. Depending on Age, villagers can be upgraded to simple military units. This makes for a semi-effective anti Zerg Rush tactic, as a Chinese player with adequate resources can spam their city with villagers up to their population cap. Which can mean several hundred instant soldiers.
There is also the upgrade "Artificial Intelligence": All units are created instantaneously, regardless of power or cost in resources. (Assuming you can pay, otherwise it doesn't work at all)
The Mordor faction in The Battle for Middle-Earth is a prime example. Their basic unit is weak but free and comes in large groups. An even more extreme example is the Orc Labourer from the Isengard faction, an unarmoured orc wielding a woodcutter's axe. They each take up 1 command point, in a game where the command point cap is usually 300 at the very least.
In Battle for Middle Earth 2, Orcs are no longer free, but the Goblin faction's Goblin Soldiers and Archers fill a similar purpose - they are weak, cheap units that can be used to rush the enemy in huge numbers.
This very much applies to the armies of Mordor (and to a slightly lesser extent Isengard) in the original novels as well. Sauron is practically the poster boy (poster-Eye?) for the 'plenty more where they came from' school of evil strategy. His Orcs are clumsy, cowardly fighters and only effective in huge numbers, especially against skilled warriors like (most of) the Fellowship.
Scout rushes are a frequently-suggested (if rarely-executed with more than 3 Scouts) strategy in Team Fortress 2—Scouts can reach the objective before any other class and have twice the capturing power at the cost of lower firepower and health.
The addition of the Pain Train for the Soldier and Demoman that gives them additional capturing power in exchange for increased vulnerability to bullets may start shifting the Metagame.
You can conceivably rush with any class, or any combination of classes, but some are only for comedy.
This video is a good example of how unsuccessful, yet humorous, a Scout rush would be.
Conversely, this video is an example of how successful, yet still humorous, a Scout rush can be.
An entire team "One classing" can effectively Zerg rush with almost any class and the right mix of load outs, particularly if they all stick together. Take for example the sniper, you wouldn't think it it would be able to effectively penetrate a teams defenses but most players forget the snipers secondary weapons are some of the best the game. With one out of every four snipers wielding the huntsman and jarate and the rest with SMGs and their choice of rifle, you pepper the enemy with an ungodly amount of fire that's backed by minicrits. If you all stick together you can even clear a hallway by having everybody pop out from around a corner and no scope fire at once minuteman style.
Another effective assault like this is to have a heavy rush. About half should use their mini guns and have sandwiches equipped to heal themselves and their teammates while the other half primarily uses shotguns to spy check and kill anyone who is trying the flank the mini gun wielders.
Yet another is take the idea of the double Medic strategy, where one medic Ubers another medic who in turn attacks with the uber saw to gain a quick uber than switch, and apply it to an entire team. Even without the reliance on constant invulnerably, a team of medics can be a deadly force because of their automatic primary weapons and their ability to heal each other, they can effectively form tow to three man fire teams where one medic will shoot while the other (two) heal that one, then trade off when they soak up enough damage.
Mann vs. Machine mode takes this to its logical conclusion, often sending a dozen or more of the same class at you all at once (and, in true Zerg fashion, it's usually Scouts). On some waves, it even sends endless hordes of Scout-bots until the main threat is dealt with.
In Total Annihilation, the equivalent tactic is the Flash Rush (or, inevitably, "Flush"): Arm's Flash light tank isn't quite the fastest or cheapest unit, but for its armor and firepower (dual energy machine guns that provide a slow but steady stream of damage, while also sounding awesomely like the Hyper Blaster from Quake II: the light laser of Core's equivalent unit, the Instigator, just isn't the same) it is very cost-effective and very brutal en masse. The default AI is vulnerable to rushes of any Tier 1 offensive unit besides the Commander even at the highest difficulty.
The Peewee Rush was even more brutally effective, but tended to crash the game due to having too many units on the screen...
This one isn't because of the number of the units, but the gun they fire. With a slight hex edit, the game supports 5000 units at a time. The problem is the sound the Energy Machine Gun (The Peewee's weapon) makes, and the way that Direct X 5 handles sound.
In Open Source remake - Spring - most mods still feature flash rush. Peewee rush is usually not as effective though - bigger maps and rebalanced stats mean that it won't reach the target before dying, unless their amount is really big. AoE units tend to deal with hordes of weak units in seconds, which reduces usefulness of this tactic. Peewees still have a role in the game, but it's not rushing.
World in Conflict has America being overrun on being essentially Soviet Zerg Rush. No missiles, just bunch of parachuting armies and war machines.
The first half of the campaign pits you against a Russian force generally 2 to 3 times your size; the first few missions pretty much end up with your forces just buying time for civilians/other troops time to get away and then escape themselves before the Soviets' main force arrives.
In Warhammer Online, whichever of the two opposing realms (Destruction or Order) outnumbers the other is often accused of using this tactic to win in RvR, using their increased numbers and over abundance of tanks to steamroller the opposition. Trouble is, the tactic often does work if the underpopulated side can't put up a decent melee line to slow them down whilst their ranged take them apart.
In Dawn of War, Orks have an upgrade that allows them to get Slugga Boyz (their basic troopers) for free. This is fairly late game (as you need to already have most of your base built before the upgrade is even unlocked) but it allows the Ork player to fully embrace the concept of human wave tactics as wave upon wave of his boyz pour into the enemy base (in DoW you can have your units set to "auto-recruit", thereby allowing you to command your units without having to micro back to your base for reinforcements. Since Boyz now cost no resources other than head-count, this means a literal green tide).
Imperial guard have a glitch (or possibly a design feature, as it was never fixed whereby their morale upgrades increase their health. They can also take grenade launchers. You can have 140 guardsmen with more hit points each than space marines, 50 grenades, and all within the first five minutes of the game. Oh, and don't worry if they start dying; you have more.
One of the Event Matches in Super Smash Bros. Melee is called "Super Mario 128", where 128 smaller, weaker Marios swarm the field and you have to defeat every one of them. And just so you get the point of how weak Zerg Rush soldiers can be, these soldiers can be defeated with any attack in one hit. Even Luigi's taunt.
Anytime in Smash Bros's Classic Mode where you have to fight a team is this. On most difficulties, the opposing clones go down in one hit. Multi-Man modes are this too, as long as you don't play on the dreaded Cruel Melee/Brawl/Smash.
Darwinians, basic Virus units a.k.a. Virii and especially Multiwinians in the Darwinia series include such sheer number of units at disposal that they outnumber Zergs at least from eight to one during peak moments.
The coliseum in Tales of Vesperia uses this trope. You're forced to fight wave after wave of monsters, and it isn't too bad until you start fighting stronger Mooks that have the ability to stagger you. From there, you'll probably get staggered over and over and over again until you die. If this wasn't bad enough, bosses join the rush at set intervals.
Star Wars: Galactic Battlegrounds, since most of the differences between forces are in unique units and cosmetic changes, can let anyone do this. It's comparatively easy to sledgehammer a nearby opponent into the ground simply by hurling a swarm of basic troopers and mounted troopers at it. Of course, this can come back to bite you when everyone else upgrades tech levels first and curbstomps you with pummel siege engines and assault mechs.
The republic however get the ultimate Zerg Rush ability, They can put out troop units a lot faster then everyone else and their Tech tree is meant to send clone troopers to the field (Their tech gives you more food and better med droids to keep your men alive), the Rebels get slightly sturdier troops with decent anti armor to compensate for their lack of Zerg Rushing production and the Trade Feds have no housing required but lacks the resources to produce soldiers.
Left 4 Dead has this for the regular zombies. Whether the AI Director summons them or if a player gets vomited on by a Boomer, a huge swarm of zombies will all rush after the team, surround them, and proceed to beat the crap out of them. One Common Infected is barely a nuisance; a swarm of them can mob survivors faster than the survivors can gun them down, and mobs are generally the most dangerous thing in the game barring maybe a Tank, as getting beaten on by a dozen zombies at once not only depletes your health very quickly but also makes it much harder to deal with Special Infected. In VS mode, infected players may adopt the rush strategy by either having everyone attacking at once or rushing in after a Boomer player does his job. The sequel takes things up a notch with "gauntlet crescendos," scripted events where you get endlessly rushed by hordes of Infected until you reach a saferoom or some kind of switch that makes them stop spawning.
Survival Crisis Z, oh man. Go to act 3 and find a neutral safehouse of level 11. You will never see the end of the mob.
Disgaea blatantly states this in the tutorial of the first game, saying the best strategy in the game is to rush one unit wildly with your soldiers. This is also an effective strategy for distractions, by sending out weak and useless characters, thus the AI auto targets the weakest link, leaving your main fighter several turns of beating the ever living hell out of the enemy.
Disgaea 3: Absence of Justice makes a reference to this after the first battle of the final chapter. After Mao smothers a Prinny bomb set by the brainwashed Vatos and Champloo helps them resist brainwashing relapse, a squad of brainwashed seniors appears to take down the group. The Vatos get a brief CMOA at this point by calling in their relatives for a diversion - all two hundred thousand of them!
Almaz: Heh... when you can't get good help, get more help...
Sapphire: Indeed. Numbers are power. Human wave tactics of this scale can only be called amazing.
Disgaea 4: A Promise Unforgotten features this in the God ending. So the party is strong enough to crush half a dozen of God's Parts? How about 8 million of them?
While Supreme Commander doesn't have a single faction that utilizes this tactic, the scope and scale of the game lets the best fulfillment of this, since the Arbitrary Headcount Limit is much higher than the usual RTS. One interesting (although ultimately doomed even against poorly placed defenses) strategy is to build 10+ factories with assisting engineers and pointing the freshly made robots and tanks towards the enemy base, sending a constant, never ending stream of units. This tactic can even work if you take the chance to send some siege-breaking units to destroy the front rows of enemy defenses, or use this stream as the distraction for a better localized attack.
Possible the best thing ever about Sup Com? Artillery rush! That is, building a continuing stream of artillery up to the enemy base and laugh with glee as his outer defenses are shredded to pieces by 50+ small artillery placements. Or better yet, if you can muster the resources, building 5 HEAVY artillery placements 10 Kms away from the enemy base and watch as the base simply vanishes by the 3rd or 4th salvo. Considering you manage to keep such a grand project hidden from your foe.
And even more impressive one: nuclear missiles rush. It is used by computer players at single-player maps if the difficulty is set to the highest. If you won't take them down early enough, nuclear missile silos are built in tenths resulting in endless caravans of nuclear missiles leading to your base, eventually exhausting your anti-missile defences.
XCOM Apocalypse has what's called the Hoverbike swarm, where you buy lots of cheap, weak, but highly evasive hoverbikes which you use to absolutely overwhelm attacking Flying Saucers. It works very efficiently for most of the game until the aliens start using Dimensional Multi-Bomb Launchers to take out many bikes in one shot.
Empire at War absolutely adores this trope. Bombers are fairly inexpensive, and have powerful weapons that bypass the enemy's shield. The downside is that they move slow and only come 3 to a squad. However, since EaW lets you drop reinforcements right next to your other units, you can drop 12 or 15 bombers essentially right on top of the enemy station in around 3 minutes, usually before the enemy has a chance to upgrade their space station.
Even more so in land battles.
The Egyptians in Age of Mythology are the ones with cheap weak troops that build fast. Throw in a few production speed upgrades and a Meteor god power dropped on a hostile chokepoint, and it's Wall of Slingers time, especially if you go with Ra and use your priests to empower military buildings. Isis boosts population cap and grants economic bonuses. This is very bad for whoever is on the receiving end. And Set has stronger slingers and the ability to summon cheap animals to fight.
The Norse fit, to a lesser extent. They can make their basic tier-1 warrior unit, the Ulfsark, right from the get-go from the town center. Also, Norse units gain Favour when they fight. These two factors combine to encourage aggressive early-game play; if you play Norse, it's a good idea to attack early and attack often, with lots of Ulfsarks. Doubly so if your patron god is Loki, because then you also get cheap heroes who can summon myth units. This trope is inverted by the Greeks, who build powerful, specialized and expensive units slowly.
The Titans expansion pack features the Automaton myth unit; basically weak, cheap metal soldiers that build quickly. The only real advantage they have is that they can repair each other once the fighting stops. They can even resurrect their dead within a certain time limit. This can make them extremely effective when attacking isolated towns/armies: overwhelm, repair/resurrect, repeat. This is used against you in one of the campaign missions. Build Heroes. Lots of them.
Not to mention when one dies, the population counter will decrease until the Automaton is resurrected. With enough temples set to automatically make more, you can kill half of the Automaton yourself and have more spawn in the time it takes to resurrect the ones you killed, giving you even more Automaton far beyond what the max population should be.
In the same mission mentioned above, the main villain uses Zerg Rush against you by spawning Hell Gates. Except the Zerg in this case aren't weak. Not at all.
In Civilization III the Aztecs are made for this tactic. Their Jaguar Warrior unit is the earliest fast unit in the game, and fast units retreat at one health unless fighting other fast units. This allows for multi-turn rushes of epic proportions very early in the game. As a bonus, the Aztecs are Militaristic, which means that military buildings (such as Bunkers, which increase the total health of any unit produced in that city) cost half their normal price.
Also applicable to Civilization II when using the "Fundamentalism" government type - they can produce the "Fanatic" Unit that requires no upkeep or support and any reasonable size city can produce one a turn. If you have twenty cities in ten turns you can throw two hundred of them at your enemy.
This is Napoleon's favorite strategy when controlled by the AI in Civilization V. He usually builds up a sizable army made up of weak warriors and archers, then rushes you early on in the game. Because he spent most of his resources on this army, taking down his cities in a counter-attack becomes almost laughably easy if you are able to hold off his initial waves. Montezuma has a more useful variant, where he uses Jaguars, which are far less weak than regular warriors.
The Pikemen are already the weak-but-cheap alternative to swordmen, where even discounting their bonus against cavalry they are useful melee fodder since they don't require iron resources to build. The German Landsknecht unique unit has the exact same stats as the Pikeman, but at half the cost.
The Mohawk rush became infamous in the multiplayer. In a lot of cases (if the Iroquois player gets lucky with Ancient Ruins) it is undefendable regardless of how well the defending player plays.
In Civilization VI, Scythia has the ability to spam their unique horse archers at a very fast rate. Meanwhile, Religious Civilizations often like to spam Missionaries and Apostles at players.
Used by players in Guild Wars 2's World vs. World mode. Large groups of players storming keeps across the map are referred to as "zergs". This terminology has been all but officially adopted by players and developers alike.
Most skirmishes against the Covenant have you taking on a few squads at a time, each comprising of some Grunts/Jackals backed by a Brute/Elite; however, you will occasionally have sequences where you need to mow down continuous waves of enemies. When the Drones show up, they each go down easily and typically carry piss-weak weapons, but show up in really large groups.
The Flood tends to send in wave after wave of infected (even more annoying from Halo 2 onward, as Flood infection forms can revive the combat forms you just put down).
Promethean Crawlers tend to swarm you en masse.
Exemplified in Firefight, especially Halo 3: ODST's version, while the enemy waves just get getting bigger and bigger until you finally die.
Lore-wise, the Covenant primarily utilize Grunts like this, sending them in large waves at a time.
Can be done with basic units in Halo Wars, especially Marines.
The Husks and Thorian Creepers in Mass Effect. They're not very effective with it, except in the higher difficulties, however.
But in Mass Effect 2 the Husks are back with force, and in the tight, confined spaces they prefer to attack in, they will overwhelm you in moments unless you make very good use of your crowd-control abilities—even in Normal difficulty. On Insanity, they get armor as well, which severely negates the effectiveness of using knock moves to kill them.
This is also how geth hack as well; as a "platform" will often have over a hundred geth, they can just overload most firewalls.
Pre-genophage, the Krogan used this tactic.
The final cutscene battle in Mass Effect has Alliance capital ships doing a Zerg swarm against Sovereign. Despite Sovereign being vastly more powerful than any of the Alliance ships, it's eventually overwhelmed by sheer numbers and destroyed.
Mass Effect 3 trailers show Hundreds, maybe thousands of Reapers descending on earth. Averted/Inverted, as Reapers are Not cheap and Not weak, but still incredibly numerous
Conversely, this is the Alliance tactic to win back Earth in the finale — throw every vessel they, plus the considerable alliances you've spent the game building up, can beg, borrow, or steal to beat the crap out of the Reaper main fleet in an epic battle royale. If it hadn't been for the Crucible, it would have been a monumentally disastrous defeat.
Indeed, this turns out to be the final strategy for the final ground push against the Reaper transport beam to the Citadel. A massive forced of troops and armored vehicles rushing into an opening in the enemy defenses, hoping to close the gap before reinforcements arrive. Harbinger lands right in front of the objective and slaughters the entire force in seconds. Only Shepard and Anderson make it to their goal.
This is the strategy on both sides of the geth/quarian war in Mass Effect 3. (The quarian fleet also gets a few knocks in against a Reaper Destroyer this way via markerlight bombardment.) The end result, if Shepard is unable to broker peace, is that one side or the other is wiped out to the last ship and you have to pick which one.
Zerging a strong army with peasants in the Total War series is a viable strategy to wear them down. In Medieval II: Total War, when the Mongols and Timurids arrive, this becomes a very effective strategy, if only because once they arrive, the invaders have large armies but lack cities or castles to replace their casualties. You, meanwhile, can replace your losses, so you can just keep hurling armies at them to wear them down.
This is epitomized in the later Napoleon: Total War, due to the fact that muskets are deadly whichever way you look at it. Even against cavalry and cannons, a swift advance with full armies of militia will defeat most enemy armies. The only downside is morale, because Militia tend to break easily during combat (this is true for previous games as well), though this can easily be countered by a single expensive (though instantly recruited) general. Also, each militia unit that gains some experience will quickly become as good as inexperienced line infantry - without the exorbitant upkeep cost.
The Oda clan in the Shogun: Total War and Total War: Shogun 2 recruit ashigaru (peasant) units cheaper than the other clans, and lend themselves naturally to this kind of playstyle. To add insult to injury, in Shogun 2 their ashigaru also have lower upkeep costs and stronger stats than the other clans' ashigaru. All-ashigaru armies (which you can field a lot of) is usually a valid tactic for the Oda.
Hilarious example in Total War: Rome II. Due to a typo in the game's coding, various sub-saharan African provinces had massive income, which resulted in in non-playable minor sub-saharan African factions being able to recruit and afford massive stacks of cheap levy troops, and then proceeding to steamroll historical powers like Egypt, Carthange, and occasionally even annihilating Rome in campaign mode.
In Total War: Warhammer is this naturally the forte of the Greenskins. Their frontline infantry have little in the way of armour but they have a fairly high attack rating in melee, and they have large unit sizes and are mercifully cheap; not only that but their special "WAAAGH!" mechanic allow computer-controlled Greenskin allied armies to spawn on the map and tear things up if the Warboss' Fightiness meter is high enough. The Vampire Counts also rely a lot on this, as they no ranged units to speak of, not even artillery, so the go-to strategy is to rush up the map and smother the enemy so they're up to their eyeballs in undead (it also helps that their units are also really scary so you can cause a rout pretty quickly if you can envelop an enemy army, and the units they do have - infantry, cavalry, monsters and flying units, tend to be quite strong).
Pretty much in any stage in Spore will the AI creatures, tribes, civilizations, and empires launch massive waves of enemies at you. This can be really irritating especially in creature stage, in which at most your pack can contain four other species while a single nest can contain 8-12 creatures (and there's a mod that adds even more).
Naturally, the best strategy in the tribal and civilization stages is to have sheer numbers over the enemies. This is especially easy to employ during the Civilization stage because land vehicles are rather cheap and sea vehicles only cost some 500 sporebucks more, making building an entire army very easy. Just hope that your that your machines are actually powerful enough to wage a war against a city.
Enemy empires (including the Grox) have no trouble being able to launch their massive space navies at your colonies.
GrimGrimoire - The computer is most certainly Not Playing Fair With Resources and thus can throw near-infinite numbers of, well, pretty much everything—you can even catch it in the act of teleporting in more units to bolster its numbers. (It's quite a bit harder for you to do the same, though, as most of the time the enemies will have an effective counter for single-unit mass rushing.)
A bug (or so we hope) in Panzer General 2 allowed the Red Army to buy the T-34 tank for free, thereby allowing you to fill the map with them and Zerg Rushing the vile Nazi.
The favored tactic of the Mastermind archetype in City of Villains. Though it varies depending on level and powerset, the average Mastermind can summon six minions to boss around. On Mastermind-heavy teams, upwards of 40 characters can be running around a map.
The mutants in Crackdown 2 employ this swarming tactic.
In the Homeworld verse, Vaygr strike craft squadrons have more units than their - individually stronger - Hiigaran equivalents. However, the Kadeshi are simply the kings of this trope.
Good thing they're really, really awful at defending their fuel supply
The Soviet Union pretty much solely rely on this tactic in Hearts of Iron II, especially in Human-vs-Human games where the Soviets enjoy five years of having to do nothing but build up their Industrial Capacity and then spam infantry/militia. The strategy can even compete against a talented Germany player's blitzkrieg tactics simply because they cannot replace the losses incurred fighting that many units spread over the entire European-Russian area.
The weapon of choice of the Swarm in Gratuitous Space Battles. The Swarm's ship hulls are noticeably cheaper than their enemies' (which is everyone) but consequently their hulls, shields, and armor are also weaker. As a result, the Swarm can put a lot more ships on the field, especially in high-budget battles.
And of course there's Garden Gnome Carnage where seeming endless swarms of elves scale the sides of your building in an attempt to... give you presents?
This is a desperation tactic sometimes deployed in Dwarf Fortress, if whatever it is that's attacking a player's fort has wiped out the professional military (or turns up before there even is a professional military..) Dwarves have also been known to mass-stampede onto a battlefield on their own, not to attack, but to recover the clothing and armor of their dead compatriots. And if one of them is killed in plain sight of, let's say, an entire tavern, said dwarves are likely to feel vengeful and try to avenge their dead companion; this will either lead to a bigger massacre or a threat getting buried under an avalanche of fists, boots and drinking mugs.
Goblins are also prone to doing this, although given the number of traps the average DF player builds into a fort entrance, it rarely ends well for them.
When giant mosquitoes were introduced, they spawned in swarms of hundreds due to a bug, overwhelming the fortress with sheer numbers and killing dwarves and FPS alike. This was quickly patched though.
In the FPSMMO PlanetSide a Zerg rush was usually necessary to effectively wedge the enemy out of a tower. Taking a base was no real pain, requiring a multi angled approach until the enemy could be booted out. Attacking one of the outlying towers however... wave after wave after wave of soldiers holding doors open, having rockets spammed inside before a sizeable group of power-armored infantry could rush the basement where the spawn room was...
Still popular in the sequel PlanetSide 2, where sheer numbers can often carry a faction to victory in several bases in a row before their opponents can secure a base and hold them off with a really solid defense.
Some players of Steel Panthers are prone to do this: buying hordes of infantry (as opposed to a good infantry/armor mix), mortars (as opposed to howitzers) and cheap recoilless rifle jeeps (instead of tanks), even in open maps! The newest versions of this game have made spotting harder, which can make this trope more effective.
In the fighting game BlazBlue the character Arakune uses a sort of Zerg Rush strategy. God help you if Arakune curses you, because if he does he will summon a MASSIVE horde of bees and other insects to attack you. In fact, Continuum Shift gives you an Achievement for getting a 70-hit combo with Arakune, called "BEEEEES!!!!"
He doesn't even have to be on the screen to combo you: examples. Lots of curse combos last a long time on normal competitive matches.
Muv-Luv's BETA use that as their main tactics against the humans, and it usually proves to be very effective, since they outnumber the human forces on Earth at least 20 to 1, the average human pilot does not survive longer than 8 minutes into their first battle, and the BETA have control of the Moon and Mars. Plus it helps that there are 10^37 to 10^37+10^37x9^10 (It depends on how you interpret what The Superior says) BETA in the universe. As one player wrote in a stream of consciousness journal while they played the game for the first time, "BETA are zerg. Discuss." And then if that wasn't enough, the BETA are doing rushes with Ultralisk equivalents.
And in the Kohan games, the Ceyah (Undead) have the Zombie unit. These guys only cost a small amount of goal, have no upkeep cost, and can be made from the start of the game. The only limiting factor is population room. Throw in a Necromancer or a Kohan that can summon the dead, and you are screwed. Oh, did I mention that most of the Undead have damage resistances against ranged attacks? And don't get started with Shadelings. They are like Zombies, but have an upkeep cost of 1 stone per unit and are probably the fastest units in the game.
One of the selling point of Shining Force Neo is that the game enables over 100 monsters on the screen at the same time. When that actually happens to you, you're doomed.
In Backyard Monsters you could wait weeks to finally get the highest level non-champion monster and send like 12 in or you can send in 250 of the lowest level guys and watch them wreck crap. The beauty is that you're method of sending monsters in can't actually fire that many at once so you need to do it about three times and if you do the game will crash. So yeah you zerg rushed the base, the catapult, and the game itself.
EVE Online has this everywhere. Gods have mercy on your soul if you get caught in a big expensive ship by lots and lots of small cheap ones.
The big Alliances in player owned space typically like to jump in huge fleets of 300+ ships into other systems when invading, in order to overwhelm the enemy's defenses.
Section 8: Prejudice's AI is somewhat prone to doing this at times, especially in Assault games when the defenders go into Sudden Death. Subverted by the fact that they have the exact same stats as the player, although anyone with experience will have far better accuracy than they do. A fun game is to intentionally allow your team to go into Sudden Death and then stand outside your remaining Control Point shouting "THEY SHALL NOT PASS!!!!". The effectiveness of this strategy is debatable, but the awesomeness is undeniable.
No, seriously. They attack in their dozens, and on higher levels, the player can be firing full-auto into them with a machine gun and there are so many of them that the mass of zombies is still coming towards the player. At that point, you need More Dakka. Thankfully, there is the Pack-A-Punch machine for just that purpose... which wears off after the level and is expensive. There's a reason no one has beaten level 100.
Reason why Egyptians are broken in Seven Kingdoms II. Tactic? Build seat of power that not only increases Egyptian cities' reproduction rate but also allows you to conjure Isis, which give you instant boost to population, then build a few forts around cities and mass-conscript. The fact that Egyptian military units can use ranged attacks at literally level one doesn't help.
In Call of Duty: Black Ops, the level "SOG" throws pretty much the entire NVA at you. Endless hordes of AK-armed, respawning Vietnamese soldiers that charge past the Khe Sanh defenses and lob grenades into your trenches. There's a reason it's considered the hardest level in the game.
Trying to Zerg Rush in Age of Wonders II against the CPU opponents is not typically a good idea as the CPU will try to keep construction pace with your own army size. Additionally, the size and strength of the opposing force units is a major factor in the CPU determining what kind of threat and response level it will assume but it focuses heavily on quantity.
Generally the CPU will reliably fund three or four full stacks of units that stay together and defend its territory based around a Hero unit if given the chance to assemble the forces. This army descending upon you from out the Fog of War can be quite off-putting.
Galactic Civilizations: the AI has a soft spot for swarms of fighters and frigates. This tends to work well right up until the largest size of vehicle comes into play, at which point the path from [insert your homeworld] to [insert enemy homeworld] becomes littered with the husks of burning ships.
The Jagged Alliance 2 megamod v1.13 (named after the last official patch being 1.12) by default enables the "Drassen counterattack": if the player's team of mercs, I.M.P. characters (one-time-paid) and/or indigenous recruits take all three sectors of the city of Drassen, a cutscene plays which concludes with the Queen ordering an all-out attack to take the city, since it has both a valuable mine and an airport. In vanilla gameplay or with the option disabled fortunately she doesn't especially besiege the city although she may send several patrols to harass the town, but with the option enabled (as v1.13 by default does), she will instead mass them together — often at least sixty individual soldiers — for a simultaneous attack on what's usually three to five tired mercs without prep time and possibly a smattering of militia.
The game's combat being limited to twenty individual enemy soldiers in-sector at once means that the player's mercs/recruits and militia will only be facing twenty simultaneously, but that simply means that those first two soldiers are continually replaced with every death, as are their replacements.
A player can (sort of) create one by using a Battle Potion and Water Candle together during a Blood Moon. All three increase spawn rate and raise the limit of on-screen enemies.
The Goblin Army event causes more than 100 goblins to spawn on both sides of you and all come after you. They're fairly weak, but there's at least a hundred of them every time they attack and their number goes up with every player that has enough maximum health, up to 12000+ goblins in the PC version with the maximum of 255 players on a single server. Have fun killing warriors from right and left while pelted with arrows and magic from afar. They're quite difficult when they first appear, afterwards they're a joke. The Frost Legion works similarly, but they're a LOT tougher. And then you have the Pirate Invasion and the Solar Eclipse monsters in Hardmode... The Pirate Invasion and Martian Madness events are similar, except with gun-toting pirates and ray gun-wielding aliens respectively.
In the alpha, the slimes had a high spawn rate and would swarm players while they tried to work, making it difficult getting a shelter built. While the slime spawn rate has been toned down, this can still happen on blood moons with the zombies and demon eyes.
In Hardmode, especially before you get decent equipment, a Blood Moon can become tougher than the normal mode bosses ever were, while the Solar Eclipse can feel like a horde of Boss in Mook Clothing enemies.
Snowmen too when you use the Snowglobe item.
At the lower levels of the caves at the current version, it is nearly impossible to get a respite from the hordes of Skeletons, Giant Worms, and Mother Slimes.
Then in the Underground Jungle you have Hornets which can spawn in swarms of up to 6. At one point the hornets had their health and attack damage balanced out but they remain dangerous en masse.
Also have fun in the Underworld where Imps never stop spawning, throwing fireballs through walls at you while teleporting all over the place. Then come the bone serpents. The spawn rate was mercifully toned down in a patch, but can still be tough at times, although you will no longer regularly have to deal with three simultaneous bone serpents.
The Underworld includes flaming bats and demons, which will constantly swarm you if you're traveling the "safer" route by grappling along the ceiling.
You can incite this by placing a water candle (held instead prior to 1.2.3) which can be found in great quantities in the dungeon. Though it only has a modest effect, it is still useful for attracting monsters to traps to farm their drops. A similar effect can be induced by consume a Battle Potion. For the record, both of these items' effects stack, so try to use both for maximum efficiency.
Eaters of Souls and their variants in the Corruption spawn in massive numbers, sometimes up to a dozen at once, and charge the player relentlessly. Any low-level player wandering into that area is unlikely to get back out alive.
The enemies in the dungeon never stop coming. Wizards attack you from random directions, skeleton warriors charge in more than six at a time, and flying skulls can shut off your ability to attack briefly. If that wasn't bad enough, their spawn rate increases as you reach lower and lower depths and if even THAT wasn't enough for you, they all have upgraded versions that appear after defeating Plantera along with OTHER new, unique hardmode dungeon enemies such as the VERY bulky Paladin and the extremely fast Bone Lee. You can tone this down a bit by stealing every water candle in sight, but the spawn rate is still higher than normal.
In The Legend of Zelda: Skyward Sword, Ghirahim sets a horde of Bokoblins, Bulbins and Stalfos onto you to slow you down from preventing the resurrection of Demise in the past. He also specifically mentions that they are not meant to kill or even stop Link, because they incapable of doing so, and are only useful to slow Link down.
Mega Man Star Force 3 has a multi-part minigame in which you try to fend off hundreds of cheap Omega-Xis clones for a certain amount of time. The mechanic is repeated during the endgame, but that's not a Zerg Rush so much as getting rid of random projectiles.
Pokémon Rumble Blast, in one of the types of battle, has you send all your Toy Pokémon (including the one you sent out) to take out a army of Toy Pokémon. Another one has you fight a bunch of Toy Pokémon trying to defeat your 3 Toy Pokémon and defeat the boss.
Pokémon Mystery Dungeon series has Monster Houses, which randomly spawn in later dungeons and will summon a bunch of random enemies from the dungeon once you enter the room.
Evolva. Seriously, play this game and you'll be amazed at the great amount of numbers of enemies that attack you at the same time every single battle. Sometimes you may enter in combats against twenty enemies or so.
This tactic from an ancient version of League of Legends. Heimerdinger, who can place down turrets as an ability, prevents minions from moving through the middle lane by blocking their path with those turrets. Patched up ages ago; friendly units can freely move through Heimer turrets.
This is a commonly used tactic in Kingdoms of Camelot on Facebook. The easiest way to take out an enemy city's defenses is with an initial wave of Militiamen, the cheapest, most basic unit of the game. 'Scout bombs' are also used to destroy enemy scouting ability, sending a large wave of scouts to kill the opponent's scouts.
Crank your Aristocracy, Serfdom, Land and especially your Quantity sliders up in Europa Universalis 3 and you get this effect. All of these sliders make recruiting regiments cheaper; Land and Quantity also increase your manpower and forcelimits while Quantity also also increases the speed at which your regiments reinforce.
The Xenon and Kha'ak in the X-Universe tend to use this, swarming their enemies with individually weak fighters. The Kha'ak in particular like to deploy Clusters, a traveling mode Zerg Rush comprised of an M3 fighter and anywhere from five to nearly two dozen M5 scoutships.
In Muramasa: The Demon Blade, there's a late game mission that's basically a massive army of enemies charging after you endlessly with constantly replacing numbers, with the occasional massive enemy. You need to beat it with both characters to get the final endings.
Master of Orion: In the later stages of the first game, the AI loves to drop tens of thousands of ships on your head. Changes to the later games prevent fleets quite that large, but the AI does still tend towards believing that quantity has a quality all its own. Which is probably just as well, given their ship design philosophies.
In Jeff Wayne's War of the Worlds this is a viable option for both sides. The Humans can quickly research armoured track layers, which require only a basic vehicle factory and are quite quick to build, and just steamroll the Martians with wave after wave of Tank Goodness. The Martians can do something similar with the quick-to-build scout machines, although it tends to stall against well-fortified Human sectors. The true Martian zerg rush is more tactical than strategic, utilising massed flying machines to rush a sector's HQ and blow it up (which instantly destroys all other buildings, neutralising the Humans' traditionally strong base defences) before mopping up any remaining units.
In Aquapazza, Multi and Ma-ryan have specials that summon a rush of robot maids and schoolgirls respectively.
Sins of the Prophets, a Halo-based mod for Sins of a Solar Empire, follows its roots by having the UNSC need to outnumber the Covenant to win, further reinforced by the research topics available allowing it to outproduce the other. The Covenant in contrast follow the classical definition - they need to crush the UNSC fast lest the foe bury them in numbers due to superior industrial-logistical capacity.
In Clash of Clans, a common tactic among players is to create a bunch of cheap units like Barbarians and/or Archers and unleash them all in a huge wave. Sometimes it works, sometimes it fails.
You are obligated to face these several times in the course of MechWarrior 4 and its spinoffs, especially Mercenaries. At least four times in that game, you are swarmed by over a dozen light units all at once, mostly vehicles or light 'Mechs, and they're dangerous enough to be a valid threat even when you have heavy and assault 'Mechs. Getting close to stomp on a vehicle as a One-Hit Kill is no easy task either, as Myrmidon, Quad Panzer, and Demolisher tanks have enough range and firepower to deal heavy damage, and missile carriers of all kinds can deal Death of a Thousand Cuts. There's even a late-game mission that pits your lance against a swarm of 32 vehicles, with nary a Herd-Hitting Attack in sight.
In the Tournament Play for Mechwarrior Living Legends, various units employed zerg rushing to varying degrees of success. Clan Smoke Jaguar was fond of taking as many cheap close-range Lightning Bruiser mechs as possible and jamming them down the throat of the enemy, which worked decently in compact maps but they also had a bizarre tendency to take them on maps with engagement distances measured in kilometers, this usually worked, uh, well. Units as a whole generally employed this as the mission timer began to tick down (which generally forced a draw), leading to players charging into combat in an artillery mechs.
Opponents in Genjuu Ryodan do this in all maps, with quick capture of mana crystals, summoning as much units as possible (with the occasional elite mooks mixed in) and rushing towards the player's units and castle as quickly as possible.
A favored tactic of the Mogeko. Most aren't very strong by themselves; however, they prefer chasing Yonaka in massive swarms, forcing her to flee through sheer force of numbers.
Employed often by EXALT in XCOM: Enemy Unknown. Unless you have seriously been neglecting your research, your XCOM troops will possess far superior armour and weapons to any of their operatives. However, between their fanaticism and willingness to sacrifice themselves, they will rush your position all in one go. If you use the right strategy, this most often results in the traitors on the receiving end of a Curb-Stomp Battle, but sometimes this actually works; after all, your squad can only kill so many EXALT Cannon Fodder per turn before the survivors rush around and flank them.
In the Fallout universe, expect Raiders to employ this tactic against you.
The New California Republic are prone to this. In a war against the much better equipped and trained Brotherhood of Steel note as a point of comparison: a NCR Trooper has a semi-automatic rifle (which may not be in the best nick given the kind of world the Fallout universe is), a combat knife and combat fatigues with a metal chestplate and leather shoulder pads; the average Brotherhood Knight has either a laser rifle or a kind of pneumatic sledgehammer, and Powered Armor is standard but were out numbered 10 to 1 , the NCR just threw waves of troopers at their positions and drowned them in bodies. The NCR won the war, by the way. Subverted in some cases: Rangers and Heavy Troopers are badass, and they have training and equipment to match, and even basic Troopers are more than a match for gangs and raiders so only small squads are needed to deal with them. And then there's...
Their main enemies, Caesar's Legion, who are even better at it. Many Legion grunts go into battle with nothing but improvised sports gear and crude cleavers. They started from a small tribe that conquered and subjugated their neighbours and in time have grown into a vast horde. Between their overwhelming numbers and sheer fanaticism (NCR Troopers have reported Legionnaires charging machine-gun posts head-on armed only with sharpened sticks and rocks), they have proven the gravest threat the republic has ever faced.
After initiating the Gala event in Dead Money hundreds of Ghost People come swarming up out of the sewers and maintenance tunnels, armed with spears, home made bombs and bear traps strapped to their fists. Unfortunately their huge numbers are backed up by their immunity to the deadly Cloud that blankets the Sierra Madre and their Healing Factor that brings them back from the dead over and over again unless you dismember or disintegrate them
The Quest for Glory series has a few examples, starting with the goblins in the first game. Though you only fight one goblin at a time normally, at the goblin training grounds they attack the hero in greater and greater numbers. Though they still line up and wait for the last goblin to be killed before they get their turn, with enough goblins they can prolong the fight enough to wear down your stamina, which can still kill you if it runs out in battle. Jackalman do the same thing in the second game, though in the AGD Fan Remake they actually avert Mook Chivalry and gang up on the Hero, having to be kicked away to avoid taking cheap shots from the side and behind.
In Metal Slug Defense, the descriptions for the basic Soldier and the Rebel Infantry advise this strategy, as they cost only 30 AP and have little delay between uses. They're too fragile to be any good fighting with their knives, but perhaps a shower of their grenades could bring good results?
In RTS resource games like Frontline Attack War Over Europe, it's possible to get a high level treasury, set the rendezvous point to the middle of the enemy camp, and buy two dozen tank destroyers, armoured cars and minesweepers (to take out enemy armour, infantry and mines respectively). Result, 30-40 units arriving every three seconds and immediately heading off to the middle of the enemy base, shooting at everything that shoots at them.
In Lords of the Realm 2, since archers are meant to be support units, most battles will utilize this trope. And the sooner you can force the enemy archers into melee combat, the sooner they stop firing on your men, though the same holds true for your archers as well.
Some of the animals of Ryzom are programmed with a "Pack Herd" AI mindset that makes it so that they will rush you if they happen to spot you attacking one of their own kind. The trope also occurs if you happen to wander too close to a pack of aggressive creatures, Goo-infected creatures, aggressive Kitin, or aggressive Goo-infected Kitin.
The go-to tactic for low-level combat is to throw hundreds of Armed Villagers at the weakest castle wall and hope at least one makes it through the end. They're dirt cheap, cost no equipment, and you can have an entire army of them up in just 12 hours. It only loses effectiveness when the enemy has better melee units than you.
The tactic can be strengthened further by researching "Conscription", which can double the Armed Villager's health. It effectively increases a 400-villager rush into an 800 villager rush based on health alone, with the same short setup time as before.
The Pig AI in Stronghold Crusader employs this tactic straight off the bat, using all of his starting gold to buy maces, crossbows and leather armor to send a force of Macemen and Crossbowmen to your castle before you have time to set up proper defense.
The tactic used by the Ur-Quan Dreadnought in Star Control is to launch a large group of fighters against the enemy ship and if somehow survives finish it off with the Dreadnought's fusion blast. However those fighters have just one hit point, certain ships -such as the Cruiser with its point-defense laser- destroy them with more or less ease and/or even outrun them, and since they are manned by the Dreadnought's crew launching them may suppose to leave a dreadnought dangerously low on crew waiting to be even Cherry-tapped, especially since they've limited fuel and when they spent it before arriving to the mothership they die.
In Star Trek Online, Captain Kagran suggests this plan in the mission "Broken Circle" in an attempt to overpower the Iconians in the Herald Dyson Sphere. By the time the mission's over, over 2/3rds of the Fleet is destroyed by this and barely a dent on the Iconians. Save for a dead Iconian.
In Civilization: Beyond Earth, this is somewhat the point of the Harmony-exclusive Xeno Swarm unit - they're statistically inferior to their counterparts, the Supremacy CNDR and the Purity Battlesuit, but they can be produced quickly and upgraded to damage their target if killed. However, it's Supremacy that tends to do this overall, as their robotic units gain combat bonuses if adjacent to each other, representing the units working in conjunction in a tactical network (Harmony units, by contrast, tend to gain combat bonuses if they're isolated from other units).
In The Simpsons Game, this is a tactic used by both the Rigellians and the Krustybots, both of which are much more numerous and much weaker than other enemies. The aliens simply beam in a couple dozen Mooks at once one or two times per stage, while the bots in the Shadow of the Colossal Donut level spawn continuously in groups of three that are easily dealt with by themselves but can become a threat if their numbers are allowed to build up.
This is one of the simpler tactics to build a deck around in Calculords — deploying cheap units en masse to fill the lanes. Especially useful in this scenario are cards with the Phalanx (deploys one unit in all three lanes) or Squad (deploys 2-4 of the unit in one lane) abilities. This is easily countered by an opponent who has a lot of push cards with armor, however. The enemy commanders Cytosinor and Hate.Bit both employ this tactic — Cytosinor near-exclusively uses Mutates with high attack power but low HP, and deploys them aggressively and in numbers. Hate.Bit has a huge variety of units, but his most dangerous are the Cosmo Wreckers he deploys every turn: they have just one HP to start, but have the Phalanx ability (only when used by Hate.Bit), do extra damage to your base, and race across over half the screen in an unguarded lane.
In the Cossacks series, certain nations have to rely on this to defeat the enemy. For example, Algeria lacks the powerful upgrade to the 18th century, possesses no native gunpowder units, and has a unit roster largely composed of poorly armoured melee units. However, its archer and light infantrymen units are cheap and incredibly quick to create, and so an Algerian player has to rely on these to swarm the enemy and win in the early game.
Overwatch had a special Halloween mode called Junkenstein's Revenge, where four players try to defend a castle door from a swarm of Zomnics (basically, zombierobots). One Zomnic by itself is basically just a moving training dummy, moving slowly and ignoring other players in order to reach the door to blow up, slowly enough that the team can deplete its health well before it reaches its target. The danger lies in that the Zomnics attack en masse, requiring all four players to work together to destroy them in time, while occasionally being pelted by the player-targeting Zombardiers and the four bosses.
In Duelyst, the Abyssian faction specializes in getting many weak minions onto the field, with cards such as Wraithling Swarm (summons three 1/1 Wraithlings), Horn of the Forsaken (summons one Wraithling each time your General deals damage), and Gloomchaser (Summons a Wraithling to a random adjacent space when summoned).
In Sunrider Liberation Day, PACT kicks off the Battle of Cera by throwing hundreds of thousands of Ryders at the Alliance fleet in order to take out the shield cruisers protecting said fleet from PACTs long-range laser weapons.
This is a common tactic of Goblins and Rieklings, goblin-like inhabitants of Solstheim, throughout the series. Both species are rarely found alone, making up for their lack of size and adeptness as fighters by attacking in overwhelming numbers.
The series' were-creatures, especially werewolves, commonly form packs with were-creatures of the same type. They are known to attack in groups, using numbers to lessen the "glass" part of their Glass Cannon status.
In his "opus", series' recurring character St. Jiub the Eradicator recounts his quest to eradicate the much reviledCliff Racers from Vvardenfell. As he was hunting a lone Cliff Racer, it led him into a trap where hundreds of Cliff Racers suddenly descended upon him. Two days of fighting and hundreds of dead Cliff Racers later, Jiub finally collapsed, exhausted and wounded. He would have died if not for the timely rescue of the Dunmeri Physical God Vivec, who was so impressed with Jiub's actions that Vivec declared him to be a saint.
Zerg Rushes are a key gameplay element of Sundered. Regular enemies will never attack the player alone, instead attacking in groups of half a dozen or more. If a siren or a gong suddenly starts ringing, it means that the player is about to encounter a horde of several dozen enemies at once, who may be accompanied by a Lith enemy. This trope reaches its zenith in Endless Hordes zones, where new enemies will continuously spawn until you leave the area.
In the Wild West world of Plants Vs Zombies 2, there's a type of Zombie called the Chicken Wrangler. Damage him enough and the barbed wire around his body breaks, sending a horde of Zombie Chickens rushing forwards. They might not take much damage (one hit from anything kills them, so bring that Lightning Reed), but they're really fast at both moving and eating. Frostbite Caves takes things up a notch with the Weasel Hoarder, which releases a swarm of weasels that are marginally slower than the chickens but don't drop dead if you so much as stare at them too hard.
Treasure Planet: Battle at Procyon: Purchasing a large number of small, cheap ships (preferably ones with powerful weapons, such as Torpedo Boats and Gunboats) and using them to overwhelm a smaller number of more powerful ships can be a viable strategy in the skirmish mode. The is often done by the AI on open skirmish maps if the Victory Point limit is set to a low amount and the maximum fleet size is set high.
Splatoon 2 has the Salmon Run game mode where four brave inklings have to harvest power and golden eggs and face off against wave after wave of Salmonids with the weak "Chum" being the main backbone of the army. During a Rush, black Chum will charge in huge numbers while being stronger and faster than regular Chum.
You can pull off a Zerg Rush in Prismata if the set happens to contain a lot of cheap attacking units.
In RWBY: Amity Arena, there are a number of Normal-ranked units who will act like this, mostly Grimm units like the Baby Death Stalker Swarm. The Epic-ranked Emerald has a special power that creates One-Hit Point Wonder duplicates that can make this even worse.
This "strategy" is why beating early game China in a prolonged war in Victoria 2 can actually be quite challenging, even for a great power. China starts as a primitive nation, which means their armies consist almost exclusively of pathetically weak irregulars that will be dying in droves vs the proper infantry and artillery of a civilized nation. However, China has a lot of pathetically weak irregulars at their disposal while most civilized nations are somewhat limited in the number of soldiers they can field prior to properly industrializing, turning any invasion of mainland China into a bloody grind against seemingly endless hordes of Chinese soldiers that slowly whittle away your armies. The fact that warscore gained from battles is capped at 50 and that holding down more than a few occupied provinces for an extended period of time is next to impossible when China has at least ten armies available to retake them for every one you engage in battle, actually enforcing war goals worth much more than 50 warscore is significantly harder than one might expect.
They Are Billions can, as a whole, be considered as a master class on defending against these. Even the first mission hits you with a couple hundred infected, and one of the game's big selling points is being able to handle many, many units at once, and they need every last bit of that capacity to throw Infected at your base. Literal thousands of enemies charging at once is basically the platonic ideal of the Zerg Rush, and fending them off is as difficult as one can expect.
In Crying Suns, the Kaos-class battleship encourages this playstyle. It has no weapon slots by default and can only have two in total, but it can hold up to sixteen squadrons, can field up to five of them at once, and can redeploy them extremely quickly thanks to the Brutal Deployer auxiliary system. And you will be doing that a lot, because any squadrons you deploy will have only one-quarter of its normal maximum hit points.