Still, taking a company or battalion in to storm a dungeon doesn't feel like the way I want to play regularly.
I'm in favour of flexibility - players & GMs should have the opportunity to approach the game in a wide variety of styles. I always felt 4e D&D was constraining in that you HAVE to play it in Big Damn Heroes mode, and it's incapable of handling resource management without serious modding. Whereas in 5e I can run 1e-style battles between small armies ok - and am currently doing so, a tribe of orcs (around 70 or so) & their pet barlgura demon is attacking a small dwarf hold defended by 8 PCs and around 24 allied NPCs.
Greetings!
Yep, I like this too, my friend!
I have always used and encouraged players to gain henchmen, hirelings, and such, being long-inspired by how playing D&D began in the beginning.
Beyond that motivation, though, it's just great fun! I'm also reminded that having such a flexible approach generally accomplishes a few other meaningful dynamics;
(1) Having some Henchmen and Hirelings along with the group adds realism to game-play, in the kinds of battles and scope of their accomplishments actually become *more* believable, more grounded in real heroism, and less of a super hero dynamic of "We are four superheroes and can do anything"
(2) The inclusion of additional henchmen and hirelings obviously increases roleplaying, for everyone involved, whether it involves training, engaging in fighting, developing friendships, or even pursuing romantic relationships. Having more scope for roleplaying is usually fun for everyone, and also mitigates against the sometimes perceived dynamic of "Always Fighting and Killing Everything".
(3) IMMERSION: I have found that players get quite involved with the NPC's, and through the rivalries, romances, friendship, and other dramas going on with everyone, the Players become more immersed in the campaign world.
(4) EPIC HEROISM: Related to Increased Realism in Point (1) earlier, having henchmen and hirelings, and gradually retainers, bodyguards, specialists and troops, also interestingly increases the scope for epic heroism. The Players are more and more able to engage the fantastic world in increasingly heroic ways--like the Argonauts of ancient Greece, or a heroic band of Viking raiders on a Dragonship, and such like. They can participate in epic battles, attack enemy fortresses, engage meaningfully against a Dragon or an island fortress of evil giants, and so on. I suppose I find the scope and style is gradually and realistically heroic, and inspiring, as well as fun, while avoiding seemingly being ridiculous or entirely unbelievable, if that makes sense.
Semper Fidelis,
SHARK