kuligs2 In horde like games individual enemies are very slow and weak by themselves. They spend most of the time moving towards the player and the player has plenty of time to deal with them before they reach him. The challenge is different from something like DMC, where instead you interact with the enemy when it reaches your position (or when you reach their position) and those interactions are much more complex, with the player having many moves at his disposal, or the enemy having many more actions and attacks they can do, some of which require precise timing and specific responses. In a horde game, when the enemy reach you, they swarm you with the only move they have and you've lost, you're not supposed to be able to kill them at that point. You can do this in action games as well, for example Doom 2016 has cannon fodder enemies that pose no risk and are really disguised ammo and health crates. OG God of War uses fodder enemies like this a lot to make the player feel more powerful by easily dispatching many enemies; You can kill them in a couple of hits and your attacks will interrupt their actions, so it doesn't really matter if they all attack at once as you can kill them all with the same attack.
However, special units DO use a token system: In horde games there are big units with special characteristics that appear in much lower numbers. These can use a priority system (being it token-based or not) so that not all of them attack at the same time. In multiplayer games, maybe you can have 3 or 4 tokens that allow that many units to attack simultaneously, but a single player is not supposed to be able to deal with all these attacks at once. These attacks are often very powerful, with big windups and require the player to react to them, so in a way they're similar to the simpler enemies in pure single-player action games. Doom 2016 has special tokens so that Imps have their own pool of many tokens and that way they can attack at the same time, but heavier units have a separate pool with just 1 token to share so you don't get 2 Cyberdemons shooting missiles at the same time. Then in higher difficulties you can ramp up the number of tokens in each pool and unleash hell on the player.