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Age Of Sigmar Explained in under 26 minutes

410.7K views· 16,539 likes· 25:45· Jul 12, 2024

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If you’ve just woken up after a 10 year nap, allow me to explain Age of Sigmar for you. 🪙 Support the channel for great perks on Ko-Fi: https://ko-fi.com/oldendemon/tiers 👕 Merch Shop: https://oldendemon.myspreadshop.co.uk/all 💻 Website: https://oldendemon.com/ 🖼️ Instagram: https://www.instagram.com/chilvers_industries/ 📨 Email: [oldendemon@gmail.com](mailto:oldendemon@gmail.com)

About This Video

If you’ve just woken up after a 10-year nap and discovered Warhammer Fantasy Battle died, got buried, and then somehow came back as The Old World, this is me doing the quick, sharp, slightly sinister catch-up: what happened, why it happened, and why Age of Sigmar exists at all. I start with the ugly business reality—Fantasy was a “you had to be dedicated” rank-and-flank ballet with huge model counts, slow onboarding, and a release cadence that left even well-supported armies with years of nothing to buy. I walk through the High Elf release timeline to show the structural problem: a closed setting plus “you only need one of this unit” design philosophy is a retail death spiral waiting to happen. Then I explain why early AoS was profitable but got panned: no points, meme rules, and a community that felt like someone buried their pet while dressed as a Teletubby. But it also had a secret sauce: small games on the kitchen counter, four Grand Alliances that let you pick from a buffet, and the crown jewel—Stormcast Eternals as the evergreen, always-in-the-box, always-getting-releases engine Fantasy never had. I cover how the game got refined via the General’s Handbook, how wild new factions proved the setting could breathe, and why range rotation is the dentist appointment nobody enjoys but everyone eventually needs.

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