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The HIDDEN GENIUS of Warhammer: The Old World

85.2K views· 3,547 likes· 11:54· Jan 18, 2024

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About This Video

I’ll admit it: I was deeply skeptical that Warhammer: The Old World would land as anything more than a nostalgia cash-in built from the shattered remains of Fantasy Battle. I had scripts ready, I’d been ranting at anyone polite enough to listen, and I fully expected a 2019 announcement to turn into a 2024 faceplant—especially in a post-pandemic hobby economy where inflation is real and old kits are being sold at modern prices. But here’s the twist: Games Workshop have, annoyingly, been quite clever. I walk through the five big reasons I thought this reboot would be a disaster—ancient plastic kits, a risky Tomb Kings/Bretonnia focus, Age of Sigmar having already “eaten” the best-selling Fantasy ranges, the historic lack of true centerpiece monsters in rank-and-flank, and the hobby’s cultish obsession with “the new.” Then I explain how the release seems designed to neutralize those pain points: picking the best old kits, pushing six-man knight units, simplifying paint schemes, using new base sizes to support bigger centerpieces, and leaning into how well nostalgia (and made-to-order) actually sells. The real hidden genius, though, is the IP play. The Old World isn’t just a tabletop reboot—it’s a reactivated setting that’s cheaper and easier to adapt into games and TV than 40K or Age of Sigmar, and it’s finally being developed regularly again. It could still fail, of course, but as a long-term move? This one’s got teeth.

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