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Jim M

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Since: Apr 07, 2005
Posts: 197



(Msg. 46) Posted: Tue Aug 01, 2006 9:55 am
Post subject: Re: Fistful of Bolters [was Re: GW sales down][outtake] [Login to view extended thread Info.]
Archived from groups: rec>games>miniatures>warhammer (more info?)

In article <23Hzg.183$9T3.145@newssvr25.news.prodigy.net>,
tybeardSPAAAM.RemoveThis@sbcglobal.net says...
> Of course, I'd have simply ignored armor in close combat from the beginning.
> That is, if someone chopped my head open with a spade and removed 2/3 of my
> brain and then put me in charge of GW game design...
>
>
I believe we have an out-take!

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Andy O'Neill

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Since: Apr 15, 2004
Posts: 108



(Msg. 47) Posted: Tue Aug 01, 2006 11:55 am
Post subject: Re: Fistful of Bolters [was Re: GW sales down] [Login to view extended thread Info.]
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"Tracy Hale" <saxon-dog (perhaps at) comcast.net> wrote in message
news:n8CdnXEDCJOP01LZnZ2dnUVZ_oKdnZ2d@comcast.com...
>
>>
>> That is why 40k & WFB Assault is fought on *both* players turns! And the
>> assaulting player gets +1A on the first turn. If fought on just one
>> player's turn, nothing would ever die.
>>
>
> I always found this to be one of the major flaws in the game. Why do we
> see so few close fights in the real world? Because all the advantages are
> with the defender not the attacker. The bonu to attackers in 40k to the
> attacker going first in fantasy were always on my top reasons to dislike
> the system.
>

I'm not convinced that the defender has such an advantage in real world
moderns.

Modern infantry training stresses taking the initiative and holding it.
( This is kind of where the crossfire designer started off from. )
The idea is that the side with the initiative can choose the deciding point
of the battle.
They can mass force on this whilst the side who has lost the initiative just
has whatever force it deployed there.
The side with initiative can recce and decide which part of the defendece is
weakest.

OTOH,
Resolving all one sides attacks and then the others is an odd mechanic in
WFB.
Simultaneous casualties would seem much more "realistic" in a melee.


--
Regards,
Andy O'Neill
www.wargamer.pwp.blueyonder.co.uk/index.htm
or, for no javascript and a faster load...
www.wargamer.pwp.blueyonder.co.uk/sitemap.htm

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Myrmidon

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Since: Jun 19, 2006
Posts: 163



(Msg. 48) Posted: Tue Aug 01, 2006 12:09 pm
Post subject: Re: GW sales down [Login to view extended thread Info.]
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In article <gLfzg.109510$1i1.71654@attbi_s72>, yeahRight.TakeThisOut@nospam.com
says...
> donovan_borman.TakeThisOut@yahoo.com wrote:
> <snip funny stuff>
> >
> > Brokeback Bolter: "I wish I could quit you Mephiston"
>
> Curse you donovan_borman now I need to clean my keyboard!

Personally, I thought it needed more of Dark Angles slant since they're
the dress wearers.

Besides, everyone knows that "Psykers and Sensibility" was the far
better movie.

Myrmidon Wink


--
"I'm already impoverished from buying wargames minis,
and I'm too knackered for riotous living..."

-- Moramarth

RGMW FAQ: http://www.rgmw.org

Or...

http://www.sheppard.demon.co.uk/rgmw_faq/rgmw_faq.htm
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Jim M

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Since: Apr 07, 2005
Posts: 197



(Msg. 49) Posted: Tue Aug 01, 2006 12:44 pm
Post subject: Re: GW Stores Are A Boondoggle [was Re: GW sales down] [Login to view extended thread Info.]
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In article <1154434765.955878.292930.TakeThisOut@75g2000cwc.googlegroups.com>,
fomorianwolf.TakeThisOut@yahoo.com says...
>
> Jim M wrote:
> > IIRC WotC closed their stores shortly after being bought out by Hasbro.
> >
> > As an interesting side note, if you were to create a store that sold
> > nothing but Hasbro (and it's subsideries) games and toys it would
> > probably do fairly well.
>
> Who does Hasborg own?
>
> I know they own WOTC, I'm pretty sure they own WizKids, and likely
> FanPro, as well.
>
> Am I missing anyone?
>
>
Milton Bradley, Parker Brothers, TSR (through WotC), Avalon Hill,
Playskool, Tonka and Kenner are the first ones that spring to mind...

and a quick search led me here
http://www.hasbro.com/default.cfm?page=brands
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donovan_borman

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Since: Mar 30, 2005
Posts: 367



(Msg. 50) Posted: Tue Aug 01, 2006 2:18 pm
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Myrmidon wrote:
> In article <gLfzg.109510$1i1.71654@attbi_s72>, yeahRight RemoveThis @nospam.com
> says...
> > donovan_borman RemoveThis @yahoo.com wrote:
> > <snip funny stuff>
> > >
> > > Brokeback Bolter: "I wish I could quit you Mephiston"
> >
> > Curse you donovan_borman now I need to clean my keyboard!
>
> Personally, I thought it needed more of Dark Angles slant since they're
> the dress wearers.
>
> Besides, everyone knows that "Psykers and Sensibility" was the far
> better movie.

That's one o' them fancy pants 40K movies, unlike "Pride and Extreme
Prejudice"
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Hardrock Llewynyth

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Since: Jun 15, 2006
Posts: 23



(Msg. 51) Posted: Tue Aug 01, 2006 6:46 pm
Post subject: Re: GW Stores Are A Boondoggle [was Re: GW sales down] [Login to view extended thread Info.]
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Thus saith "Ty" <tybeardSPAAM DeleteThis @sbcglobal.net> the Unworthy, in the year
of Our Lord, Sun, 30 Jul 2006 20:56:14 GMT:

>So in their best year, the GW stores still lost money at the end of the day.

You'd think that they've have learned something from the complete and
total failure of the Wizards of the Coast Game Center and retail shops
failures.

--
Many desire to kill me, and many wish to spend an hour chatting with me.
The law protects me from the former. --Karl Kraus
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Desert Lurker

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Since: Aug 29, 2005
Posts: 186



(Msg. 52) Posted: Tue Aug 01, 2006 6:55 pm
Post subject: Re: Fistful of Bolters [was Re: GW sales down] [Login to view extended thread Info.]
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Seamus wrote:
> Andy O'Neill wrote:
>
>>I'm unclear whether you're advocating an alternative approach or have
>>misunderstood what I mean by alternate activations.
>
>
> I'm advocating alternate approach from IGo-UGo, and mentioned the
> immediate example (phase-based simultaneous movement) that sprang to
> mind. I then stated that this example sounds like a nightmare to apply
> to a game like Warhammer.
>
> <snip example rules>
>
> So the basis is somewhat like IGo-UGo, but with interrupts as far as
> overwatch/cover-fire and LOS snapshots are concerned. Not necessarily a
> bad way of doing it, really.
>
> --
> "These blast-points are too accurate for Imperial Guard; only Imperial
> Special Effects personnel are so precise." - Fabrikus, World-Eaters
> Apothecary
>
>
Sounds rather like LOTR's Heroic Move/Combat. It's your turn but I spend
a CP (Will I think.) and my hero and all my guys within x" get to
move/fight too.

Joe
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donovan_borman

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Since: Mar 30, 2005
Posts: 367



(Msg. 53) Posted: Tue Aug 01, 2006 8:45 pm
Post subject: Re: Fistful of Bolters [was Re: GW sales down] [Login to view extended thread Info.]
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Alan Ritchie wrote:
> "John Hwang" <JohnHwangCSI RemoveThis @cs.com.no.com> wrote in message
> news:0ILzg.4166$cj7.3327@trnddc01...
> > Ty wrote:
<snip>
> But a 1 vs 1 fight is hugely unlikely, so you should account for the
> possibility of one scorpion killing more than one marine.

Context is important for sure, and missing from a lot of these
examples.

At 3 attacks
> each, 4 scorps kill one marine. At 4 attacks, 3 scorps kill one marine.
> The suriving normal marines get 1 attack each at 1/9 chance of a kill, so
> three or 4 scorps can be expected to draw a single round of combat with 10
> marines. Now marines are hard to rout, as they should be, but ignoring
> morale, scorps should wipe out an equal number of marines in 4 rounds of
> combat, or 2 turns. Even if the marines are inflicting some casualties,
> they rarely win a combat, and always run the risk of being routed and
> destroyed completely.

To be fair to 40K in relation to other games, maybe picking Space
Marines as the example is a poor choice. Regardless of how many people
take them, there's just no real comparison in historicals.
So here's 10 Stormtroopers (modern elite infantry with excellent body
armor) vs 10 IG (modern steady infantry). The Stormtroopers are assault
troops in the modern meaning, but lets see. (I'm not looking at the
Codex, but close enough to illustrate)

Assuming the APC or another unit puts in one round of prep fire: 2 dead
IG
Storms assault: 18 trooper attacks, 4 vet sgt attacks
IG defends: 7 trooper attacks, 2 sgt attacks
(Simultaneous combat due to initiative or use of frags)
Storms kill ~4 IG, IG kills ~1
IG outnumbered 2-1 and under 50%, fails leadership test, breaks, is run
down.
Combat over in 0.5 turns (1 round of HtH)
If the Stormies has fired their weapons at close range they would've
actually done better with their 'armor piercing' assault rifles.

For Fantasy/WH Historicals

20 halberdiers (A)
vs
20 halberdiers (B)

halberdiers (A) gaining the charge (initiative) and goes first
(A) 5+1 halberd attacks: 3 hit, 2 wound: 2 dead
(B) 3+1 halberd attacks: 2 hit, 1.333 wound: 1.333 dead (say 1)
Combat res: (A) Caused 2 wounds, 4 ranks, standard: +6
Combat res: (B) caused 1 wound, 3 ranks, standard: +4
(B) takes a break test at -2 (Leadership 5), fails, and routes.

(17 dice rolled, in 5 batches. Yahtzee veteran not breaking a sweat
here).

Even if they pass their test due to the general or a battle standard,
they're likely to lose the following rounds of combat due to the
initial loss of initiative, and will statistically speaking break now,
or very soon...or the vagaries of fate (dice) could perpetuate a
valiant stand to the last man, or even a victory.

*Every* wargame worth it's salt has die rolling/luck to some extent.

Play a game of chess with d6 versus d6 to take a piece, add +1 to the
roll of the higher rank piece, and +2 and tie wins to the attacking
piece. I'll bet you statistically get the same results as regular
chess, but it's more characteful and fun ;o)

---
Roll to hit, roll to wound, roll to save:
---
As Ty mentioned, it's hard to reduce the die roll count for 40K
(&Fantasy) if you're going to stick to the stats etc. already in place.
I don't have a problem with this. Here's why:
Roll to hit: Reflects skill in shooting, or skill vs. skill in HtH
Roll to wound: reflects strength of weapon and/or attacker in relation
to toughness of target
Roll to save: Takes into account armor, force fields, dodges, magic
bubbles, whatever.

With historicals in a set period (i.e. very similar units with nothing
new coming really) or a reduced scale game where say a regiment is one
or a few stands, you can distill all of that info down into a CAF.
Warmachine went with stat cards. I hate stat cards.

With the diversity in races and options in an effectively 1:1 scale
sci-fi or fantasy wargame, it'd make a damned dull game if all the
little tweaks or peculiarities weren't accounted for, and the current
system does this in a way that say upgrading a unit's light armor to
heavy armor and shield has a definite, but not world shattering impact
on the game. This *almost* RPG element is IMO what allows the
"Warhammer" family to operate from skirmish level up to grand
engagement (thousands of points per side). If anything, this is the one
thing, with adaptation, I'd willing to incorporate into any wargame, or
even an RPG-lite.

You'd have to come up with an exceedingly cunning plan to change my
mind on that, but I'm willing to listen to new ideas.

---
Overall
---
In general, without making huge changes to the game, I think breaking
up the strict Igo-Ugo structure of the warhammer family would be a good
thing although I would still want each unit to be self-directing and
not sit idle like morons for turns in a row due to lack of characters
(HQs may be a bonus though). The simplest thing I can think of at the
moment is simply taking turns moving or shooting, etc.but this would
screw up declaring charges, flanking, assaults, the two turns of HtH,
etc. and probably require markers. I also like the *idea* of
overwatch/hold, but am leary of it's implementation. This is something
I'm all ears on.
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Desert Lurker

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Since: Aug 29, 2005
Posts: 186



(Msg. 54) Posted: Tue Aug 01, 2006 9:32 pm
Post subject: Re: GW Stores Are A Boondoggle [was Re: GW sales down] [Login to view extended thread Info.]
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Jim M wrote:
> In article <1154434765.955878.292930 RemoveThis @75g2000cwc.googlegroups.com>,
> fomorianwolf RemoveThis @yahoo.com says...
>
>>Jim M wrote:
>>
>>>IIRC WotC closed their stores shortly after being bought out by Hasbro.
>>>
>>>As an interesting side note, if you were to create a store that sold
>>>nothing but Hasbro (and it's subsideries) games and toys it would
>>>probably do fairly well.
>>
>>Who does Hasborg own?
>>
>>I know they own WOTC, I'm pretty sure they own WizKids, and likely
>>FanPro, as well.
>>
>>Am I missing anyone?
>>
>>
>
> Milton Bradley, Parker Brothers, TSR (through WotC), Avalon Hill,
> Playskool, Tonka and Kenner are the first ones that spring to mind...
>
> and a quick search led me here
> http://www.hasbro.com/default.cfm?page=brands
>
Alas poor Avalon Hill, will this be GW's fate?
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Alan Ritchie

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Since: Apr 22, 2005
Posts: 41



(Msg. 55) Posted: Tue Aug 01, 2006 9:55 pm
Post subject: Re: Fistful of Bolters [was Re: GW sales down] [Login to view extended thread Info.]
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"John Hwang" <JohnHwangCSI.TakeThisOut@cs.com.no.com> wrote in message
news:EXEzg.7063$j9.6910@trnddc02...
> Chipacabra wrote:
>> John Hwang <JohnHwangCSI.TakeThisOut@cs.com.no.com> wrote :
>>> Ty wrote:
>>>> 4. These games reward luck, far more than skill. (I am uninterested
>>>> in the absurd argument that skill somehow equates to managin luck.) All
>>>> games have some luck (other than chess). But...luck has a greater
>>>> influence in some
>>>> designs and skill in others. I see it as a continuum --Chess (100%
>>>> skill) on one end and "heads or tails" (100% luck) on the other.
>>> I think you overestimate the factor of luck in Chess, specifically the
>>> coin toss of who gets to move first. First move wins isn't strictly
>>> true in Chess, but it's definitely an advantage.
>>>
>>> Also Pure Skill is actually a VERY *BAD* thing, because it makes it
>>> hard for unequal players to play "evenly". A little Luck is a good
>>> thing.
>>
>> Some games manage okay. Go, for example, is able to accomodate players of
>> wildly different skills fairly elegantly, by giving the weaker player
>> some pieces on the board before the game starts.
>
> Then they're no longer playing "evenly". The weaker player is up by 1 to
> 9. It's like giving the 40k or WFB with an extra 100-1000 pts in Reserve.

I will second this. I played chess at school for 6 years, first move or
not, I lost three times to "inferior" players (one game playing me vs six
others simultaneously, one embarassment, and one prodigy against whom I was
once over ambitious), won zero games against "better" players (got offered
one draw, refused, and promptly lost), and there were only two or three
players (out of say thirty) that I would consider equals. On the other
hand, I now play poker every week against 4 or 5 friends for penny stakes,
and nobody can predict the winner. Some players are consistently above
average, but they occasionally lose big, which keeps it interesting.

Now handicapping would be helpful, but the difficulty is then determining
the handicap. To go back to the chess example, I can beat my younger
brother or my cousin when down a queen, two rooks, or both knights and
bishops (1. 0-0, e7-e5... pointless I know) We found this by playing
repeatedly, until I lost. But determining a handicap could be time
consuming against individuals, or requires some fixed global standard
(golf).
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Alan Ritchie

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Since: Apr 22, 2005
Posts: 41



(Msg. 56) Posted: Wed Aug 02, 2006 1:02 am
Post subject: Re: Fistful of Bolters [was Re: GW sales down] [Login to view extended thread Info.]
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"Ty" <tybeardSPAAAM RemoveThis @sbcglobal.net> wrote in message
news:23Hzg.183$9T3.145@newssvr25.news.prodigy.net...
> "John Hwang" <JohnHwangCSI RemoveThis @cs.com.no.com> wrote in message
> news:_CEzg.7061$j9.2042@trnddc02...
>
>> Ty wrote:

>>> 2. Hold Fire. A stand that moves, but is eligible to fire may hold fire.
>>> That means that the stand will fire in the enemy fire phase. The fire is
>>> simultaneous, so the effects are assessed after all shooting.
>

But does not stop opponents advancing from one block of cover to the next,
without being caught in the open. My concern about the 40k2 overwatch was
that we had problems determining where a unit actually was when it got shot
at. Interupting the movement phase failed when models effectively teleport
one by one to a new position. This solves one problem, but not the other.

>>> Now, as to combat. I think combat should be fast and decisive (i.e.,
>>> relatively bloody). Especially in games with only 6 turns. WH40K deeply
>>> offends my sensibilities on this point. The problem is that stuff just
>>> doesn't die quick enough. This means that it will take an average of 4-5
>>> turns for someone to die. Gack.
>
>> That is why 40k & WFB Assault is fought on *both* players turns! And the
>> assaulting player gets +1A on the first turn. If fought on just one
>> player's turn, nothing would ever die.
>
> Yes, but the shooting system is at least as undeadly in most cases. And
> you only shoot once. Anyhow, I bitterly object to a game that requires 2-3
> turns to resolve a melee. 1/3 to 1/2 of the game...
>

Don't forget morale. If I cannot force a low odds break test after two
rounds of combat, then I clearly did not concentrate enough men to the
combat. But I certainly do not need to kill every last one of my opponents
to win the combat. Melees generally only last 2-3 turns if we both keep
committing fresh units.

And in either W40k or WFB, every game that I have played has seen someone
reduced to a tiny portion of their starting forces by the end of the game,
so I cannot complain that it is not lethal enough


>>> Bottom line -- in my games, combat will be intuitive, fast, and
>>> decisive. Close combats will rarely last more than one turn.
>
>> This might be too fast?
>
> Only if you like slogging away for 1/3 to 1/2 the game in melee. I don't.
>
> The FFB melee system is derived from other games I've designed, and
> players have never complained about it, to my memory.
>

No opportunity to counter charge? Rely only on large movement allowances
and simultaneous movement? I am not saying that it does not work, just that
it is a substantial shift away from the current system, rather than one
where you could sensibly borrow some but not all rules.


What I find interesting is that some of these suggestions are close to the
old epic/space marine/titan legions ruleset, which predates 40k2. I do not
think that the current 40k rules are ideal, but I think I can defend any of
them on the grounds of speed, unpredictability (difficult terrain), or the
search for a good, rather than realistic, game, but perhaps not for their
elegance. But obviously we can always shift the balance in favour of a
faster or more detailed game.
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Alan Ritchie

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Since: Apr 22, 2005
Posts: 41



(Msg. 57) Posted: Wed Aug 02, 2006 1:28 am
Post subject: Re: Fistful of Bolters [was Re: GW sales down] [Login to view extended thread Info.]
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"John Hwang" <JohnHwangCSI.RemoveThis@cs.com.no.com> wrote in message
news:0ILzg.4166$cj7.3327@trnddc01...
> Ty wrote:
>> "John Hwang" <JohnHwangCSI.RemoveThis@cs.com.no.com> wrote ...
>

>> Anyhow, assuming 3 attacks, the Scorpion will kill the marine (1/2 x 1/2
>> x 1/3 = ) 1/12 of the time per attack. This works out to (1-[11/12^3]) a
>> net 23% chance in 3 attacks. Against a *normal* space marine. The Marine
>> will kill the Scorpion (1/2 x 2/3 x 1/3 = ) 1/9 (or ~11%) of the time per
>> attack.
>>
>> If the Scorpion goes first, it will win 23% of the combats before the
>> Space Marine gets a shot. After 4 rounds of fighting, the Scorpion will
>> win 57% of the fights versus 21% for the space marine. How much does the
>> Scorpion cost compared with the basic space marine?
>
> The *SAME*. That is why he is a close combat specialist. He wins in
> close combat.
>


But a 1 vs 1 fight is hugely unlikely, so you should account for the
possibility of one scorpion killing more than one marine. At 3 attacks
each, 4 scorps kill one marine. At 4 attacks, 3 scorps kill one marine.
The suriving normal marines get 1 attack each at 1/9 chance of a kill, so
three or 4 scorps can be expected to draw a single round of combat with 10
marines. Now marines are hard to rout, as they should be, but ignoring
morale, scorps should wipe out an equal number of marines in 4 rounds of
combat, or 2 turns. Even if the marines are inflicting some casualties,
they rarely win a combat, and always run the risk of being routed and
destroyed completely.
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Ty

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Since: Jul 29, 2006
Posts: 14



(Msg. 58) Posted: Wed Aug 02, 2006 3:55 am
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"Hardrock Llewynyth" <hardrock DeleteThis @speakeasy.org> wrote in message
news:is00d25uuli5ng4tshrmq1u5s0q87c6992@4ax.com...
> Thus saith "Ty" <tybeardSPAAM DeleteThis @sbcglobal.net> the Unworthy, in the year
> of Our Lord, Sun, 30 Jul 2006 20:56:14 GMT:

>>So in their best year, the GW stores still lost money at the end of the
>>day.

> You'd think that they've have learned something from the complete and
> total failure of the Wizards of the Coast Game Center and retail shops
> failures.

Well, these idiots apparently couldn't figure out that the main advantage of
corporate owned stores is better pricing. In a world where Walmart dots the
landscape, I am shocked that this simple fact would go unnoticed.

--Ty
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Ty

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Since: Jul 29, 2006
Posts: 14



(Msg. 59) Posted: Wed Aug 02, 2006 4:55 am
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"Desert Lurker" <ironavengers DeleteThis @spamersdie.ridgenet.net> wrote in message
news:5MPzg.1113156

> Alas poor Avalon Hill, will this be GW's fate?

Maybe. If my projections are right, they will be in deep financial trouble
next year. They have plenty of assets that they can use to collateralize
loans. If they leverage the company like that, they can survive for 3-4 more
years. But eventually, they will run out of money. At that time, they will
be vulnerable to a hostile takeover. Or, someone can simply buy the debt
from the banks and foreclose. GW's intellectual property and production
assets (molds, primarily) are valuable.

--Ty
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Ward B.

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Since: Sep 25, 2005
Posts: 109



(Msg. 60) Posted: Wed Aug 02, 2006 4:55 am
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"Ty" wrote...
> "Desert Lurker" wrote in message

>> Alas poor Avalon Hill, will this be GW's fate?
>
> Maybe. If my projections are right, they will be in deep financial trouble
> next year. They have plenty of assets that they can use to collateralize
> loans. If they leverage the company like that, they can survive for 3-4
> more years. But eventually, they will run out of money. At that time, they
> will be vulnerable to a hostile takeover. Or, someone can simply buy the
> debt from the banks and foreclose. GW's intellectual property and
> production assets (molds, primarily) are valuable.

GW's moldmaking tools are quite valuable. They recently spent several
million upgrading to a state of the art system that make it quicker and far
less expensive for them to cut molds. The new molds are high quality, and
this makes it practical to switch their entire line over to plastic minis.
This will have a big impact on their economic numbers. [There was an
article in a professional journal I get at work. I posted the link a couple
months ago. The first model made with the new tooling is the new Carnifex.]

That said, GW's leaders have made some obvious blunders recently. GW excels
at making miniatures. However, the on the business side of things, like
Avalon Hill, TSR and many others, they've got quite a bit to learn. I'm not
going to elaborate further along this line because Ty's already mentioned
most of the points.
--
- Ward
wardcb at earthlink dot net

All of us could take a lesson from the weather. It pays no attention to
criticism.
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US info for new Tau Releases - The latest issue of White Dwarf (314) has some info on the new Tau releases. The interesting part is that they are all listed as March releases, does anyone have any idea if this is correct? They still aren't listed for pre-order. Codex: Tau Empire $2...

(Legends of the Old West) - Can anyone tell me how the game mechanics work. Is it based on Lord Of The Rings - cowboy style, Necromunder or a completely new (for GW) game? Regards Ben

Painting Help - Whats the best web resource for teaching someone to paint 40K figures, with pictures and help with highlighting and things.

[Paint] Dust removal? - Having Purchased a set of Vallejo Game Color I have started to unpack all my minis. One problem I find is that my painted figures are all very dusty. What is the best way to remove this dust? Canned Air? Wash them? other ideas? Once dusted I want to....

[Paint] Black fur.. - OK Ive tried on a few models now (skaven) and I cannot get a way of painting black fur to look reasonable (or rather more than just black undercoat). I've tried dry brushing extremities with dark greys to give more definition but all I get is a grey....
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