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				<title>Potential Method of Improving Game-Workshop's Management of 40K?</title>
				<description><![CDATA[ Many people - understandably - complain about Game Workshop's management of the <span class="glossaryitem" onmouseover='gp(3);'>40K</span> universe, by which I mean, you will regularly see complaints about Codex Creep, flaws in rules and several codices not linking to 5th Ed.<br /> <br /> I propose that Games Workshop should revamp all the non-5th edition-compatible codices (of which there are 8 I think...), some of which will need more minor changes (eg. Eldar) and then, rather than cause them to all be outdated again, make a 5.5 Edition Rulebook. This would mean that all the codices are up to date with a good rules system, allowing Games Workshop to focus on it's strength - the models.<br /> <br /> I believe 5th Edition to be one of the best rulebooks so far, particularly the use of troop choices, however, there are several flaws - such as complaints about vehicles etc. I believe that these could be resolved as  part of a 5.5 edition, enabling it to be a longer-lasting rule-set, thereby allowing Games Workshop to produce a wide range of models and properly support the existing armies.<br /> <br /> The core to this theory is a constant/long-standing rules system, which I believe a 5.5 edition could be, enabling Games Workshop to bring all the codices and model ranges up to date.<br /> <br /> Then, as a further bonus, if there is an up-to-date rules system and line of existing codices, then a seperate codex/book could potentially be released which allows the use of more 'minor/niche' factions of exisiting races, such as Adeptus Mechanicus, Lost and The Damned and Kroot Mercenaries - along the lines of Codex <span class="glossaryitem" onmouseover='gp(33);'>EoT</span>. If used alongside several conversion kits/sprues (such as skitarii parts), then this could further boost player-happiness/customer satisfaction and also improve income for Games Workshop.<br /> <br /> So, in summary, I believe a better way of managing <span class="glossaryitem" onmouseover='gp(3);'>40K</span> could be the following:<br /> - 5.5 Edition Rulebook.<br /> - Codices brought up to date with this long-standing rulebook.<br /> - <span class="glossaryitem" onmouseover='gp(33);'>EoT</span>-type codex released allowing the use of more 'minor' factions - eg. <span class="glossaryitem" onmouseover='gp(83);'>LotD</span>.<br /> - This allows <span class="glossaryitem" onmouseover='gp(50);'>GW</span> to focus on what they do best - models, and provides the consumer with a wide and stable base to collect <span class="glossaryitem" onmouseover='gp(3);'>40K</span>, with a long-standing rules system and recent codex.<br /> <br /> I reckon, bearing in mind the need for Warhammer and <span class="glossaryitem" onmouseover='gp(86);'>LotR</span> aswell, this could take only 2 years at a push.<br /> <br /> Feedback/thoughts?<br /> Or if you feel you have a better idea, please suggest it. Any 'worthy' ideas could go in the original post?<br /> <i><span style="font-size: 9px; line-height: normal;">(Oh and removing Space Marines isn't constructive)</span></i>]]></description>
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				<pubDate><![CDATA[Mon, 26 Jul 2010 13:19:11]]> GMT</pubDate>
				<author><![CDATA[ Just Dave]]></author>
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				<title>Re:Potential Method of Improving Game-Workshop's Management of 40K?</title>
				<description><![CDATA[ That sounds like a good idea.<br /> <br /> Here's why it'll never happen.<br /> <br /> With a new codex invariable comes a new model range. Even if they're not all released immediately (they aren't), every new codex adds to and removes from an army, in varying ratios, but always the result is <i>change.</i> If I understand you correctly, you're suggesting creating a series of revisions to the fifth-edition rules that would effectively be a sixth edition without being so radical as to make all fifth-edition and below codices outdated or unplayable, and then stick with that edition for a significant amount of time.<br /> <br /> Here's why the two points I just mentioned are not compatible.<br /> <br /> When <span class="glossaryitem" onmouseover='gp(50);'>GW</span> brings out a new edition, you'll notice that their biggest moneymakers and the army they want to push at that time all get new codices with new units and, at some point after that, new models. This is the core of <span class="glossaryitem" onmouseover='gp(50);'>GW</span>'s business model. See, the thing that hurts a business like <span class="glossaryitem" onmouseover='gp(50);'>GW</span> the most is second-hand sales, because they make zero money off them... so there's a huge amount of pressure to release new models that can't be available second hand.<br /> <br /> That's why we have a new edition every four years. That's why less popular armies like Necrons, <span class="glossaryitem" onmouseover='gp(144);'>WH</span>, <span class="glossaryitem" onmouseover='gp(30);'>DH</span>, and <span class="glossaryitem" onmouseover='gp(27);'>DE</span> are still in the third edition, and why Space Marines, <span class="glossaryitem" onmouseover='gp(69);'>IG</span>, <span class="glossaryitem" onmouseover='gp(124);'>SW</span>, and <span class="glossaryitem" onmouseover='gp(10);'>BA</span> are all fifth-edition with new models coming out all the time.<br /> <br /> <span class="glossaryitem" onmouseover='gp(50);'>GW</span> always will - and will always have to - push their moneymakers to the front. Their less popular armies will always take a backseat to their real cash cows - the Imperium.<br /> <br /> If they were to implement what you're suggesting, it would stave off the need for a sixth edition, which would slow down the release of new Imperial codicies, which would slow down the production of new Imperial models, which would cut into their profits.<br /> <br /> Would your idea create a more balanced environment for what is effectively a minority among <span class="glossaryitem" onmouseover='gp(3);'>40k</span> players? Absolutely. Would it make a lot of people happy? Yep. Would it make <span class="glossaryitem" onmouseover='gp(50);'>GW</span> money? No.<br /> <br /> And that's the key. That's why it'll never happen.]]></description>
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				<pubDate><![CDATA[Mon, 26 Jul 2010 13:55:45]]> GMT</pubDate>
				<author><![CDATA[ SaintHazard]]></author>
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				<title>Potential Method of Improving Game-Workshop's Management of 40K?</title>
				<description><![CDATA[ Aaah, that is a very good - and well put across - point.<br /> <br /> I do completely admit, it does push the Imperium, to the rear, and although the focus on models and new codices will produce revenue, I admit, my proposal won't produce <span class="glossaryitem" onmouseover='gp(400);'>AS</span> MUCH money as they'd like.<br /> <br /> It is very much a case of customer over business, I admit...]]></description>
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				<pubDate><![CDATA[Mon, 26 Jul 2010 14:04:54]]> GMT</pubDate>
				<author><![CDATA[ Just Dave]]></author>
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				<title>Re:Potential Method of Improving Game-Workshop's Management of 40K?</title>
				<description><![CDATA[ Don't get me wrong, I really really really wish they'd do what you're suggesting, that would mean my Tau and my Necrons would get a new damn codex sometime in the next five years.<br /> <br /> But unfortunately it's just good business to push Space Marines, Space Wolves, Blood Angels, and (right now) <span class="glossaryitem" onmouseover='gp(69);'>IG</span>.]]></description>
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				<pubDate><![CDATA[Mon, 26 Jul 2010 14:09:45]]> GMT</pubDate>
				<author><![CDATA[ SaintHazard]]></author>
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				<title>Potential Method of Improving Game-Workshop's Management of 40K?</title>
				<description><![CDATA[ Oh yeah, I completely agree. As you said, it would make the consumer very happy, it just wouldn't work as well for <span class="glossaryitem" onmouseover='gp(50);'>GW</span>.<br /> <br /> Although, if they really really wanted good business they should ditch <span class="glossaryitem" onmouseover='gp(86);'>LotR</span> and update Chaos! <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0">]]></description>
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				<pubDate><![CDATA[Mon, 26 Jul 2010 14:11:55]]> GMT</pubDate>
				<author><![CDATA[ Just Dave]]></author>
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				<title>Re:Potential Method of Improving Game-Workshop's Management of 40K?</title>
				<description><![CDATA[ Now there I have to agree, <span class="glossaryitem" onmouseover='gp(86);'>LotR</span> gamers are a small cult following at best. I know one (1) person who buys <span class="glossaryitem" onmouseover='gp(86);'>LotR</span> models, and he just likes to paint them. I know zero players who actually play.<br /> <br /> And Chaos is in need of several major tweaks.]]></description>
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				<pubDate><![CDATA[Mon, 26 Jul 2010 14:13:37]]> GMT</pubDate>
				<author><![CDATA[ SaintHazard]]></author>
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				<title>Potential Method of Improving Game-Workshop's Management of 40K?</title>
				<description><![CDATA[ They are, I can't imagine them producing much (if any notable) profit and I believe the time could be better used.<br /> <br /> Yes, they are a very popular army also, a new codex and model range for them could be very extensive and very popular. = £/$/€]]></description>
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				<pubDate><![CDATA[Mon, 26 Jul 2010 14:22:47]]> GMT</pubDate>
				<author><![CDATA[ Just Dave]]></author>
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				<title>Potential Method of Improving Game-Workshop's Management of 40K?</title>
				<description><![CDATA[ Hmm... maybe the <span class="glossaryitem" onmouseover='gp(86);'>LotR</span> are more of an attempt at a gateway drug?<br /> <br /> Non-wargamers have no experience with the warhammer setting.<br /> <br /> They know Star Wars and Lord of the Rings and stuff. Maybe they get people to play a bit of <span class="glossaryitem" onmouseover='gp(86);'>LotR</span> cuz it's familiar to them, then those people see all the people playing warhammer and end up buying armies for that too.]]></description>
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				<pubDate><![CDATA[Mon, 26 Jul 2010 14:33:41]]> GMT</pubDate>
				<author><![CDATA[ TheBloodGod]]></author>
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				<title>Potential Method of Improving Game-Workshop's Management of 40K?</title>
				<description><![CDATA[ I used to buy <span class="glossaryitem" onmouseover='gp(382);'>SC</span>'s just to paint quite regularly and don't anywhere near as often anymore because lots are direct only, so I wish <span class="glossaryitem" onmouseover='gp(50);'>GW</span> would scrap <span class="glossaryitem" onmouseover='gp(86);'>lotr</span> too so they can stock more proper warhammer.<br /> <br /> Anything that involves dropping <span class="glossaryitem" onmouseover='gp(86);'>lotr</span> has got to have positive results <img src="/s/i/a/6d3c0a908a3861135dfaebde91c0ecf6.gif" border="0">]]></description>
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				<pubDate><![CDATA[Mon, 26 Jul 2010 14:39:48]]> GMT</pubDate>
				<author><![CDATA[ DEATH89]]></author>
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				<title>Re:Potential Method of Improving Game-Workshop's Management of 40K?</title>
				<description><![CDATA[ I think the biggest improvement <span class="glossaryitem" onmouseover='gp(50);'>GW</span> could make in managing Warhammer <span class="glossaryitem" onmouseover='gp(3);'>40k</span> is in having the current game and all future codices analyzed by mathematicians. The game is on the VERGE of becoming a truly competitive hobby a-la Magic the Gathering. Becoming a competitive hobby opens the door to tremendous growth and financial opportunity for both <span class="glossaryitem" onmouseover='gp(50);'>GW</span> and skilled players. The only major hurdle to this endeavor is the fact that the game has some major balance issues.<br /> <br /> In my opinion, the key to balance within <span class="glossaryitem" onmouseover='gp(3);'>40k</span> is in running the game through a think-tank of mathematicians until a standard equation is reached through which game developers can filter point values, weapon strengths/ranges, and movement.<br /> <br /> This may seem like an impossible task to the layman but I don’t think it is. The mathematicians who invented the technology at the foundation of the company I work for have come up with some truly insane methods of accurately quantifying things we can barely imagine. All you need is to employ people like them at a contract rate for about a year (or even less considering the inherent simplicity in the number of results that a single 6-sided die can generate), have them equalize everything, release 6th ed, and codices to follow.<br /> <br /> Once their work is done the game can rise into a completely different realm – <span class="glossaryitem" onmouseover='gp(3);'>40k</span> leagues, <span class="glossaryitem" onmouseover='gp(3);'>40k</span> championships, <span class="glossaryitem" onmouseover='gp(3);'>40k</span> professionals, the sky’s the limit.<br /> <br /> Pipe dreams… depressing depressing pipe dreams…<br /> ]]></description>
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				<pubDate><![CDATA[Mon, 26 Jul 2010 17:01:28]]> GMT</pubDate>
				<author><![CDATA[ incarna]]></author>
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				<title>Potential Method of Improving Game-Workshop's Management of 40K?</title>
				<description><![CDATA[ Well, actually balancing some things out is quite easy.<br /> <br /> In fact, to work out the combat effectiveness of some of my units I pit them against another hypothetical unit, then work out the probabilites of both sides hitting and wounding and failing saves. From this you can work out the most statistically probably result of the combat!<br /> <br /> Works for shooting, and everything involving dice rolls really!]]></description>
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				<pubDate><![CDATA[Mon, 26 Jul 2010 17:11:15]]> GMT</pubDate>
				<author><![CDATA[ Ardensfax]]></author>
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				<title>Potential Method of Improving Game-Workshop's Management of 40K?</title>
				<description><![CDATA[ <blockquote><div><cite>Ardensfax wrote:</cite>Well, actually balancing some things out is quite easy.<br /> <br /> In fact, to work out the combat effectiveness of some of my units I pit them against another hypothetical unit, then work out the probabilites of both sides hitting and wounding and failing saves. From this you can work out the most statistically probably result of the combat!<br /> <br /> Works for shooting, and everything involving dice rolls really!</div></blockquote><br /> <br /> Right… but then you get into more abstract values like;<br /> <br /> The ability of an imperial guard player to either unite or keep separate his platoons based on the mission parameters.<br /> <br /> The ability of skimmers to ignore intervening obstacles and units.<br /> <br /> Even weapon range and unit movement is abstract (fleet, 12” charge, etc.)<br /> <br /> These are the things I’m talking about and the guys who founded my company could figure these things out. Anyone can figure out that a bolter is X% more powerful than a lasgun… but it certainly doesn’t hurt to get a mathematician to take a look at a Manticore within the context of their standardized equations and say; “…hmmm… this might be a tad under priced for what it can do”.<br /> ]]></description>
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				<pubDate><![CDATA[Mon, 26 Jul 2010 17:50:49]]> GMT</pubDate>
				<author><![CDATA[ incarna]]></author>
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