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Fears for the Warhammer Old World
Games Workshop has recently made an announcement that has generated a great deal of excitement among fans of their classic games. The news in question is the return of Warhammer Fantasy’s beloved rank-and-file style of gameplay, now reincarnated as “Warhammer the Old World.” Personally, I share in the enthusiasm for the potential this game holds. However, there are also significant concerns looming, leading to apprehensions about the game’s fate and potential for failure.
My primary concern regarding Warhammer the Old World revolves around the potential for oversimplification. Warhammer Fantasy was known for its intricate gameplay, featuring various systems like ranks, morale, and magic, which added depth and made mastering the game a rewarding experience. However, in recent years, Games Workshop has been simplifying their games, as seen in the latest edition of Warhammer 40K.
In the case of Warhammer 40K, Games Workshop has made significant changes to how you construct army lists, introducing static unit sizes and providing all weapon upgrades for free. While this simplification streamlines army list creation, it comes at the expense of customization and personalization, which many, myself included, found enjoyable and engaging. This shift has also compelled me to acquire a substantial number of new models to equip squad members with upgrades that used to be points-based, such as adding a plasma pistol to a Chaos Marine sergeant. What was once a tactical decision is now a free option, leaving me with a sense of missed opportunities if I do not take them. While this approach might benefit new army builders by offering easy access to exciting options in the box, it has rendered a significant portion of the time and effort I invested in painting my army seemingly wasted.
This development perhaps shouldn’t have taken me by surprise, given that when Warhammer Fantasy was discontinued, it was succeeded by Age of Sigmar, the first Games Workshop game to adopt this type of army building. Age of Sigmar takes this simplification even further by removing the strength and toughness stats from unit profiles, instead instructing players on what rolls are needed for both hitting and wounding. To clarify, I don’t have an issue with this system in the context of Age of Sigmar. It was designed from the ground up with these systems…