Part of the point of axing lines is no longer having to maintain molds, which apparently costs money to do.
Also, there are more rumors than that on the factions, including a listing of them (humans, elves, chaos, orcs, skaven, undead), and some of the aspects / expected 'core' units in them - elves not high/dark/wood but having a new style, core spears, archers, cav; chaos core warriors/gors/daemons, no ungors or marauders; humans more heavily armored & superheroesque, like 'good guy' chaos warriors, undead based around ghouls, skeletons, ghosts, definitely no Egyptian stuff; skaven and orcs not significantly changed in style, lizardmen gone completely, dwarves and ogres gone except for maybe a unit each in the human faction.
Molds cost money to maintain, but excess product costs WAY more when it's clogging up shelf space.
Here's another way of thinking, though. Presently GW makes money by rotating a number of relatively comparable choices in and out of favour. Black Guard were superior in 7th ed DE, but Execs got bumped up in 8th. Treekin got toned down while waywatchers got tuned up. Pushing Witch Elves to core made them fantastic, while spearmen/swordsmen became obselete.
When they're switching between one unit or the other of a dual kit there's not much lost...but when an entire kit gets rounded out of existence? Not good.
For instance, how many
VC players run a black coach? Like...four? Out of nostalgia? What point is there in maintaining that kit when everyone who runs one has it from 3 editions ago, and they can just make a new and better kit should they ever re-release the rules.
Thus take the
VC book for example. Blood knights, black coaches, bat swarms...can all go. Nobody buys those kits. Fellbats are hideous models and relatively redundant with direwolves/spirit wolves, so can also probably go. The entire character model line vis a vis Vampires can be axed and replaced with a single multikit like the Empire General. SCs can be replaced by limited-edition runs of collectable models. Realistically speaking the Varghulf model can also be axed (even though I love that model it's been around forever and I bet it doesn't sell much these days). Wraiths and banshees probably aren't super cost-effective kits either. As are corpse carts (expensive kit that makes one model, that many players probably don't buy/own/use).
That reduces the
VC line dramatically. What we're left with is:
Hero/Lords:
Vampire Kit
Wight Kit
Necro clampack
Core:
Skeletons
Zombies
Ghouls
Direwolves
Special
Grave Guard
Hexxies/BK
Vargs/CH
Spirit hosts
Rare:
ME/Coven Throne
Terrorgheist/Zombie Dragon
Morghasts
Cuts the model range in half. Reduces only to those units people actually buy. The units that are cut are the sort that only collectors want/run/own. I would also argue that it still gives a number of distinctive styles of play.
Now round that out with a Morghast-style unit say...once a year, as is rumoured. Stick it on the shelf and see how it sells. At the end of the year compare its sales to those of other comparable kits. New kit selling better than Mortis Engines? Stop making mortis engines. Build a new kit and stick THAT on the shelf. Move last year's new kit to online-only. Rinse+repeat.
But if the rumors are true, I will be absolutely dissappointed. Planar bubbles? What the fuck? What is this Twilight Zone warhammer?
Thing is...the Warhammer world still exists. Just like Forgotten Realms still exists. There's an immense history of lore there, and they could simply release occasional campaigns based on historical battles to get your juices flowing (like they do with the occasional forgotten realms sourcebooks.
However, like forgotten realms, the Warhammer World is played out. People are tired of Archaon being "almost ready" to invade. People are tired of the same skirmishes along the same borders. People want something new to jazz them up.
"Planar worlds" gives this. It's an interesting idea that could be used to build a REALLY cool world. It'll be a bit bizarre, and execution will matter, but the fluff in End Times has been FANTASTIC. I have 100% confidence that a cool, GW-made planar world has the POTENTIAL to be awesome.
I don't want dimensional cascades and planar bubbles. I want men and monsters stomping out to the warcries of their respective gods and civilizations sending out challenges or valiantly defending. Thats the fluff. It's medievil.
I thought that's the route they were going as well. However...this doesn't need to be any less medieval.
People are suggesting that the "worlds collide" thing is 100% random, but it need not be. It could be that travel between the worlds is largely stable, and that inter-planar travel along relatively stable routes is possible.
Imagine it like a giant archipelago, made up of little pockets of planar space. Some of those islands are clustered close to each other, and establish trading routes and open lines of communication. The elves are on one such cluster of islands, the lizardmen on another. The humans are spread out all over. The dwarfs have moved from strongholds onto massive airships and travel between the islands like seafaring traders, and hired the Ogres to serve as their bodyguards permanently. These good nations are all relatively close to each other, and relatively peaceful.
Hostile nations still exist too. Chaos would infect various islands like a plague, and occasionally islands would get sucked into the warp. Nagash' powerful magics would have kept Sylvannia together intact, which becomes a powerful pulsing beacon of undeath that spreads like a slow-moving spiderweb. Skaven enter islands surreptitiously and slowly build their forces beneath the surface until they spring up and attempt to overthrow its denizens.
However the ocean is not stable. Occasionally a new island will pop up out of nowhere, and nearby island-nations will rush to exploit its resources. Perhaps that island will turn out to be a gateway into a hostile cluster, and nearby nations will need to rally together to defend it against whatever fell incursion comes through. Or perhaps an island will simply break away from the cluster and drift off into a hostile cluster alltogether, and its denizens will need to battle off evil from all sides to buy time for mages frantically opening portals to save as many lives as they can.
Perhaps things are a little more steampunk than medieval, but they've always been that way in
WHFB. There are still gods and civilizations, just these civilizations don't have defined geographical borders on a 2d map but instead on rough latticework of interconnected planes.
Best part is that it creates WAY more justification for campaigns than the present world. Campaigns whose stakes can be raised without putting an entire civilization at risk. In the present world you get caught in a trap of constant brinksmanship, where Archaon must always be 1 step from invasion but never actually DO it.
They do this in
40K. They create new worlds for campaigns then destroy them based on the outcome. Your battle affects civilizations, but they don't have to rewrite the BRB fluff because the good guys lost a campaign.