King Ondoher wrote:
My point is, even as a Veteran I would STILL be a profitable direct customer of GW, if I thought I was getting value for money. I do not, as a direct consequence of GW policies, so I now take my money elsewhere.
Your entire story was well-written and precisely illustrates why GW sees no point in catering to veterans.
What drives sales, more than anything else, is the clueless newbie. The clueless newbie is likely go buy big and buy in mistake. They are likely to buy into the hype and drink all the Kool-Aid. A $30 box here and there does not keep the electricity on, after all.
GW wants the kid who brings his parents in to drop $200 on a bunch of Space Marines and is never seen from again. They want them so bad it hurts. And it makes perfect sense--in any sort of collectibles market, retention is a BAD thing.
I'll use an overly extended metaphor to try to explain. Let's say you have a small "neighborhood" grocery store. Unfortunately, you can't (or won't, it really doesn't matter here) compete with the national chains in terms of price, so you offer your customers a few extras--free cooking classes and a number of ranges and ovens that they can use in a back room.
This continues for, say, ten years. But you've noticed that, as time goes by, more and more "vets" are buying less from you, but spending an awful lot of time in the free kitchen. A lot of them don't even buy from you any longer, but instead bring in ingredients they purchased outside the store. You may have potential customers getting scared off by the veterans giving them unsolicited recipe advice even.
How much of that are you going to take before you start kicking people out?
Like I said, overly extended, but here's the point: veterans, as a group, take up far more floor space than newbies and buy far less. By focusing on the new player, GW is narrowing their target demographic to the ones that actually drive the business instead of trying to please an element that is nowhere near as profitable. It's sound business sense.