It's been wild-ass guessed that there are around 10,000 BT "fans" worldwide.
Is that the "current day" number? Because back in late 90s BT was, at least in my country Germany, a huge thing. It was the game everybody played, and 40K only overtook it in its 3rd edition. We had several thousand players in clubs, doing organized play, chapter fights and such. I drove through the republic quite a lot. I would have expected BT's fanbase in the US to be bigger by an order of magnitude, not to forget the rest of the world. 100K minis seems to be lowballing it, too. 10 minis per guy? 3000 minis a year? I must be 30 people. :D
Yes, the blisters vanished from the shops a while ago, but still. It used to be quite the seller. I'm actually astonished to hear that they made so much MWDA stuff and that it sold well. I only noticed MWDA in the bargain bins very quickly at the time. The only game that I remember that went from full price to 70% off quicker was AT-43 when Rackham went prepainted before they went bust.
But if 10K players is roughly what's going on today, I think I have to be super happy. I'm with the Mekwars people, and apparently we've been able to keep 10% of the fans playing the game - not at the same time, but that seems to be our player pool. And yes, we do advertise the books when people have questions. We want Catalyst to get our money, even if us old grognards are stuck in our timelines. I'm only interested in 3025, for example, but once in a while I'll buy something else so people whose work I value get a little something.
Anyway: I did not get into MWDA because I really hated the blind booster mechanism. At the time I did not even mind the time jump much. We were playing in the clan period anyway, so one step deeper into the madness was ok. But the awful clicktech and not being able to buy what I want put me off badly. For the same reason I never got into CCGs. I don't like the way they play and the terrible "pay to win" that's behind it all. I also missed the elegance of hexbased games. There's never an argument over "you're 1/8" short" "no, I'm not" as in other tabletop games (which I enjoy, but for other reasons). Hexes don't lie. BT's turn order is still, 30 years later, great, one of the best in the industry, IMO. The IGOUGO We Shoot system is brilliant. Particularly in 3025, that's what makes the game great, it puts more of the games decisions into the hands of the player instead of the dice; good movement is really important there. Classic IGOUGO with sequential damage means you're dead after a bad turn usually. I can see why people don't like FASAnomics, but as a 3025 player, I don't feel that much. There aren't so many clusters around (I hate massive clusters in the later timelines because they invite Headplink spamming and thus put too much emphasis on list building and getting lucky), and those are the biggest time wasters. I can usually play a 4 on 4 in an hour, and that's ok with me, even without the computer doing the dice rolling and dumpling filling. Less than that and I wouldn't feel as if I had gotten a game, if you know what I mean.
Well, MWDA didn't have any of the things I liked, and a lot that I didn't like, I guess. Never spent a penny on it. And yes, I thought CBT was dead at the time and went to play WH40K and WHFB (the latter is just now going through an MWDA-like reboot, including a terrible information policy and a ruleset with no balancing mechanics). Only in 2010 did I discover that CBT was still alive. I get why Fanpro couldn't keep up with the advertising, the German branch was like a dozen people and they were always very short on money. It's still a shame, though. And I agree with the people who say that both games could have sold more if they had been marketed paralelly. As it was, it looked like MWDA existed mostly to piss BT fans off. Bad fan communication indeed. And stuff like that can make or break games. If you shoo away your veteran players, it's difficult to recruit new ones. Not only because a flourishing community draws newbies (nothing promotes a game better than it being easy to get a game, no matter where you are), but also because the veterans will be bitter. They will try to get the new players to play a different system. They will badmouth your new stuff.
And yeah, gamers can be harsh customers, often tight-fisted and petulant and hard on the devs. I wish the guys at Catalyst the best, so far they've been handling it all really well. Thank you, Catalyst (and also the Forum staff here. I don't read here very often, but I'm thankful for the time you guys put in to make this an enjoyable place on the web).