Instead of translating the rules system that came with the license, Mythic plans to focus on the idea that none of its races can stand each other. It's Order vs. Destruction, dwarves vs. orcs ("greenskins"), dark elves vs. high elves - it's not the most politically correct approach in this day and age, but it does feel natural. And though the PvE content is extensive (each race gets its own complete "storyline") and crafting will exist in some form, it's all only foreplay set against the backdrop of unending conflict. Modeled somewhat after Camelot's Realm vs. Realm system, Warhammer's ingenious approach ensures even lowbies will, in small ways, have global military impact. We're not sure what constitutes a small global impact, but we're still eager to try having one.
Basically, contested zones will change control based partly on the points acquired by players during battleground skirmishes. As a faction's territory expands, they gradually accumulate enough to enable armies of characters to storm the gates of enemy capital cities, sack them, and capture enemy kings, to be incarcerated in your home stockades and pelted with rotten fruit. Sadly, you can't execute them; after a while, they're simply reinstated to await further incursions.
The game should be officially launched this summer.