Games Workshop Group (LSE: GAW)

Last close As at 05/08/2026

GBP190.10

−20.00 (−0.11%)

Market capitalisation

GBP6,282m

Games Workshop is a leading international specialist designer, manufacturer and multi-channel retailer of miniatures, scenery, artwork and fiction for tabletop miniature games set in its fantasy Warhammer worlds.

EDISON VIEW

Games Workshop Group (GAW) enjoyed a strong FY26, a year for which there were relatively low expectations at the start given the anticipated headwinds of tough comparatives from FY24 and FY25, as well as the potential negative impact from newly introduced tariffs in the US. GAW’s core business surprised on the upside from a revenue perspective as it continued to enjoy good engagement on new products released, which translated into even better gains in gross profit and operating profit. FY27 will benefit from the launch of the 11th edition of GAW’s main intellectual property (IP), Warhammer 40K, and, if the customary three-year release cycle remains in place, FY28 should see the launch of the next edition of Warhammer Age of Sigmar. The company is facing cost pressures from higher input costs following the Middle East conflict, while investing in supporting infrastructure, growing its international presence and customer engagement, which may put pressure on the level of potential operational gearing. With respect to the Amazon partnership, there is steady progress, with scripting about to begin following the completion of initial outlines.

Find more in our last note on Games Workshop Group — Not bad for an ‘off year’

Q&A

What is Games Workshop's core business model?

Games Workshop's core business model is the creation, manufacture, and sale of miniature-based tabletop fantasy and science fiction wargames, primarily through its Warhammer intellectual properties. The company designs proprietary intellectual property, produces miniatures and rulebooks in-house, and sells them through a vertically integrated network of owned retail stores, independent retailers, and e-commerce channels. Revenue is driven by recurring customer purchases of miniatures, paints, books, and gaming accessories, supported by continuous content releases that keep players engaged over long periods. The business is further enhanced by high-margin licensing income from video games, books, merchandise, and media adaptations based on the Warhammer universe.

How does Games Workshop split revenue between miniatures and licensing?

The company reports revenue and operating profit for its core activities, ie miniatures and games, and licensing. Licensing revenue can be lumpy based on the timing and scale of new licences, as well as the accounting standards that require minimum guarantees to be recorded at the start of the licence. There is no visibility on when the company may sign a new licence.

What is Games Workshop's competitive moat?

Games Workshop's competitive advantage stems from its ownership of the deeply established Warhammer intellectual property, which creates strong customer loyalty, high switching costs, and powerful community network effects. Players invest significant time and money into armies, lore, and social communities, making the hobby highly sticky and recurring in nature. This is reinforced by Games Workshop's vertically integrated model — controlling design, manufacturing, publishing, retail, and distribution — which supports premium pricing, strong margins, and consistent quality. Its global fan ecosystem, frequent content releases, and expanding licensing opportunities across video games, books, and media further strengthen the brand and make the business difficult for competitors to replicate.

What does the Amazon deal mean for the Warhammer franchise?

In December 2024, management confirmed it had reached a final agreement with Amazon to adapt the Warhammer 40K universe into films and television series, with associated merchandising rights. Amazon also has an option for exclusive rights in the Warhammer Fantasy universe (ie AoS and Old World) after the release of any initial 40K production. As with any other licence, the terms are confidential. The aim of the exclusive agreement is to initially place the 40K intellectual property into new markets and to a wider audience, which naturally should generate incremental new revenue. Management hopes the content encourages more people to take up the hobby and benefit the core business.

How do new game-edition releases drive Games Workshop's sales cycle?

The historic pattern has been for a new edition of each of the two main intellectual properties to be released every three years. While there is a lot of attention and focus on new products in the early stages of each new release, the company continues to release new products for the each new edition in the following years in order to keep the hobbyists engaged.

What are the primary risks facing the business?

Phasing of release dates and relative sales of new editions of its main intellectual properties. Rate at which the company can attract new customers in new markets as it expands across the globe. Limited visibility on the rate at which the company will leverage its intellectual properties through licencing. Potential for 3D printing to replicate the quality of Games Workshop's miniatures.

What is Games Workshop's dividend / surplus-cash policy?

The company's dividend policy is to return 'truly surplus' cash to shareholders. In determining what is 'truly surplus' cash, management retains a cash buffer of three months' of working capital requirement (currently £120m) alongside three months' worth of tax payments and any large, planned capital purchases or group profit share payments/bonuses over £1m. Management aims to declare and pay dividends in the same financial period for consistent financial reporting, where possible. Games Workshop declared its first dividend of the year at 90p per share. The amount of the dividend is similar to the first dividend of FY26 of 85p per share and has been declared at a broadly similar time as last year, 25 June 2025.

Does Games Workshop have pricing power?

Games Workshop has pricing power with typical price increases of low- to mid-single digits in recent years, in response to underlying cost inflation.

Latest Insights

View More

Consumer | Update

Games Workshop Group — Not bad for an ‘off year’

Consumer | Comment

Games Workshop Group (LSE: GAW) FY26 results

Consumer | Update

Games Workshop Group — A good beat for FY26

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Market Data

Share Price GBP190.10
Market Cap GBP6,282m
52-Week High GBP221.67
52-Week Low GBP137.40
% Change 1M (8.3)
% Change 6M 14.1
% Change 12M 21.8
Ave. Daily Volume 1yr 89,097

Sector

Consumer

Equity Analyst

Russell Pointon

Director of Content, Consumer and Media

Key Management

  • Kevin Rountree

    CEO

  • Liz Harrison

    CFO

  • Mark Lam

    Non-executive chairman

Share Price Chart

Outlook

Consumer

Games Workshop Group — Sigmar the fourth

Flash note

Consumer

Games Workshop Group — Another record year in FY24

Flash note

Consumer

Games Workshop Group — Steady as she goes

Craftworld Eldar_games workshop

Update

Consumer

Games Workshop Group — Core growth in H124

Media and Games Invest_resized

Flash note

Consumer

Games Workshop Group — H124 in line, solid core growth

Outlook

Consumer

Games Workshop Group — Leviathan

Craftworld Eldar_games workshop

Update

Consumer

Games Workshop Group — Merci, France

Update

Consumer

Games Workshop Group — Encouraging trading in H123

Outlook

Games Workshop Group — Battling on

Update

Consumer

Games Workshop Group — Indomitable

Update

Consumer

Games Workshop Group — Rounding off a stellar year

Outlook

Consumer

Games Workshop Group — No cracks in the plastic

Update

Consumer

Games Workshop Group — Strong trading continues

Update

Consumer

Games Workshop Group — Exceptional start to FY21

Update

Consumer

Games Workshop Group — Winning performance

Update

Consumer

Games Workshop Group — Marching on up

Initiation

Consumer

Games Workshop Group — On a mission