As for my document I made a verbal agreement with Ben at games day whom was the only one there to accept my document and it's also posted on GWs website under user submitted material in the legal section. Basically everything in it became GW property that they may use in whatever way they want. It's basically a way of making sure they could actually use anything of what I had written without the risk of getting sued for copyright infringement.
I may still hold the rights to it as the author but GW also has the rights to do as they please with the document. You could write the best codex in the world but unless you agreed to give GW copyright of it they would never use it.
I wrote the document for a single purpose, to give it to Robin Cruddace to point out what I see as flaws in the WD Codex. It's all just my own opinions put to paper with ideas on how to fix it, how it could work and how to balance it. It's not much different from anyone writing to them telling them their shit sucks, the only difference with my document is that I do it in a polite, constructive and creative way. I not only explain why certain things are bad or poorly balanced I provide examples using math, suggest changes and provide the math for it.
The WD dex could be awesome if there were just some slight tweaks to it, new faith system, new wargear, change in points costs, rules and statlines.
I will give an example.
Sisters Repentia cost 17 points, has an Eviscerator, FNP, Rage, Fleet, Fearless, Acts of Faith and Shield of Faith. They have the Spirit of the Martyr AoF which allows a model killed in assault to still be able to make a single attack.
There are many things wrong with this unit, first of all it's too expensive for what you get. I compare it to Death Cults, Arco-Flagellants and Crusaders.
Death Cult hit at high initiative, with average Strength, has good WS and 4 attacks on the charge.
Arco-Flagellants hit at below average initiative, at average Strength, with good WS and 5 attacks on the charge (should be 6 as they come with 2 arco-flails but it only counts as a single ccw).
Crusaders hits at below average initiative, at below average Strength, has average WS and 2 attacks on the charge but has great survivability.
Sisters Repentia hits at I1, with very high Strength, has average WS and 3 attacks on the charge.
They are all basically extremes of one another with Death Cults being at the top because of power weapons, many attacks and high initiative. Repentia has a good number of attacks, that hit very hard but they also hit at I1, on top of this they have Rage, have no dedicated transport though you could get them into one but you have to bunch up your vehicles so as to block line of sight to the nearest enemy unit to do so. Their save is FNP and they have Fearless on top of this, as they have to run across the board in most cases they will simply get shot down before they can even make it into assault. They only get a 7-12" run move each turn. They might have a 18" threat range but you have to be very good with your run and perhaps difficult terrain rolls for this.
Rage makes them extremely easy to predict and in most cases I'd expect your opponent to get the charge on them, did I mention their AoF doesn't work in your opponents turn so if he charges them they wont get the 50% chance to be allowed to hit back with 1 attack even if killed?
Sure they got cheaper than before but they also received nerfs in the form of movement speed, Holy Rage is actually better than Rage and Fleet put together. The reason is with Holy Rage your threat range is still 18" but you also have the chance of moving 18" in a turn (Holy Rage move +D6, plus run move) wile Range and Fleet has a max movement of 12" regardless.
My suggestions were simple. 14-15pts each, Holy Rage, Fleet, Fearless, Adepta Sororitas (allowed to use Acts of Faith). Spirit of the Martyr as a unit special rule so that they could use it even if killed in your opponents turn and without having to make a test to see if you could do it. The option to take a transport but once you left it you may not embark on another one for any reason.
As for the Mistress her neural whips are not that good either, S8 but rolling to wound against your opponents unmodified LD? This makes it almost useless against most units in the game. Heck you have a better chance to wound a Carnifex than you do a regular Guardsman. My suggested change was simple, S8 that always wounds on 4+. Simple change that makes the weapon useful in all situations instead of just vs Carnifexes and Conscripts.
Also gave the Mistress a piece of wargear that would allow the entire unit to benefit from Frag Grenades and the option to give the entire unit the Scout rule for 50ish points.
All fluff says that Repentia and Penitent Engines are amongst the fire to enter combat and the last to leave in their desperate struggle to find redemption.
Frag Grenades? I hear you ask, well my changes to the AoF system was similar to the ones in C:WH but Ld tests instead of over, under or 4+. My Initiative altering AoF allowed models who would normally strike at I1 strike at their base I instead. Repentia striking at I3 with Eviscerators is hardly op but would give them an option if they were assaulted in terrain by someone without grenades like Death Cults or Genestealers.
My AoF were also limited to 1 per unit per phase and if you ever failed the Ld of the failed unit would be reduced to 7 until the players next game turn, the unit would lose any special Ld modifying effects like Stubborn, Fearless and could not benefit from things that allowed for re-rolls of such tests like banners etc. You could perform no more Acts of Faith that game turn and the unit also lost any previous successful AoF, ICs allowed for an AoF so if you had 2IC in a unit the unit could try 3 AoF in a turn but if you failed the test.....
5 Different AoF that were all useful and in all circumstances of the game. No matter what you were doing each Act of Faith was tempting but as I said, you were limited to 1 per unit unless it had ICs in it, but The Price of Failure as I called the rule could be steep.
There were also other changes done but you get the picture. What I was trying to do was give the army synergy, make the AoF part of what the army is supposed to be.
GW didn't seem sure on what they wanted the AoF to be, in the WD dex it said the design philosophy was that it was an extra perk that you couldn't rely on but was rather a small bonus. On the website in the Sisters guide it says that the Sisters live and die based on their Acts of Faith.
To me Acts of Faith is what makes the army unique, without them they are just Veterans with better gear but worse options. Making AoF mundane for the Sisters is like making Psychic powers mundane for Grey Knights. Every army has something that makes them special, for the Sisters if has almost always been the Acts of Faith. The watered down version we got in the WD made AoF rather pointless, a small bonus you could never rely on and when you are limited in options like the sisters are this makes them inferior in almost all aspects of the game.
Then again these are my opinions and I could be wrong...
Last edited by MadCowCrazy; 10-19-11 at 05:37 PM.