I had a chance to try out the AT3+ Hammerheads in a small game vs Minervans. My opinion is mixed; it did make an improvement vs their armour, but it was mainly in chewing up Salamanders and Hydras, and an improvement in accuracy when firing after a double. The salamanders weren't helped by not rolling a dice above a 4, but these things happen
Against the actual meat of the list, the Lemans, it felt better at the start of the shooting (more hits!) but was a lot less noticable in the final results (not sure if it resulted in more kills; maybe 1 extra russ killed over the course of the game).
I think it's roughly that each hammerhead becomes 16% more likely to hit the target, but that only adds 4% to the chance to actually kill a russ.
I hope to test it again in a larger game soon.
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Ethereal:
I think the drawback of a single additional BM is too weak for the benefits. More fitting might be one BM for each Tau formation with line of sight to the ethereal. I also like the suggestion someone made to give the Ethereal Inspiring.
I agree about the single BM being too weak a penalty. Yme-Loc mentioned it was because the Ethereal has been too vulnerable too things like being sniped out, is that by artillery or shooring or aircraft? I did have someone try snipe mine using thunderbolts by placing them in the middle of the formation with the ethereal as the closest target, but since the rules now say to treat the angle of attack as the angle of the aircraft's approach that wasn't sucessful.
I don't think one BM per formation in sight is a better alternative because on turn 1 that might be your whole army getting a BM, and because we'd all work on developing new gamey tactics to ensure the ethereal is always placed where he can't see anyone. Well, I would anyway, so I assume I'm not the only person that would occur to

I've been pleased with the result of the ethereal as breaking the formation when killed (risky!) but also inspiring (appropriate and makes him worth the risk).
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Stealth suits:
I have an objection to the new rule idea, and it's not the one you might expect. It's not a bad idea for a rule and it makes them 'OK' and a bit more reliable. However, this rule to make a fairly average unit perform a bit better is actually
extremely powerful.
It changes the chance for a 6 strong teleporting formation to pick up 1 BM into a chance for a 6 strong teleporting formation to pick up a blast marker once every 6 games.
Now this hardly matters because stealth suits are not a very competitive choice even with this rule, but the introduction of a rule that makes teleporting so incredibly reliable could have a knock on effect once other armies get wind of it. Imagine some form of elite obliterators or terminators getting a version of this rule. Terminators with rerollable teleporting rules would take a BM something like once every 9 games.
Even if they paid a small price for it, it is such an efficient work-around to the risk of teleporting that a 1 in 36 chance of a BM means it might as well be 'The formation does not roll for BM when teleporting'.
So my objection isn't that it's not a good idea, or is inappropriately costed or a decent alternative to just making SS 1+ so they usually activate on a 2+. My objection is that while it might only make a weak Tau unit viable,
this rule is too powerful to exist in the game. 