I am will posting the reviews of the Tau codex here from my blog www.imperiusdominatus.com. So far I have only done the
HQ and this will be a living post. I will add in the title when a new section of the codex has been added.
Original post can be found here:
http://www.imperiusdominatus.com/2013/04/tau-codex-review-hq.html
I've managed to get my grubby mits on the Tau codex and thought I would break into the review starting with the
HQ units. Before going into the review I'll give you a word of warning that I am not a Tau fan in the slightest and have zero interest in them. I'll try and call it down the middle though and be as fair as I can.
HQ
Ethereal
The Ethereal is a cheap multi wound
HQ who doesn't have an armour save. Don't let that be a mega issue as the Ethereal can hide it out in decent size units of Fire Warriors.
The Ethereal's real gig is to buff your army; all units within 12" can use the Ethereal's leadership (LD10) for pinning, morale and regroup tests. Note that if you're playing victory point games the Ethereal will count as 2 victory points if killed; this can be 3 victory points if the Ethereal is your warlord.
Another cool rule is the Ethereal can invoke the elements or something and at the start of the Ethereal's movement phase can dish out stubborn, fire an extra shot with pulse rifles when firing within half maximum range, feel no pain (6+) and allow units to fire snap shots after running. All models except vehicles within 12" will benefit from these buffs.
The Ethereal gets options of two equalizers and an honour blade, as both are for combat and Tau want to avoid combat plus the Ethereal has no armour save, then I wouldn't bother with these.
Other options are to take drones, blacksun filter (gives night vision) and homing beacon. The drones would be useful for look out, sir with shield drones and maybe give the Ethereal a little fire power. Blacksun filter is useful for when joining certain units and the homing beacon handy if you plan on deep striking any Battlesuits.
Rating: 9/10
The Ethereal is a great little
HQ and hands out buffs like a dirty old man giving candy to kids. He's a little fragile so needs to be looked after, so throw him in a large unit of Fire Warriors or something or even a vehicle - abilities didn't say they don't work from inside a vehicle.
Cadre Fireblade
The Fireblade is a Fire Warrior with multiple wounds crossed with an Ethereal. Costs pretty low in points as well.
This guy brings a markerlight to the party along with the split fire special rule.
In addition if the Fireblade and every model in his unit remain stationary, their pulse rifles and carbines can fire an additional shot - dakka dakka.
Rating: 8.0/10
Like the Ethereal, the Fireblade is a cool little fella and likes to hand out buffs for cheapo points. While not as great as the Ethereal, the Fireblade is still handy if you're after a budget
HQ choice.
Commander
I think the Commander remains pretty much the same profile wise, may have had a points drop - I guess some Tau players can confirm?
The Commander gets the options of taking a four items from the ranged/support systems, items from signature systems and two drones. Out of these options I would consider shield drones for that all important invulnerable save and look out, sir, for ranged the old missile pod and plasma combo still works along with multi tracker and target lock. The Iridium Battlesuit I can see being an very popular upgrade for a 2+ armour save and +1 toughness. The multi-spectrum sensor suite is nice for ignore cover for the unit providing the Commander doesn't shoot.
* Note, all Crisis Battlesuits come with night vision and multi tracker as standard.
Rating: 7/10
The same old Commander that Tau players know and love. If you're going a Battlesuit heavy mecha army then this guy is going to be useful for allowing Crisis Bodyguards. Unfortunately the Commander doesn't offer any more benefits besides the army wide rule of supporting fire.
Crisis Bodyguard Team
Short and sweet for these guys; normal Crisis Battlesuits who can be taken in a
HQ slot providing you use a Commander. You can only take two of these dudes though.
The Bodyguard's have a nice rule called sworn protector which lets I.
Cs attached to them auto pass look out, sir rolls - don't want the Commander taking some fire power then let a Battlesuit catch some bullets.
Each model can take three ranged weapons/support system, again expect the plasma rifle and missile pod combo. Bodyguards also can take signature systems and drones; guns drones may pump up the unit's fire power or perhaps shield drones due to the low unit size.
Rating: 6.5/10
Still the old Battlesuits which Tau players love. The new funky rule of auto pass look out, sir rolls is nice. Shame they cannot have networked marker light and take marker drones.
Overall Summary
The Ethereal is probably the best Tau non character
HQ available and comes in at a very cheap point cost - only 50 points! The Ethereal hands out buffs like there's no tomorrow, the down side is this will attract the opponent's attention and the Ethereal isn't exactly bouncing bullets off himself.
Fireblade is a funky fella, might be handy if using a Fire Warrior heavy army or maybe got with Pathfinders to allow some split fire of marker lights?
The Battlesuit
HQ units are ok, nothing to really write home about, though the auto look out, sir pass is nice on the Bodyguard unit.
Troops
Fire Warriors
I believe the Fire Warriors have gone down in points in the new codex and you can pick up a unit of six for 54 points.
Standard wargear is the pulse rifle and photon grenades. The pulse rifle is the same, though photon grenades are handy for Tau as photon grenades are defensive grenades - so the unit will get stealth if any enemy shooting attacks are coming from within 8" but more importantly enemy units do not get the bonus attack for charging, excellent for Tau whose weakness is close combat.
Fire Warriors can switch the pulse rifle to a pulse carbine, basically 18" with pinning. The pinning is handy but the short range is a bit of an issue for an army who want to be as far back as possible, though if a unit is pinned then they cannot assault you!
A single Fire Warrior can be upgraded to a Shas'ui, who can take a markerlight and target lock along with a couple of drones. The markerlight and target lock is a good deal for the points, but keep in mind the Shas'ui is still BS3, but you could use another markerlight to pump up the ballistic skill, though all you're doing is expending one markerlight to put on another.
The unit can take EMP grenades, these are haywire grenades. Throwing one of these at a close by tank along with some rapid fire death with ignore cover from markerlight (if the tank has popped smoke) means you're going to glance transport vehicles to death. It's these transport vehicles which will be bringing enemy troops up in your grill. EMP grenades are also the bane of walkers, so handy if someone drops a walker close by and hopes to tie up your Fire Warriors.
Unit can also take the bonding knife ritual rule (unit counts as having heroic morale), which if you're taking the max size units (12) then this maybe worth looking at.
Rating: 7.5/10
Summary
The Fire Warriors have got better thanks to points reduction and the included defensive grenades.
The pulse carbines may come in use on a few units, though the rifles are more suited for Tau's shooting style. Give them EMP grenades so if any vehicle comes close they can take it out - Land Raiders delivering Terminators or basic transports will think twice when coming your way. Just remember to keep your Fire Warriors within 6" to make use of the supporting fire rule, then you have the added bonus of defensive grenades!
The Shas'ui is useful for the +1 leadership. The target lock and markerlight deal are ok, but BS3 isn't awesome for a single shot.
Kroot
Like the Fire Warriors, the Kroot have dropped in points - you can pick up a unit of 10 Kroot for 60 points. The Kroot also got a 6+ armour save, it's pretty pants, but before Kroot had no armour save so it is better than a kick in the balls.
Kroot come chock full of special rules; acute senses, infiltrate, move through cover and stealth (forests). The Krootox Rider has the bulky rule.
The unit can take up to three Krootox Riders for 25 points a pop, personally I wouldn't bother with these as they are T3 and only have 2 wounds and when you factor in the 6+ armour save you're not getting an awesome deal besides the bigger gun, which is S7 48" rapid fire. I would save the points and get more Kroot - you can get an extra 4 Kroot for a single Krootox Rider.
Kroot Hounds are an option Kroot can take, they only cost 5 points. They are also beasts as well. As much as I like beast units, I do not think I would take the Kroot Hounds because they want to be moving 12" while normal Kroot only move 6". Also the Hounds are pretty much the same as a normal Kroot except no armour save and +1 attack.
You can take a Kroot Shaper for 15 points; the Shaper has W3 and A3 along with the LD8. Can also take a pulse rifle or carbine.
All Kroot can take sniper rounds for a cheapo 1 point per model. Basically you get a 24" sniper rifle which has the same range as the normal kroot rifle.
Rating: 6.5/10
Summary
The Kroot are slightly better than before thanks to the cheaper points cost and the armour save, though these changes are only minor and really nothing to write home about.
Kroot still have a place in the Tau army as the all important bubble wrap - a basic unit of 20 will cost 120 points. Considering the Tau are static then the Kroot probably will be as well so it maybe worth giving them the sniper rounds, after all same range and
AP as the normal gun except the sniper will wound everything on a 4+ (other gun is only S4) and has precision shot and also rending. Add in a markerlight and use the scour ability (gives ignores cover rule and costs 2 markerlight counters) and enemy units will be getting blown apart by rending wounds.
Devilfish
The Devilfish remains unchanged from the previous codex and costs the same points.
For 10 points you can switch both Gun Drones for a twin-linked smart missile system, which for 10 points I do not think you can go wrong as the smart missile system is S5 AP5 and has ignores cover and homing, basically doesn't need
LOS.
For just under 10 points you can take up to two seeker missiles. For the point cost seeker missile isn't too bad, especially if you have a lot of markerlights as the seeker gains the ignores cover rule if used via a markerlight and doesn't need
LOS.
The Devilfish can take items from the vehicle support systems; blacksun filter (gives night vision) is ok for 1 point; sensor spines gives move through cover and is pretty cheap, though to make a better use of sensor spines you will probably need disruption pod which gives +1 to cover saves, basically gives the Devilfish stealth; it does cost 15 points though, but if you're using ruins that's a 3+ cover save and no need to worry about getting immobilised if you have sensor spines. An interesting option is the point defence relay system which allows the Devilfish to overwatch with S5 weapons or less, Drones are included by the way.
Rating: 6.5/10
Summary
The Devilfish is still perhaps a little too expensive, basically it's a skimmer Chimera with av11 on the side.
The Devilfish can get pretty expensive if you start loading it up with vehicle upgrades and additional weapons, though if you pop it in a ruin you're going to get a 3+ cover save thanks to disruption pod and can chip away at enemy vehicle hull points as it doesn't need
LOS if using smart missile or if seekers are fired via markerlights.
A viable tactic is to use Devilfish along with Kroot and Fire Warriors; have the Devilfish between the Kroot and Fire Warriors and use the Devilfish to move backwards and forwards to block and unblock the Fire Warrior's
LOS (Devilfish can move flat out). The Fire Warriors then won't have
LOS drawn to them and the Devilfish will get a 4+ cover from the Kroot if it is using disruption pods, the Kroot should give 25% cover, though someone who owns these models will be able to confirm.
Overall Summary
The Tau have some reasonable costing troops and while the codex only offers two choices those choices are not bad.
Fire Warriors are more than likely going to see more use than Kroot as they offer very good ranged fire power and are extremely defensive to assaults thanks to defensive grenades and supporting fire. The addition of EMP grenades lets them threaten vehicles who come too close.
Kroot I can see having two uses; Kroot Blob as bubble wrap to protect Tau forces, and also outflank and pester camping units - handy for line breaker, especially if you're using forests as Kroot get stealth in forests so just go to ground to get a super duper cover save.
Devilfish is still pretty expensive for what you get. I know av12 on the front and av11 on the side isn't bad, but it still feels over costed for what you get. The options you can give it can make it come costly, talking about 126 points for dual seekers, smart missile, sensor spines and disruption pod, but it can be annoying to the opponent. I guess it is the Tau's only transport vehicle and what they have is what they have.
Fast Attack
Pathfinders
The Pathfinder has taken a slight points decrease in the new codex, though has also taken a hit in armour save and is now 5+ armour save instead of the previous 4+. It's swings and roundabouts though as the Pathfinders gain photon grenades and supporting fire. Keep in mind you'll be wanting to keep these guys in cover anyway, so you're probably going to be getting a 4+ cover save if based in a ruin. Only issue would be cover denying weaponry i.e flamer which would burn straight through their armour.
The Pathfinders have different drones available to them compared to other units. They get recon drone, grav-inhibitor drone and pulse accelerator drone.
The recon drone brings a burst cannon to the party along with a homing beacon and positional relay (if bearer is within 6" of a table edge, an outflanking unit may choose to move onto the board using that table edge, even if it is the opponent's table edge).
The grav inhibitor drone does -D3" assault distance. Down side to this is you pick an enemy unit within 12" to be subject to the -D3", so this unit just may not assault and it also depends on distance and how many enemy units are around to effect.
The pulse accelerator drone gives an extra 6" range to pulse weapons in the unit - handy as Pathfinders have pulse carbines, this will give them a total range of 24"
For 15 points up to three Pathfinders can switch their markerlight for an ion rifle or rail rifle. Both can offer anti tank options, though the ion rifle would be better for smashing light infantry with the over charged S8 AP4 blast.
Usual upgrades of EMP grenades, squad leader, blacksun filter, drones and bonding knife ritual are available. Blacksun filter will be useful for getting those markerlights on in the early turn - take away cover from units. The squad leader can add some markerlight drones for extra light them up fun.
Pathfinders can take a Devilfish if they wish, big change from previous as they HAD to take a Devilfish previously.
Rating: 6.5/10
Summary
The Pathfinders are more defensive than previously thanks to the addition of supporting fire rule and photon grenades. However their 5+ save means their survivability has dropped, they can survive in cover, but common flamers are now a threat.
Pathfinders still aid Tau with mass markerlights, though the unit will be high up on the target priority list and isn't hard to kill. Also consider that the standard unit costs 11 points and only has four Pathfinders, to make the most out of the markerlights additional models will be have to added to the unit, something about the 100 points cost would be ok and give a reasonable number of markerlights.
Due to their poor ballistic skill the drones for the squad leader are probably not worth it, the squad leader doesn't get an option of drone controller either.
Vespid Stingwings
The Stingwings have changed a fair amount in the new codex; they have increased by 2 points a model, though got a 4+ armour save instead of 5+ - have they swapped armour with Pathfinders?
Not only did the Stingwings' armour get better their gun did as well; it increased from 12" to 18" range - this gives a total threat radius of 30". The neutron blaster is pretty deadly as it is S5 AP3 and the Stingwings hit on a 4+, looks like they are hunting small units of power armour or low wound monstrous creatures.
Stingwings lost the skilled rider rule but what they lost the gained so much back for. They now get stealth in ruins and move through cover, which ignores dangerous terrain anyway and gives the extra
D6 for when moving through terrain.
You may want to take a Strain Leader as the Stingwings are only LD6 while the Leader is LD9.
Rating: 6/10
Summary
Better than previously, though the longer range AP3 guns will have the Stingwings high on the target priority list. The stealth (ruins) is nice, but if you're not using many ruins then it's not going to help.
I can see Stingwings being useful for supporting Battlesuits. Stingwings bring the AP3 fire to kill infantry while Battlesuits can deal with transport vehicles with missile pods and plasma rifles and even the improved fusion gun.
Drone Squadron
Drones have increased by 2 points per model in the codex update, though have gained T4 and also the supporting fire special rule.
You have options for gun drone (twin-linked pulse carbines), marker drone (markerlight) and shield drone.
That's about it for Drones.
Rating: 4/10
Summary
Unless I am missing something I really do not see what is the business about Drones. Ok they got better thanks to supporting fire and the extra toughness, but they still need a 5+ to hit so I cannot see them doing much damage.
Maybe throw them in if you have some points spare and hang them back for supporting fire for a tasty Fire Warrior unit who has the Cadre Fireblade and Ethereal mixed in? Could also throw in a Commander with drone controller for some BS5 markerlights and irdium armour to asborb enemy fire power. To do this you're talking at least 100 points and enemy units can re-position so the Drones will be taking wounds. Is it worth it? You tell me.
Oh, keep note that Drones are a none scoring and denial unit.
Piranha
The Piranha has taken a massive 20 points decrease and now is only 5 points more than a Rhino, that's not bad if you ask me. Armour remains the same - 11-10-10 HP2.
You can run Piranhas up to squadron sizes of five, that's a lot of fast skimmers coming your way.
Piranha can have two seeker missiles and switch the burst cannon for a fusion blaster, this costs 10 points (5 points more than the old codex) but you're not getting a 18" range melta. It will also be adding extra dakka thanks to the change of the Drones' weapons.
Can also take vehicle battle systems; blacksun filter, disruption pods and sensor spines maybe useful. The disruption pod is expensive and keep in mind you need to be within 9" to get the most out of the fusion blaster, so unless you're in terrain (where the pod and spines combo together) you may not get the most out of it.
Rating: 7.5/10
Summary
Still wicked for the zoom up and melt your face off trick and is even better now the vehicle is cheaper and the fusion blaster has an 18" range.
The disruption pod nerf means the Piranha has lost some survivability, however this effects all Tau vehicles.
Sun Shark Bomber
The Sun Shark Bomber is one of the two new fliers in the Tau codex. It costs 160 points and you basically get a 3 hull point Piranha in flyer form.
The Bomber comes with a pulse bomb generator (S5 AP5 large blast), you can use this in the movement turn as per bombing run rules for fliers. Note the flyer can only do a bombing run if it is zooming, though it only scatters
D6", which is a nice bonus. After the bombing run roll a 2+ and another bomb is generated, if you roll a 1 no more bombs can be generated and no more bombing runs.
In addition is also has a missile pod, networked markerlight and two seeker missiles.
It has some funky Interceptor Drones who come with twin-linked ion rifle, these drones have skyfire and interceptor and a funky rule called afterburners which lets the Drones turbo boost. Oh Drones can also disembark from the Bomber even if it has moved at at any point during the move.
You can pay 5 points and make the missile pod twin-linked; well worth it.
It is worth adding decoy launchers on the Bomber, these give 4+
inv against glancing and penetrating hits from weapons with the interceptor rule. As aegis lines are common this upgrade will be very useful.
The automated repair system I think is another handy item; roll a
D6 and on a 6+ an immobilised result or weapon destroyed no longer counts. It's got slim chances, but if your flyer has locked velocity then it might be worth considering.
Rating: 6.5/10
Summary
Not a too bad flyer, though the bomb is one use and the remaining weapons are reasonable for anti armour and flyer, however other units with access to these weapons and skyfire can fill the same role for other points cost.
Also thanks to the low side armour S4 guns can rapid fire it and knock off hull points, though keep in mind a unit of 10 Tactical Marines will only hit about 3 times with 20 boltgun shots.
Razorshark Strike Fighter
The Razorshark is the cheaper points costing brother of the Sun Shark bomber and shares the same vehicle chassis.
The Razorshark is dedicated anti flyer, it has a quad ion turret which can fire 4 S7 shots or over charge with a S8 AP4 large blast gets hot. In addition it has a burst cannon, though this can be switched for a missile pod which can spit out more S7 death - in total this flyer can knock out 6 x S7 shots if you take the missile pod.
In addition the Razorshark also has two seeker missiles.
Like the Sun Shark, the Razorshark can take vehicle wargear. As mentioned above the decoy launchers and automated repair system.
Rating: 8.5/10
Summary
The Razorshark is an excellent bit of anti flyer kit, and I think is probably going to be a staple in the all comers Tau army. I will go as far and say this maybe one of the best fliers in the game at the newly points cost for fliers.
Like the Sun Shark it has weak armour and ground forces could tackle it through weight of fire power, though this will take a lot of shots to do as mentioned above. The Razorshark should be more concerned about enemy fliers and ground based anti air.
Overall Summary
Like the previous three codices, the Tau codex brings the fast attack choc full of tasty units. While some are better than others, all choices aren't too bad, except for the Drones.
Both fliers offer decent anti air support. The Razorshark is the best of the two as the Sun Shark you have to pay extra for the bombing run, which can bomb out (see what I did there?) but that's low risk. If the bomb does run out you've only got that some seekers, though the seekers can be used with the networked markerlight, however the Sun Shark only has a single networked markerlight.
Old favourites like the Pathfinders and Piranhas are still reasonable and in the Piranhas case strong. Pathfinders maybe weaker but the novelty of markerlights of the Tau army provide many buffs for the army as a whole and Pathfinders still have a place.
Piranha has got better thanks to points reduction and better fusion blaster. These will team well with fliers and fast moving units.
Drones may see a rise in popularity as you could stick them with a Commander and have some BS5 markerlights. It's a good tactic, however repositioning of enemy units means Drones could take fire first instead of the Commander, who could bounce off enemy fire with the irdium armour. Is it worth adding a Commander worth at least 100 points to make some Drones shoot better?
Vespid are cooler now, but expensive and warrant a death notice even more thanks to their 30" threat radius with those 18" AP3 guns. I think you may see them more than previously, though time will tell.
Heavy Support
Broadside Team
The Broadside profile is the same from the previous codex, though now costs 65 points - that's a 5 points reduction. Also gained night vision (blacksun filter) and supporting fire rule.
Unfortunately it is now all rosy for the Broadside as it's super railgun has been nerfed down to S8 and is now 60" ranged compared to the previous 72". Another big hit to the Broadside is it no longer has the option of taking advanced stabilisation platform (gave slow and purposeful), which means the Broadside can no longer move and shoot the heavy weapons it has available.
You can switch the railgun for high yield missile pods, these are basically a heavy 4 missile pod. Broadsides can also switch the twin-linked smart missile system for twin-linked plasma rifle; handy if you're going all missile route and want those S6 shots to compliment the barrage of S7 missiles.
Models can also take a seeker missile too.
A squad leadercan be added and any model in the unit can can take one support system; consider a target lock for some split fire action or maybe a drone controller if you fancy throwing in some gun drones or shield drones for some protection or even missile drones for more dakka. Maybe a velocity tracker for a little bit of skyfire, though this only works on the model if I remember correctly - still a barrage of S7 missiles is nasty.
Bonding knife ritual special rule maybe handy as Broadsides will still linger at the back of the board with those railguns. Leadership 9 isn't bad for the squad leader, though rest of the squad is LD8.
Rating: 8/10
Summary
The Broadsides have been seriously nerfed in the railgun department along with not moving and shooting, though they gained things back such as night vision, supporting fire and the addition of high yield missile pods. They also dropped 5 points per model as well. I expect to see Broadside units now packing the high yield missile pods instead of railguns and maybe a few seekers if points are spare.
Hammerhead Gunship
The Hammerhead has over all taken some points changes for the better. In the old codex the Hammerhead was 90 points base, though if you add a railgun you're talking 140 points. Now the Hammerhead costs 125 points, but you do not get the large blast shooty option, this costs an extra 5 points which bring the Hammerhead in Railhead form to 10 points cheaper than previous. If you want the ion cannon then you're paying more, bad luck.
The Hammerhead comes with two Drones who can be switched for twin-linked burst cannons or twin-linked smart missile system for free. Considering the burst cannon now fires 4 shots and the smart missile system ignores cover, these make some very favourable exchanges.
Out of the vehicle systems the blacksun filter, disruption pod and sensor spines will be useful; camp in terrain getting 25% cover and if in a ruin you can get a 3+ cover thanks to the pod, don't worry about moving either thanks to the spines.
** Note - at this point is is worth mentioned Longstrike. I will go into Longstrike in more detail when covering special characters. Just so you know I haven't forgotten like
Rating: 8/10
Summary
The Hammerhead is a solid anti tank platform in Railhead form and costs cheaper than the previous codex. If you want an ion cannon setup (which is great for anti troop) then you're paying a little more over the odds.
Sky Ray Missile Defence Gunship
The Sky Ray has taken a drop of 10 points in this new codex edition. Added to the Sky Ray is a velocity tracker which gives the Sky Ray skyfire! It has however lost target lock (split fire) and landing gear (stops it counting as a skimmer)
The Sky Ray has six seeker missiles, two networked markerlights and two gun drones - previously the gun drones were 20 points additional cost. The gun drones can be swapped for a twin-linked burst cannon or twin-linked smart missile system. I would say the smart missile system is the best as it has ignores cover and doesn't need
LOS to shoot either.
Can take vehicle battle systems; blacksun filter, disruption pod & sensor spines are all useful.
Rating: 6.5/10
Summary
You're probably thinking I am crazy giving the Sky Ray that low rating, but here me out; the Sky Ray does indeed have skyfire and has a health BS4, but once those six seeker missiles are gone you have a S5 weapon on a av13 125 point costing platform. If I am correct the Sky Ray will need to hold position in order to fire multiple markerlights and seekers because if it moves then it is only allowed to fire one weapon and snap fire the rest - so fire markerlight at normal ballistic skill, snap fire the other and then use markerlight to call a seeker.
Don't get me wrong, the Sky Ray is cool, but it's a one trick pony and it's only role is hunting monsters and vehicles and once it is out of missiles it does not offer a lot. I am sure though it will make it's points back, just depends if you want something with limited fire or not. Personally I would like something firing all the time.
Sniper Drone Teams
The Sniper Drones have changed massively in this codex; the unit has taken a 32 point decrease and now can be scoring units (previously couldn't be), though this only counts in big guns never tire. In addition the marksman is also BS5 compared to BS4 and is equipped with a markerlight. Unit also gained stealth.
Keep in mind that the unit is majority toughness 4 as well.
It's not all good stuff though, the unit has lost the rail rifle (S6 AP3 pinning) and has been given practically a 48" sniper rifle, though rending and precision shot is nice. The unit has also lost target lock and you could take three units who would count as a single heavy support choice.
You can add additional marksmen for 13 points a pop and more drones for a few points more.
Rating: 7/10
A solid unit and much improved over the previous codex. I can't see Sniper Drones being common as the Hammerhead is a solid choice along with Broadsides and Sky Ray.
Considering the unit only costs just under 60 points and fires three sniper shots which hit on a 2+, I'd probably keep them cheap.
Overall Summary
The Tau codex offers some all round solid heavy support choices, all which are reasonable choices in a Tau army.
I can see the Broadsides, Sky Ray and Hammerhead all being tied for most popular place. I think the Sky Ray maybe a flash in the pan as people get a boner about skyfire, though it's single shot weapons means it has limited firing time on the table top.
Railgun Broadsides will fade away, you will still see them, but mass S8 is required to take out vehicles and you can do that for cheaper with mass S7 missiles. In either case you cannot move and shoot with either of the weapons so makes no odds besides the AP1 on the railgun and longer range.
Hammerhead is a nice bit of kit and I can see will be used supporting Broadsides. I expect to see Hammerheads with the submuntion rounds for anti troop purposes and probably be used for double
FOC so you can get two Hammerheads and two units of Broadsides - this way you have Broadsides for smacking transports silly and Hammerheads taking on the tougher stuff, though you should have fusion blasters for this.