greatbigtree wrote:Offensively, yes, but if those scrubs survive to score objectives [which, incidentally, still wins most games] than it's money in the bank.
I can't stress enough how great the value add is from Carapace. It is an auto-include for it's value. I might run a SINGLE unit of Vets without it, in order to scrimp those last 10 or so points to take another unit, but that would be the only way.
Those Vets need to survive, and Carapace is the best value. Dudes in a Chimera are going to get wrecked out in the open, eventually. Now you have a save. But since they got wrecked, they might have been exploded, so now you have a better save there. You're surely going to be shot at by small arms, so now you have a save against those, even if your Tau-playing "friend" has hit you with Markerlights.
Sooooooo good, and critical to scoring points, which is the main goal at the end of the day.
I think you're putting a lot of stock into a 16.67% greater chance to save a wound than you should. It's not like guardsmen had no save at all. You're also inside Chimeras, so you're not actually using the save until you disembark. You are staying inside your Chimera, right? So, I ask: what's more likely to win you a game? Eight S4 small, twin-linked blasts with Shred and Ignores Cover blasting a unit off an objective every turn or ~17% more guardsmen?