fun fact. a saurus champ costs 23 points. a scar vet costs 96 (light armour and great weapon)
Not a fair comparison really. Plus, not everyone is taking great weapon.
Against standard infantry (WS3-4, T3, 5+ save, 6+ parry)
Champion: 0,0302
Scar: 0,0193
Against tough infantry (WS3-4, T4, 5+ save, 6+ parry)
Champion: 0,0226
Scar: 0,0193
Against REALLY tough infantry (WS5, T4, 3+ save, 3+ ward)
Champion: 0,0054
Scar: 0,0058
Damage output per point is a terrible way to judge solo characters vs unit upgrades. By that logic, we'd never take any Hero fighers in any army, which is absurd.
i wouldnt popo the offensive capability of a champion just so fast. Naturally the scar vet is harder to kill and all that, but if you want a little extra bang for the buck it is probably worth those 12 points (not for skink ofc, but for combat units such as saurus and knights and such)
Offensive capability? He's functionally worse than another Saurus, which adds 2 attacks and doesn't get overkilled in challenges to worsen my combat score. And if something is killing Saurus harder than their unit champ in a challenge, I'm happy its slaughtering my expendable Saurus (they're only Core, and I don't lose my Slann if they die) and not my more important TG blocks (who, because I don't take Life, are more a hit to lose, and are babysitting my mage). Enemy unit champs aren't usually that strong, he's probably getting a Hero tarpitted in there if that kind of carnage is going on (ie more than say 3+ overkill that a Champ would cause).
Also, the argument for using a champ like that is futile, because its only going to work for one turn. In the next round of combat, you don't have anything to challenge with, so you've just delayed the inevitable.
And yes, in every single of those cases, a normal saurus (11 points) will be better than either point for point. its just that you have to increase your frontage if you want an extra fighting model, and that costs points for the models behind it as well as it costs area in teh deployment zone (and mobility), and that is very hard to quantify.
Not really. If anything I'd take out a Saurus, thus saving an additional 11 points (on top of the 11-12 I saved not taking an additional Saurus or unit champ), which goes towards adding in a Scar-Vet. Still 5 frontage with 4 ranks (I run 20-strong blocks, seems a good midway between 18 and 24).
If you are slotting in scar-vets, isn't that where you want the champs especially to be in case you come up against much more powerful characters? LM are tough, but therre are plenty of characters out there who will kill a BSB or scar vet easily enough, especially since most will be striking first.
Nope. Whatever can kill a Scar-Vet will steamroller the unit champ just as easily. As I mentioned before, delaying the inevitable. Also, the kind of characters that can do that to a WS5 T5 Hero are almost always going to be heroes. Unit champs for Core and even some Specials usually max out at WS4, unless it's a combat rock in which case your Saurus are already dead (as is your Scar-Vet, challenged or not, as he's hitting on 4's and probably taking high Strength hits). Wasted points in either scenario really. 12 points is enough for shield+light armour or halberd+light armour for the Scar-Vet, or even Gold Sigil Sword.
I always like to have scar-vets in my saurus units as well as unit champs, and I don't see them as expendable. I see them as the main strength in my line. Hopefully against most opponents, they can either win the combat or at least survive long enough for support, especially with spells supporting them. I am finding (at least in my gaming group) that most decent sized units get a character in them, so you need to be able to match that or they swing the combat.
Don't get me wrong, Saurus are excellent Core, and part of the reason I chose the army in the first place (that and dinosaurs). But if they start facing anything that is above chaff quality (WS4, S4+I3 or great weapons), they need Light magic buffs or they're going to lose. Parry saves are nice but for the price we pay attrition is painful. Heroes or unit champs might siphon off the enemy Hero/unit champ for a bit, but that won't overly change the metrics of 'he has more guys' and/or 'he hits harder each round than you'. Part of the reason why magic support from Slann and Salamanders are so necessary, we don't win fair fights haha.
How much Hero spam do you encounter in your local scene? Mine usually take a couple of Level 1's or Level 2's, usually no more than 2-3 combat characters plus General (who is usually combat, although a couple just squeeze in Level 4 instead). Depends on the army I guess, but the tradeoff is less magic support and non-combat magic items if he's taking that many combat Heroes.
Specifically the Revered Guardian probably isn't all that useful, but he gets 3 s5 attacks so you pretty much have a cheap scar vet anyway.
Sorta tossing up on this myself. On the one hand, my Light Slann isn't always that aggressive, so I sorta waste the combat potential on the awesome but 100pt+ Scar-Vet bodyguarding him with the TG. Might give the Revered Guardian a go. I'll have to lose the Dragonhelm, but I can still take Burning Blade (pity Piranha Blade is out of his price range but oh well). That lets me squeeze in another Skink Priest and shift magic items like Blood Stauette or scroll onto him. Plus greater chance to roll 'Chain Lightning'.
On the other, that Revered Guardian is still only 3 attacks, and I2 should my Light buffs get scrolled/dispelled. WS4 is also a problem, as my opponents usually send combat rocks to kill the TG (and they usually have re-rolls to hit or WS5, or at least the expectation of doing so from spells etc).
Decisions decisions