I'm pretty sure I've been playing it right but I just wanted to clarify. Do vehicles with the "Armour" keyword still get to roll defence dice for the "Hits" that they take that aren't "Criticals" and therefore won't affect them? This provides them with a bit of help defensively even when there's a chance the attack dice rolled against them won't be able to do any damage.
For sake of ease I'll just quickly illustrate a situation. I shoot at an AT-RT, with Stormtroopers. After everything is said and done there is one "Critical" and two "Hits" rolled. Move to the roll defence dice step, The AT-RT then rolls three defence dice. Even though the AT-RT can only potentially take one damage. That's what I've been doing and I believe it to be correct.
Assuming that I am correct in that regard, I've now learned that in certain situations regarding aim and re-rolls, it is better to re-roll your hits than your blanks.
Say for example I'm shooting an AT-RT in the open from a 4 man ST squad with a DLT-19. I've aimed and roll 6 dice with Impact 1 and score one "Critical" and three "Hits". It ends up being smarter to re-roll the hits rather than re-roll the blanks (I may choose not to re-roll all the hits, I'll leave at least one as it is to convert into a critical with Impact 1, I may leave more if the Impact value is higher). My thinking here is there are a few possibilities: 1) The Hits turn into criticals, which is good. 2) The Hits stay Hits which leaves me no better or worse than before. Or 3) The Hits turn into blanks which actually helps me out a bit because it reduces the number of defence dice the AT-RT will be rolling.
On the flip side if I choose to re-roll my blanks and I roll out into "Criticals" then that's great, but if I roll into "Hits" I may be giving the opponent an extra defensive boost.
It seems to me that the potential drawbacks for re-rolling blanks outweigh the potential benefits.
Follow my thinking?