Quick note, though - if you Vanguard, and get first turn, you can't charge...which leaves your Rippers vulnerable for Enemy Turn #1.
Also, somewhere in that Ripper thread there are thoughts on the importance of running them into an enemy flank, not front. Their mobility makes this easy enough to achieve, and it makes the difference between overwhelming victory and getting your Rippers killed...
...last week I thought, "surely my Rippers will make mincemeat out of these Squig Hoppers." Ran them into a unit of 5 Hoppers, along with a Night Goblin Big Boss on a Great Cave Squig. The two units pretty much wiped each other out, except that the Great Cave Squig was left standing, and went on to wipe out my Salamanders for an encore.
...so, definitely put them in the flank.