Difference between revisions of "Warhammer"

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</ul>
 
</ul>
  
| Price E = 78 250
+
| Price E = 75 000
 
| ArmorT E = 64 474
 
| ArmorT E = 64 474
 
| Engine E = VOX 280 XL
 
| Engine E = VOX 280 XL
 
| Weapons E = <ul>
 
| Weapons E = <ul>
 +
<li>2x [[ERLL]]
 
<li>2x [[AC5]]
 
<li>2x [[AC5]]
<li>2x [[ERLL]]
+
<li>1x [[LBX10]]
<li>1x [[LRM20]]
 
 
<li>2x [[SL]]
 
<li>2x [[SL]]
 
</ul>
 
</ul>
 
| Equip E = <ul>
 
| Equip E = <ul>
 
<li>[[EOptics]]
 
<li>[[EOptics]]
<li>[[BHP]]
 
 
<li>3 [[DHS]]
 
<li>3 [[DHS]]
<li>1 [[free ton]]
+
<li>0 [[free tons]]
 
<li>13t [[Armor]]
 
<li>13t [[Armor]]
 
</ul>
 
</ul>
Line 146: Line 145:
 
| Armor B = 5483
 
| Armor B = 5483
 
| Armor LRA = 5254
 
| Armor LRA = 5254
 +
| Armor RE = 3655
 +
| Armor LRL = 6579
 
| Armor INT = 3947
 
| Armor INT = 3947
| Armor LRL = 6579
 
| Armor RE = 3655
 
  
| Version149 = 0.14.9
+
| Version153 = 0.16.1
 
}}
 
}}
  
The '''Warhammer''' is a heavily armed and moderately [[Armor|armored]] [[Inner Sphere]] [[Heavy Mechs|Heavy Mech]], possessing modest speed and maneuverability.  Able to dish it out and take it in, the Warhammer is a powerful force on the battlefield, capable of shredding [[Light Mechs]] and [[Vehicles]], as well as standing toe to toe against other Heavies.
+
The '''Warhammer''' is a slow, well-[[armor|armored]] heavy 'mech with a diverse set of loadouts including [[brawlers]], [[skirmishers]], [[generalist]]s, and [[sniper]]s. Generally a good choice for [[tanking]].
 
 
Warhammer's large spotlight can be turned on with the ['''L'''] key. It functions differently than the standard Mech spotlights, as it has a much longer range. When fighting [[Battle Armor]] in the Warhammer, players can turn on the spotlight to discern the battlearmor from the surroundings. The Mech also has a narrow vertical field of view, which may make it hard to deal with [[Aerospace]] fighters and [[VTOL]]s.
 
  
 
==Roles and Gameplay Hints==
 
==Roles and Gameplay Hints==
 
===Prime===
 
===Prime===
<p>The Warhammer Prime is the signature mech of Natasha Kerensky. It is also a Knights of the Inner Sphere favorite. With its low price the Prime is a budget favorite and a well-armed mech, possessing a variety of weapons capable of inflicting significant damage at short range and modest damage at medium range. 2 [[PPC]]s provide the initial mid-range punch, disorienting enemy mechwarriors with cockpit shake and disabling [[night vision]]. The Prime's mid-range output is supplemented by 2 [[ML]]s, but it reaches its full damage potential as it closes within 250m. The Prime's 2 [[SL]]s and an [[SRM6]] allow it to step up its firepower as it closes on its foes. The [[SRM6]] provides the primary defense against [[Battle Armor]], allowing the Warhammer Prime to defend both itself and nearby allies from BA ambushes. Being primarily [[Energy Weapon]] based, the Prime sports 4 [[Double Heat Sinks]] allowing a disciplined mechwarrior to output fire continuously without fear of excess heat.</p><p> The Prime has a major difference from all other variants. It is equipped with a [[Engines|standard engine]] which causes no bonus damage to be transferred to its vital center torso from a busted side torso. Spreading damage by torso twisting can allow a Prime to survive far longer than its already hard to kill brethren. The Prime can often escape damaging encounters that would have destroyed many other mechs. The Warhammer Prime is dangerous mech capable of handling a variety of threats at a variety of ranges.</p>
+
Uniquely excellent [[C-Bill|Inexpensive]] [[twist fighter]] and [[tanker]]. Good at [[Asset_Roles#Brawler|pushing and holding objectives]].
 +
 
 +
{{Commentbox
 +
| Comment1=Only Warhammer with a [[Standard engine]], giving low [[damage transfer]]. [[Chain fire]] PPCs to improve its already decent [[heat capacity]] or to spread out [[screen shake]]. Can operate for a long time without [[rearm|ammo resupply]].
 +
| Writer1= - Warlord Kentax}}
  
 
===Variant A===
 
===Variant A===
The Warhammer A operates a bit [[heat|hot]], but is a formidable asset with robust [[pinpoint]] accuracy and [[screen shake]] backup weapons - an excellent medium range mech that can turn into a [[brawler]] in a pinch. The A, however, has no [[spare ammo]] for its pair of [[SSRM6]]s. The A should focus on being sustainable medium range firepower when in long engagements and avoid close combat unless [[resupply]] is near. Players should utilize [[group fire]] for the A's impressive array of three [[LPL|Large Pulse Lasers]] and [[chain fire]] for its SSRM6s to maximize screen shake. If more than two mouse buttons are available, a third, chain fired group containing the three pulse lasers will help when trying to even out heat or shoot at pesky [[BA]].
+
[[Fire-support]] [[asset]]. Prone to [[staring]], dependent on allies to [[tank]] and distract enemies at [[medium-range]], dependent on [[screen shake]] when staring in [[close-combat]].
 +
{{Commentbox
 +
| Comment1=[[Group-fire]] the [[LPL]]s until the [[yellow line]], then using a second [[weapon group]], [[chain-fire]] them to avoid [[overheat]]. [[Chain-fire]] the [[SSRM]]s to maximize [[screen-shake]] and conserve its limited [[ammo]] in [[close combat]].
 +
| Writer1= - Warlord Kentax}}
  
 
===Variant B===
 
===Variant B===
Many famous warriors where seduced by beauty, several by that of weapons yet only few came to know the [[HVAC10]]. If there ever where warriors guided by the beauty of the weapon, then the admirers of the HVAC10 certainly are some of those.<br>
+
Good [[sniper]] effective at [[screen shake|suppressing]] other snipers in open terrain. Can lead a [[push]] onto an [[objective]] if needed.
This War Hammer puts its stakes on the fact that the two HVAC10 deliver more damage than two [[AC10|heavy Auto Cannons]] would all the while still reaching beyond even the nimbler [[AC5|standard Auto Cannon]], rivaling the Gauss and ERPPC. In contrast to all but ERPPC it also induces heavy screen shake to the target.<br>
+
{{Commentbox
This alone makes this asset capable of shaking the object of his attention almost out of the ability to retaliate all the way up to 900m out.<br>
+
| Comment1=[[Chain-fire]] the [[HVAC10]]s to suppress enemies more effectively. [[Buy]] HVAC10 ammo for all 4 [[free tons]].
Besides the 4 tons for spare reloads, most certainly reserved for the HVAC10s, the Mech also carries an somewhat disparate array of tertiary (in the sense of weapons grouping) backup weapons:<br>
+
| Writer1= - Warlord Kentax}}
Once we realize the bulk of that arrays damage reaches out up to between 350 and 200m, we can see the group is less unfortunate but rather a dissonant one. Just fire it all and at once - to your hearts content, or until the two "Beauties" come to wake again.<br>
 
  
This one is devoted for those who are able to step in the thick of the battle and are intimate to the intricacies of the equipment.
+
===Variant C===
 +
Somewhat [[GECM|stealthy]], good at pushing and holding [[objective]]s. Offers better [[screen-shake|Screen Shaking]], [[LAMS|anti-LRM]] and [[scouting]] [[support]] capabilities, and [[battlefield awareness]] than similar [[brawlers]].
  
===Variant C===
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{{Commentbox
Nothing reaches beyond 500 meters on this one - [[GECM]] suite ensures not even radar microwaves. With the least of an firing discipline the 4 [[LPPC]] can be fired indefinitely and in short succession - rendering any opponent blind at night, out to 450m. This sole property renders this variant an night hunter of supreme potential. The 2 [[SPL]], reaching out to 250m bring on the hurt at close range. While the main trump card of this variant, however, is the persuading potential of the [[LBX20]] cannon and it is backed up by the usual ton of spare ammunition. Utmost care is to be taken that each hit counts as the LBX20 cannon does the majority of the C variant's damage. The selling points of this top priced Warhammer is its night hunting potential backed up by the [[GECM]] suite's stealth and extended sensor range provided by [[BAP]], although note that the stealth can be too easily broken by any stray enemy missile on a fly-by, by the treacherous [[LAMS]]. This only applies if the radar is held in the active mode. 5 [[DHS]] and 13t [[Armor]] round out this Whammy that has all the toys. God help the fool that gets in your way!
+
| Comment1=[[Chain-fire]] the [[LPPC]]s to increase [[screen shake]]. Even though the "C" has [[GECM]], go [[passive]] in order to turn off the [[LAMS]] if you really need to [[hide]]
 +
| Writer1= - Warlord Kentax}}
  
 
===Variant D===
 
===Variant D===
The Warhammer D is the wolf-in-sheep's-clothing of the Warhammer line. 2 [[LL]]s and 2 [[Tbolt5]]s will lure your targets in for an easy kill of an long ranged helpless low DPS sniper. Brawlers will weather the storm, closing on you with the intent of scoring a quick kill. Once they arrive, however, they'll be in for a nasty surprise as the D variant's main weapon, a single [[UAC20]], roars into life. This weapon is capable of immense burst damage, and will quickly tear into any dents the enemy took from their approach, coring smaller enemy mechs in a few seconds of fire. Furthermore, it is also placed high on the mech's shoulder, allowing the mechwarrior to fire double AC rounds at enemies while in partial cover. 4 [[DHS]] give the D variant acceptable heat management, and an extra ton of [[free tons|free space]] ensures that its autocannon has more ammo should the enemy prove tougher than expected.<br>
+
Excellent [[generalist]]. Good at both [[brawling]] and [[skirmishing]].
The selling point of this Variant is to have a foot in both of the worlds - snipers and brute brawlers.
+
{{Commentbox
 +
| Comment1=Prepare an extra mouse button for [[chain-firing]] the [[LL]]s when in [[close-combat]] or on hot [[map]]s. Remember to [[lead]] the [[TBolt]] shots in close-combat.
 +
| Writer1= - Warlord Kentax}}
  
 
===Variant E===
 
===Variant E===
{{fluff}}
+
Operates best as a [[skirmisher]]. [[Burst damage]]-focused with [[damage spreading]] capabilities. Good at targeting individual [[component]]s like [[arming|arms]].
The E is a vicious and inexpensive, but somewhat unfocused, Warhammer. It is more than capable of serving as a back-of-the-line- or midrange-, fire support mech with its [[LRM20]] and two [[AC5]]s. Unlike most fire support mechs, the E can fend for itself in close combat. While its LRM20 becomes useless in close combat, all of its other weapons remain effective, including one [[AC10]], two [[Small laser]]s, and one [[Medium pulse laser]].
+
{{Commentbox
 +
| Comment1= Good [[damage multiplier]]s against [[tank]]s.
 +
| Writer1= - Warlord Kentax}}
  
Players that constantly position the E for midrange combat will find themselves juggling many different weapon groups while simultaneously attempting to maintain missile lock. Although difficult, this tactic allows the player to put down withering fire on their opponents, especially with the [[screen shake]] from the AC10. Players will also find that the E particularly shines when allies are using [[TAG]] or [[NARC]] effectively, as this allows the E to focus on its other weapons and allows it to [[damage spreading|damage spread]] since it doesn't have to [[stare]] to maintain [[missile lock]].
+
===Variant F===
 
+
Terrifying [[brawler]], highly effective at [[overheating]] or distracting enemies and eliminating [[BA]].  
Weapon groups should be customized depending on the number of available mouse buttons. For four or more mouse buttons, group the [[MPL]] and two [[SL]]s together. When only three mouse buttons are available, the [[AC10]] can be grouped with the [[AC5]]s at only a slight reduction in effectiveness. Regardless of how many mouse buttons are available, players should ensure that the AC10 is mapped to a button that can be held down continually.
 
  
===Variant F===
+
{{Commentbox
The Warhammer F excels at close combat and can provide modest mid-range support. 2 [[RAC5]]s, the F's primary weapon systems, are able to dish out serious damage allowing the F to engage other heavies as well as strip the armor from assaults at close range. A single [[MRM30]] supplements the already great damage provided by the rotary autocannons, and 3 [[flamers]] give the Warhammer F the ability to punish any energy-focused mechs that are foolish enough to get close. 3 [[DHS]] help dump the waste heat flamers will saddle you with, while 3 [[free tons]] give you some staying power before returning to rearm.
+
| Comment1=Works best between 60-150m. Watch out for enemies coming within the [[MRM30]]'s [[minimum range]]. Buy 1 ton of [[MRM]] [[ammo]] and 2 tons of [[RAC]] ammo.
 +
| Writer1= - Warlord Kentax}}
  
 
===Variant G===
 
===Variant G===
When we speak about this War Hammer, we speak about minding busyness in our neighbor's back yard and in his neighbor's back yard too. We are speaking serious long range and serious punch.<br>
+
Dedicated [[sniper]]. Poor performance at [[close-range]]. Good choice for wide-open [[maps]].
Speaking of serious, be sure you will be facing serious heat levels as well, for the while the two [[DHS|Double Heat Sinks]] struggle to cool off the waste heat from the two mighty [[ERPPC]]. The trusty [[ELRM15|Extended Long Range Missile launcher of class 15]] isn't too cold either, so the only slack that's cut to you is from the four extremely ranged [[AC2]].<br>
+
{{Commentbox
If you come to haste, due to an stray Battle Armor trying to take it out on you, the very situational [[BPod]] might bring the tide of the battle in your favor, but only if you manage to capitalize on it otherwise - alone it won't matter too much.<br>
+
| Comment1=[[Chain-fire]] the [[ERPPC]]s to prevent [[overheating]]. Prepare a second button for chain-firing the [[AC2]]s for fighting [[BA]].
On the other hand, if you look on the ELRM15 launcher as a spare weapon, and use the two ERPPC as a primary group each, putting the four AC2 in the tertiary group, forgoing any [[DPS]] plan in favor of opportune lucky strikes by either single ERPPC jolt or "Alpha" shooting form a totally cold state, you might actually secure a kill steal from an unsuspected angle. This implies superb position seeking and that extrasensory feeling for the battle tide.<br>
+
| Writer1= - Warlord Kentax}}
A long range sniper with a backup ELRM15 launcher.
 
 
 
  
 
==Canon==
 
==Canon==
 
The Warhammer BattleMech was introduced by StarCorps Industries in 2515 to be "a mobile 'Mech with enough firepower to destroy or severely damage any 'Mech of the same weight class or lower." In the mission it was designed for, the Warhammer proved to be a very capable 'Mech, and for centuries practically defined the entire class of heavy 'Mechs. Boasting incredible firepower and respectable armoring, the Warhammer served prominently in the Star League Defense Force and was one of the premier 'Mechs in the Gunslinger Program. Indeed, many of the greatest MechWarriors in history were Warhammer pilots.
 
The Warhammer BattleMech was introduced by StarCorps Industries in 2515 to be "a mobile 'Mech with enough firepower to destroy or severely damage any 'Mech of the same weight class or lower." In the mission it was designed for, the Warhammer proved to be a very capable 'Mech, and for centuries practically defined the entire class of heavy 'Mechs. Boasting incredible firepower and respectable armoring, the Warhammer served prominently in the Star League Defense Force and was one of the premier 'Mechs in the Gunslinger Program. Indeed, many of the greatest MechWarriors in history were Warhammer pilots.
 
Being more lightly armored then other mechs of its class, the Warhammer preferred to stay at range where its weaponry was most effective. In addition to PPCs, SRMs, and Lasers, it had two machine guns for defense against infantry.
 
Being more lightly armored then other mechs of its class, the Warhammer preferred to stay at range where its weaponry was most effective. In addition to PPCs, SRMs, and Lasers, it had two machine guns for defense against infantry.
 +
 +
The Warhammer Armor:
 +
Durallex Ballistic-Reinforced Armor, was developed by the Draconis Combine in 3131 as a response to autocannon and missile weapons. The armor is a combination of Hardened and Reactive Armor that reduce damage taken from ballistic and missile weapons. The armor is also known as "reinforced" armor, but many techs use the term "hardened light" to describe it. A thinner version of hardened armor is backed by cable mesh that warps and traps missile and ballistic ammunition.
 +
 
Date Introduced 2515 during the Era known as "Age of War" (2005 - 2570) - Unit Role: Brawler
 
Date Introduced 2515 during the Era known as "Age of War" (2005 - 2570) - Unit Role: Brawler
  

Revision as of 13:50, 12 October 2023

Warhammer
Warhammer spin.gif
360.png
Warhammer.png
360.png
Class: Heavy Mech
Faction: Inner Sphere
Ticket cost: 8 upon destruction
Tier: 10
Tonnage: 70 tons
Speed: 64 km/h
Torso yaw: 260°
Torso pitch: -33° to +41° while standing
-33° to +51° while crouching
Variant Armament
Variant Weapons Equipment
Prime:
Price: 67 900 CBills
Total armor: 64 474
Engine Size: VOX 280 STD
A:
Price: 89 200 CBills
Total armor: 61 312
Engine Size: VOX 280 XL
B:
Price: 77 500 CBills
Total armor: 61 312
Engine Size: VOX 280 XL
C:
Price: 89 150 CBills
Total armor: 64 474
Engine Size: VOX 280 XL
D:
Price: 78 500 CBills
Total armor: 64 474
Engine Size: VOX 280 XL
E:
Price: 75 000 CBills
Total armor: 64 474
Engine Size: VOX 280 XL
F:
Price: 79 250 CBills
Total armor: 64 474
Engine Size: VOX 280 XL
G:
Price: 77 500 CBills
Total armor: 61 312
Engine Size: VOX 280 XL
Armor Points Distribution
BT
RE
HD
LA
LL
LT
CT
RT
RA
RL
INT
5483
3655
2760
5254
5254
6579
5939
9138
5939
5254
6579
3947

All stats current as of release 0.16.1

The Warhammer is a slow, well-armored heavy 'mech with a diverse set of loadouts including brawlers, skirmishers, generalists, and snipers. Generally a good choice for tanking.

Roles and Gameplay Hints

Prime

Uniquely excellent Inexpensive twist fighter and tanker. Good at pushing and holding objectives.

Player Comments:
Only Warhammer with a Standard engine, giving low damage transfer. Chain fire PPCs to improve its already decent heat capacity or to spread out screen shake. Can operate for a long time without ammo resupply.
- Warlord Kentax


Variant A

Fire-support asset. Prone to staring, dependent on allies to tank and distract enemies at medium-range, dependent on screen shake when staring in close-combat.

Player Comments:
Group-fire the LPLs until the yellow line, then using a second weapon group, chain-fire them to avoid overheat. Chain-fire the SSRMs to maximize screen-shake and conserve its limited ammo in close combat.
- Warlord Kentax


Variant B

Good sniper effective at suppressing other snipers in open terrain. Can lead a push onto an objective if needed.

Player Comments:
Chain-fire the HVAC10s to suppress enemies more effectively. Buy HVAC10 ammo for all 4 free tons.
- Warlord Kentax


Variant C

Somewhat stealthy, good at pushing and holding objectives. Offers better Screen Shaking, anti-LRM and scouting support capabilities, and battlefield awareness than similar brawlers.

Player Comments:
Chain-fire the LPPCs to increase screen shake. Even though the "C" has GECM, go passive in order to turn off the LAMS if you really need to hide
- Warlord Kentax


Variant D

Excellent generalist. Good at both brawling and skirmishing.

Player Comments:
Prepare an extra mouse button for chain-firing the LLs when in close-combat or on hot maps. Remember to lead the TBolt shots in close-combat.
- Warlord Kentax


Variant E

Operates best as a skirmisher. Burst damage-focused with damage spreading capabilities. Good at targeting individual components like arms.

Player Comments:
- Warlord Kentax


Variant F

Terrifying brawler, highly effective at overheating or distracting enemies and eliminating BA.

Player Comments:
Works best between 60-150m. Watch out for enemies coming within the MRM30's minimum range. Buy 1 ton of MRM ammo and 2 tons of RAC ammo.
- Warlord Kentax


Variant G

Dedicated sniper. Poor performance at close-range. Good choice for wide-open maps.

Player Comments:
Chain-fire the ERPPCs to prevent overheating. Prepare a second button for chain-firing the AC2s for fighting BA.
- Warlord Kentax


Canon

The Warhammer BattleMech was introduced by StarCorps Industries in 2515 to be "a mobile 'Mech with enough firepower to destroy or severely damage any 'Mech of the same weight class or lower." In the mission it was designed for, the Warhammer proved to be a very capable 'Mech, and for centuries practically defined the entire class of heavy 'Mechs. Boasting incredible firepower and respectable armoring, the Warhammer served prominently in the Star League Defense Force and was one of the premier 'Mechs in the Gunslinger Program. Indeed, many of the greatest MechWarriors in history were Warhammer pilots. Being more lightly armored then other mechs of its class, the Warhammer preferred to stay at range where its weaponry was most effective. In addition to PPCs, SRMs, and Lasers, it had two machine guns for defense against infantry.

The Warhammer Armor: Durallex Ballistic-Reinforced Armor, was developed by the Draconis Combine in 3131 as a response to autocannon and missile weapons. The armor is a combination of Hardened and Reactive Armor that reduce damage taken from ballistic and missile weapons. The armor is also known as "reinforced" armor, but many techs use the term "hardened light" to describe it. A thinner version of hardened armor is backed by cable mesh that warps and traps missile and ballistic ammunition.

Date Introduced 2515 during the Era known as "Age of War" (2005 - 2570) - Unit Role: Brawler

Amongst BT fans, the Warhammer, along with other Mechs designed for the Macross Anime series, is referred as the Unseen. Another Unseen Mech (which was originally planned to appear in MWLL) is the Marauder.

BattleTech Reference