Warhammer

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Revision as of 18:30, 18 March 2018 by Fire-hound (talk | contribs) (Variant D: updated to Tbolt5)
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Warhammer
Warhammer.jpg
Warhammer.jpg
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:
A:
Price: 83 000 CBills
Total armor: 61 312
Engine Size:
B:
Price: 72 600 CBills
Total armor: 64 474
Engine Size:
C:
Price: 89 750 CBills
Total armor: 64 474
Engine Size:
D:
Price: 80 500 CBills
Total armor: 64 474
Engine Size:
E:
Price: 83 100 CBills
Total armor: 64 474
Engine Size:
F:
Price: 79 250 CBills
Total armor: 64 474
Engine Size:
G:
Price: 79 300 CBills
Total armor: 64 474
Engine Size:
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 0.15.3 </div>

The Warhammer is a heavily armed and moderately armored Inner Sphere 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 possesses a large spotlight that 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. It also has a narrow vertical field of view, which may make it hard to deal with Aerospace fighters and VTOLs.

Roles and Gameplay Hints

Prime

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 damage at most any range. 2 PPCs 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 MBLs, but it reaches its full damage potential as it closes within 250m. The Prime's 2 SBLs 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 five Double Heat Sinks allowing a disciplined mechwarrior to output fire continuously without fear of excess heat. The Prime has a major difference from all other variants. It is equipped with a standard engine which causes no bonus damage to be transferred to its center from a busted side torso. Spreading damage by torso twisting can allow a Prime ro 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.

Variant A

The Warhammer A is a long range support mech, equipped with weapons meant to dish out damage at extreme range. 2 LtGauss, 1 ELRM15, and a set of EOptics allow the A variant to sit behind the front lines, supporting its allies while staying away from any return fire. Should any missiles happen to fly its way, a LAMS helps mitigate any damage the Warhammer A or its allies might take. 2 MGuns give the Warhammer A some anti-BA punch, while a GECM suite allows it to stay off the radar of all but the closest enemies. A whopping 5 free tons for ammunition means that the A variant has tremendous staying power, and will rarely, if ever, need to leave the fight to rearm.

Variant B

The Warhammer B packs 2 AC10s, a single LPL, 2 ERMBLs, and 2 MGs. This loadout allows the B variant to shred Light and Medium Mechs as long as the mechwarrior can lead his weapons properly. The B can also stand face-to-face with most other heavies, their large size making them ideal targets. By chainfiring the 2 AC10s, the B can maintain a steady stream of cockpit shake, disorienting their enemies. The 2 MGs allow supplemental firepower against lighter assets, BA, and to a limited extent, enemy aeros. The B has an additional 2 free tons of ammo helping to make it a better mid-range fire support mech. Even with 2 free tons, the Warhammer B can be in need of a short supply line during extended engagements, as its autocannons can become very ammo hungry during intense firefights. The B suffers at long-range combat, but utilizing its GECM can prevent early detection and long-range confrontations.

Variant C

Nothing reaches beyond 500 meters on this one - GECM suite ensures not even radar microwaves. With the least of an firing discipline the four LPPC can be fired indefinitely and in short succession - rendering any opponent blind at night, out to 440m. This sole property renders this variant an night hunter of supreme potential. The two MPL, reaching out to 400m really add more damage over time than the four PPCs do.
While the main trump card of this variant, however, are the persuading potentials of the LBX20 cannon pair, they are not backed up by any spare ammo. Utmost care is to be taken that each hit counts among the dozen supplied with each cannon.
The selling points of this top priced Warhammer unit are its night hunting potential backed up by the GECM suite's stealth, alto note that the stealth can be too easily broken by any stray enemy missile flying by, by the treacherous LAMS.

Variant D

The Warhammer D is the wolf-in-sheep's-clothing of the Warhammer line. 2 ERLBLs and 2 Tbolt5s 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. 4 DHS give the D variant acceptable heat management, and an extra ton of free space ensures that its autocannon has more ammo should the enemy prove tougher than expected.
The selling point of this Variant is to have a foot in both of the worlds - snipers and brute brawlers.

Variant E

The E is a superb sniper mech. Armed with 2 ERPPCs and a single Gauss rifle, it is able to quickly deal crippling damage to enemies before they can get into the range necessary to return fire. The gauss rifle's cool nature gives you a good weapon to use while the 2 DHS tries to dissipate the heat produced by the two ERPPCs. Most pilots chain fire their ERPPCs to prevent overheating. 2 ERMBLs mounted in the torsos give the Warhammer E a not-insubstantial tertiary punch that can be used to hasten the destruction of any mech that survives the salvos from its primary weapon systems. EOptics and a single free ton allow the E variant to accurately maintain its full firepower for a decent amount of time.

Variant F

The Warhammer F excels at close combat and can provide modest mid-range support. 2 RAC5s, 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 the staying power to handle a good amount of engagements before returning to rearm.

Variant G

The Warhammer G is not for the faint of heart. Often called the "Schizo-hammer", the G is a conglomeration of vastly disparate weapons systems, comprising a total of 4 distinct weapon groups. The G is a jack of all trades in the long-range department. At 1000m the G brings in some real firepower with a single LRM15. At 900m the G has an ERPPC for sniping and an HVAC10 for persistent supressing fire. As point defense, at 400m, the G has two ERSBLs and a pair of MPLs that will strain the G's heat dissipation. Except for the HVAC, every weapons system on the G produces a moderate amount of heat. While at long range its three DHS can manage to dissipate waste heat between volleys, its close range lasers are more heat intensive. In prolonged short range combat, an engagement range that the Warhammer G has no job seeking, pilots will find themselves reluctant to strain their heat levels with their PPC's heats spike, although they should be able to afford a last volley of missiles against an enemy about to close into its minimum range. In such situations the G's heat capacity would be better spent on its HVAC10. Though it sports 2 free tons, enough to carry a single reload for its autocannon and LRMs, mechwarriors should fire conservatively to avoid running out of ammo too quickly. The Warhammer G is an excellent mech to learn about how to manage many weapons systems simultaneously.

Canon

In BattleTech, the Warhammer was designed to "destroy or severely damage any 'mech of the same weight class or lower". 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.

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