Warhammer WHM-BW “Black Widow” Builds for MechWarrior Online

Warhammer WHM-BW “Black Widow” Builds for MechWarrior Online

The Black Widow hero mech, named after Natasha Kerensky, is a very versatile weapon platform. With four energy, four ballistic, and one missile hard points there are many options to configure a dangerous 70 ton machine of death and destruction. One of the previously unseen making a return to MWO.

WHM-BW (Quad AC/5)

This variant makes use of the 4 ballistic points on the Warhammer “Black Widow”. Quad AC/5’s make up the bulk of the weaponry, and can shred enemies very quickly. A pair of medium lasers provide back up weaponry, for extra damage or if the mech runs out of ammo.

Engine: 280 XL

Armor: 432 of 434 Standard

Heat Sinks: 10 Double (Covered by Engine)

Structure: Endo Steel

Jump Jets: None

Weapons:

Left Arm: Medium Laser

Left Torso: 2 x AC/5

Right Torso: 2 x AC/5

Right Arm: Medium Laser

To be placed: 5 tons of AC/5 ammo (150 shots)

Notes: A Mauler MAL-1P was used as a proxy. As always, the quirks make the results a little unreliable, but they should be fairly close. Overall, heat was very manageable. The mech can overheat, but the pilot has to really try.

Options: Reducing the engine will free up some tonnage, but not much crit space. This will work well for additional ammo, or possibly 2 more Medium Lasers. If the lasers are added, heat will become more of an issue but is manageable.

WHM-BW (Quad AC/2)

Again focusing on the 4 ballistic hard points, this variant of the Warhammer “Black Widow” uses Quad AC/2’s. They are backed by 4 Medium Lasers, providing punch at both long and short ranges.

Engine: 280 XL

Armor: 432 of 434 Standard

Heat Sinks: 15 Double (11 Covered by Engine)

Structure: Endo Steel

Jump Jets: None

Weapons:

Left Arm: Medium Laser

Left Torso: Medium Laser, 2 x AC/2

Right Torso: Medium Laser, 2 x AC/2

Right Arm: Medium Laser

To be placed: 6 tons of AC/2 Ammo (450 rounds), 4 Double Heat Sinks

Notes: The Mauler MAL-1P was used as a proxy for testing. Heat is more of an issue on this build than on the AC/5 build, but again it is manageable.

WHM-BW (Shotgun)

This build focuses on the diverse weapon systems allowed by the chassis. It uses a pair of LB 10-X Autocannons, 4 Medium Pulse Lasers, and one SRM-4 missile launcher with Artemis. The mech does run fairly hot.

Engine: 280 XL

Armor: 432 of 434 Standard

Heat Sinks: 12 Double (11 Covered by Engine)

Structure: Endo Steel

Jump Jets: None

Weapons:

Left Arm: Medium Pulse Laser

Left Torso: LB 10-X AC, Medium Pulse Laser

Right Torso: LB 10-X AC, Medium Pulse Laser, SRM 4 w/ Artemis

Right Arm: Medium Pulse Laser

To be placed: 3 tons of LB ammo (60 rounds), 1 ton of SRM ammo.(100 missiles). 1 Double Heat Sink

Notes: Again, the Mauler MAL-1P was used to test the build. Overall, the mech runs very warm, but the damage is also devastating. The pilot should be aware of the heat generation and plan accordingly, especially on hotter maps such as Caustic Valley or Terra Therma.

Options: The SRM uses a total of 4 tons (including Artemis and ammo). This can be removed to allow 1 more heat sink and 3 more tons of ammo. Or, 2 heat sinks and 1 ton of ammo, due to crit spaces.

Conclusion

The Warhammer WHM-BW “Black Widow” can be used as a devastating ballistic beast. Although it has one missile hard point, the firepower really lies in the other weapon systems. When this unseen mech reappears on the battlefield in MechWarrior Online in January, it will be a force to be reckoned with.

Warhammer WHM-7S Builds for MechWarrior Online

Warhammer WHM-7S Builds for MechWarrior Online

As previously mentioned, the unseen Warhammer is joining the battle in MechWarrior Online in January of 2016. The WHM-7S is the most missile oriented of the series. Working with the hardpoints provided, here are a few builds to utilize this chassis.

WHM-7S Face Ripper

Focusing on short range combat, this build has 2 Large Lasers, 4 Medium Lasers, and 3 SRM-6 launchers. The armor has also been drastically improved. These changes were made possible by converting the internal structure to Endo Steel.

Engine: 280 Standard

Armor: 432 of 434 Standard

Heat Sinks: 16 Double

Structure: Endo Steel

Weapons:

Left Arm: Large Laser

Left Torso: 2 x Medium Lasers, SRM-6

Right Torso: 2 x Medium Lasers, 2 x SRM-6

Right Arm: Large Laser

To be placed: 5 Double Heat sinks (11 covered by engine), 2 tons of SRM ammo (200 missiles)

Notes: I did not have a chassis available to test this build for heat. If every weapon is fired constantly, the mech will likely have heat issues. It is recommended to use the Large Lasers for long range and shift to the Medium Lasers and SRM-6 launchers at closer range.

WHM-7S Archer

The Archer is as iconic as the Warhammer. This variation builds a similar configuration, but with heavier energy support than the original Archer ARC-2R and a shift from LRM-20’s to LRM-15’s to allow for more ammunition and better armor.

Engine: 280 Standard

Armor: 432 of 434 Standard

Heat Sinks: 16 Double

Structure: Endo Steel

Weapons:

Left Arm: Medium Laser

Left Torso: 2 x Medium Lasers, LRM-15

Right Torso: 2 x Medium Lasers, LRM-15

Right Arm: Medium Laser

To be placed: 5 Double Heat sinks (11 covered by engine), 5 tons of LRM ammo (900 missiles)

Notes: For a proxy, I used a TDR-9S Thunderbolt. Quirks will change the results, but they should provide a rough feeling for the heat of the build.

Caustic Valley: Firing the weapon systems separately, the heat is very manageable. The LRM’s alone do not produce enough heat to cause problems. Firing the Medium Lasers however will overheat the mech in four volleys. Full alpha-strikes will cause the mech to overheat before the third strike is finished.

Frozen City: As expected, the LRM’s did not heat the mech at all. The Medium Lasers could be fired five times, overheating on the sixth volley. Full alpha-strikes caused the mech to overheat on the 4th laser/2nd missile attack. Chain firing the Medium Lasers still generates heat, but much slower than a full blast.

WHM-7S Missile Boat

Shifting to a more LRM oriented build than the Archer, we can make an impressive missile boat. Obviously, it depends entirely on the pilot and their preferences on how this build should be used or modified.

Engine: 300 XL

Armor: 432 of 434 Standard

Heat Sinks: 14 Double

Structure: Endo Steel

Weapons:

Left Arm: Medium Laser

Left Torso: LRM-15

Center Torso: AMS

Right Torso: 2 x LRM-15

Right Arm: Medium Laser

To be placed: 2 Double heat sinks (12 covered by engine), 9 tons of LRM ammo (1620 missiles), 1 ton AMS ammo.

Notes: I used a Zeus ZEU-6T as a proxy for these tests. Individual results may vary, based on quirks, etc.

Caustic Valley: Chain firing the LRM’s did slowly build heat, but it took a while to be a problem. Similarly, firing just the Medium Lasers was not an issue. If a full alpha-strike is fired, 5 laser blasts and 4 LRM volleys will overheat the mech.

Frozen City: Heat was obviously less of an issue. Firing an alpha-strike repeatedly overheated the mech at about 7 laser blasts and 6 LRM volleys.

Options: I do not usually use Artemis for my LRM mechs, as I focus on indirect fire. If you do wish to have Artemis, three tons will need to be acquired. This can be done with armor or ammo. You can also reduce the size of the engine, but reduction in heat sinks will needed as well.

Conclusion:

With the addition of the Warhammer in January of 2016, another previously unseen mech returns to combat. Which builds will be used for the various configurations will obviously be based on the quirks, but they should be a lot of fun in MechWarrior Online.

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