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. [Read more…]

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. [Read more…]

Warhammer WHM-6D Builds for MechWarrior Online

Warhammer WHM-6D Builds for MechWarrior Online

The Warhammer WHM-6D is an unseen energy based mech with low tech equipment. This has the advantage of making the mech cheaper, but some upgrades should be considered. For example, each of these builds uses Double Heat Sinks for saving tonnage and allowing the mech to do more damage before overheating. A few of these builds will use an XL engine, but for cost reasons most will not.

WHM-6D Pulse Variant

For this build we have traded the PPCs out for Large Pulse Lasers. We have replaced the Medium Lasers with Medium Pulse Lasers. The Heat Sinks have also been upgraded from 20 singles to 19 doubles.

Engine: 280 Standard

Armor: 432 of 434 Standard

Heat Sinks: 19 Double

Structure: Endo Steel

Weapons:

Left Arm: PPC

Left Torso: 2 x Medium Pulse Lasers

Right Torso: 2 x Medium Pulse Lasers

Right Arm: PPC

To be placed: 8 Double Heat Sinks

Notes: Tested with a BL-7-KNT-L as a proxy. The Black Knight does have a laser duration quirk which may affect heat generation.

Caustic Valley: It took 7 volleys with the PPCs to overheat. Similarly, it took 9 barrages with the Medium Pulse Lasers to overheat. Repeatedly firing a full alpha-strike overheats before the 3rd shot is finished.

Frozen City: Firing the Medium Pulse Lasers required 15 volleys to overheat. Firing just the PPCs required 14 shots to overheat. It only requires 3 full alpha-strikes to overheat, however.

Options: There are not enough critical locations to improve the number of heat sinks. This can be modified by increasing the engine size, but to accomplish this the Medium Pulse Lasers would have to be downgraded to Medium Lasers. This would allow an increase from a 280 Standard to a 300 Standard and the addition of one more heat sink.

Switching to an XL engine would allow more speed but it would not help the heat situation, as those critical spaces would be used by the engine.

WHM-6D Large Laser

A popular build for energy heavy mechs focuses on several large lasers. This variation of the Warhammer WHM-6D includes 4 Large Lasers and 2 Medium Lasers. Ghost heat applies with this many large lasers fired simultaneously, but they can be staggered to avoid the effect.

Engine: 280 Standard

Armor: 432 of 434 Standard

Heat Sinks: 19 Double

Structure: Endo Steel

Weapons:

Left Arm: Large Laser

Left Torso: Large Laser, Medium Laser

Right Torso: Large Laser, Medium Laser

Right Arm: Large Laser

To be placed: 8 Double Heat Sinks

Notes: Again tested with a BL-7-KNT-L as the proxy. The Black Knight does have a laser duration quirk which may affect heat generation.

Caustic Valley: The mech will overheat after just two alpha-strikes. Staggering the arm weapons and the torso weapons will overheat the mech in three volleys. Chain firing the Large Lasers allows a total of 15 shots before overheating.

Frozen City: The mech still overheats after just two alpha-strikes. Staggering the weapon systems again overheats after three volleys. However, chain firing the Large Lasers allowed a total of 20 shots before overheating.

Options: Space is limited on this design. The Large Lasers can be traded out for ER Large Lasers, but the heat would be higher. If desired, the torso mounted Large Lasers can be moved to the arms for more flexibility. Or the Large Lasers in the arms can be moved to the torsos, but the Medium Laser from the right torso would have to be moved to one of the arms.

WHM-6D Laser Boat

Shifting the PPCs to Large Lasers and putting a total of five Medium Lasers in the side torsos allows the mech to have

Engine: 300 Standard

Armor: 432 of 434 Standard

Heat Sinks: 19 Double

Structure: Endo Steel

Weapons:

Left Arm: Large Laser, Medium Laser

Left Torso: 3 x Medium Lasers

Center Torso: AMS

Right Torso: 2 x Medium Lasers

Right Arm: Large Laser, Medium Laser

To be Placed: 2 tons of AMS ammo, 7 Double Heat Sinks

Notes: I did not have an effective proxy for this build. With 7 Medium Lasers, ghost heat will be added. I expect the mech will be functional, in regards to heat, as long as the weapon systems of Large Lasers and Medium Lasers are fired separately.

Conclusion:

As can be expected, the WHM-6D variants will run hot. They are, however, manageable. When the Warhammer hits in January, these builds may need to be modified depending on the quirks included on these Unseen mechs in MechWarrior Online.

WHM-6R Warhammer Builds for MechWarrior Online

Warhammer WHM-6R Builds for MechWarrior Online

The goal in the configurations of the WHM-6R Warhammer for MechWarrior Online is to keep the cost at a minimum. The base WHM-6R does not have an XL Engine, upgraded weapons, Endo Steel structure, or Double Heat Sinks. In order to maximize potential, Double Heat Sinks were placed in each chassis. Structure was also upgraded to Endo Steel if there were enough critical spaces to allow it. This does require some C-bills, but as much as an XL Engine would.

WHM-6R (Dual Gauss)

Nothing says loving like a pair of Gauss Rifles. This particular configuration is a little slow, but is designed around long range sniper combat rather than close range hugging. Four Medium Lasers do provide finishing power or the ability to defend against smaller mechs.

Engine: 200 Standard

Armor: 432 of 434 Standard

Heat Sinks: 10 Double (8 Covered by Engine)

Structure: Endo Steel

Jump Jets: None

Weapons:

Left Arm: Medium Laser

Left Torso: Medium Laser, Gauss Rifle

Right Torso: Medium Laser, Gauss Rifle

Right Arm: Medium Laser

To be placed: 2 Double Heat Sinks, 5.5 tons (55 rounds) of Gauss Ammo

Notes: This build was tested with a CPLT-K2. Unfortunately, the K2 has several quirks that made results inaccurate. The mech does run a little hot if constantly firing the Medium Lasers. If your play style uses the lasers often, 2 more heat sinks can be added (see below).

Options: An AMS can be added in exchange for 1.5 tons of ammo. Also, there are critical spaces for 2 more Double Heat Sinks if the Gauss Ammo or Medium Lasers are reduced.

Option Two: The engine can be upgraded to a 280 XL, providing more speed. This build fits more with the WHM-BW philosophy, however, and will be detailed there.

WHM-6R (Dual AC/20)

In MWO, the AC/20 is a formidable weapon. Although a pair of them suffers from ghost heat, they are incredibly devastating. The Warhammer WHM-6R can be fitted with a pair of these beasts. If fired together, they will create a lot of heat, but very little will be standing.

Engine: 225 Standard

Armor: 432 of 434 Standard

Heat Sinks: 12 Double (9 Covered by Engine)

Structure: Endo Steel

Jump Jets: None

Weapons:

Left Arm: Medium Laser

Left Torso: AC/20

Right Torso: AC/20

Right Arm: Medium Laser

To be placed: 3 Double Heat Sinks (in arms), 4 tons (28 rounds) of AC/20 Ammo.

Notes: Due to the ghost heat of paired AC/20s, this mech will run very warm. The heat is manageable, however, either by firing and fading or by alternate firing the AC/20s. There is very little room left on the chassis for other upgrades, but a heat sink could be sacrificed for more ammo if needed.

WHM-6R (Ultra AC/5)

Keeping with the dual ballistic systems, the Ultra AC/5 version has room for several Medium Lasers. These have been all placed in the side torsos to allow the arms to act solely as shields. Of course, one can be moved to each arm if play style supports it.

Engine: 280 Standard

Armor: 432 of 434 Standard

Heat Sinks: 15 Double (11 Covered by Engine)

Structure: Endo Steel

Jump Jets: None

Weapons:

Left Torso: 2 x Medium Lasers, Ultra AC/5

Right Torso: 2 x Medium Lasers, Ultra AC/5

To be placed: 4 Double Heat Sinks, 4 tons (120 rounds) of Ultra AC/5 Ammo

Notes: I used the Catapult CPLT-K2 again to test this configuration. As before, the quirks will make the results less than perfect, but it was better than nothing.

Caustic Valley: The mech can overheat, but heat is also very manageable. The Atlas was destroyed before the mech overheated.

Frozen City: It is possible to overheat, but not easy. Again, this may be partially due to quirks, but the 15 Double Heat Sinks are plenty for most pilots.

Options: The arms are able to be reconfigured. Armor can be shed to allow more ammo. Heat sinks can be replaced with additional Medium Lasers.

WHM-6R (Base Upgrade)

Taking the original concept of the WHM-6R one step further provides better armor, better heat dissipation, and more focus on energy weapons. This particular build works as effectively on the WHM-6D.

Engine: 300 Standard

Armor: 432 of 434 Standard

Heat Sinks: 20 Double (12 Covered by Engine)

Structure: Endo Steel

Jump Jets: None

Weapons:

Left Arm: PPC

Left Torso: 2 x Medium Lasers

Right Torso: 2 x Medium Lasers

Right Arm: PPC

To be placed: 8 Double Heat Sinks

Notes: Using the BL-7-KNT-L Black Knight as a proxy avoided some of the heat quirks. Depending on what quirks the WHM-6R has, it may not be 100% accurate.

Caustic Valley: It is not quite possible to get 3 full alpha-strikes before overheating, but it is also devastating. If you use the PPCs at range and the Medium Lasers against closer targets the heat is more manageable (8 PPC strikes to overheat, 10 Medium Laser strikes).

Frozen City: The third full alpha-strike will overheat the mech. When firing the systems separately, heat is nearly negligible.

Options: ER-PPCs can be used but the heat will go up significantly. Also, the engine could be downgraded (with loss of at least one heat sink) and the lasers can be traded to Medium Pulse Lasers.

Conclusion

The Warhammer WHM-6R has plenty of flexibility. The goal of this list was to minimize the additional cost to customize the mech while allowing the pilot to benefit from more advanced technology, such as Double Heat Sinks. Which builds will be seen in MechWarrior Online? We will find out in January.

Warhammers return to MechWarrior Online

The Unseen Warhammer Enters the Battlefield of MechWarrior Online

In January of 2016, another Unseen mech will again return to the battlefield. The Warhammer is coming to MechWarrior Online! This 70 ton mech has long been a crowd favorite and the pilots of the Inner Sphere are excited to jump back in the cockpit of these beasts. Below is a quick recap of what the default configurations are and what hardpoints they provide. This is based on initial details provided by PGI.

WHM-6R

This is the basic Warhammer from everyone’s childhood memory. It has enough firepower to destroy a small city across several different weapon ranges. It is a little lacking in armor but can be upgraded. It also packs a lot of Single Heat Sinks.

Tonnage: 70

Engine: 280 Standard (340 Max)

Armor: 320 of 434 Standard

Internal Structure: Standard

Heat Sinks: 18 Single (11 Covered by Engine)

Jump Jets: No

ECM Capable: No

MASC Capable: No

Weapons (Hardpoints):

Left Arm: PPC (1 Energy)

Left Torso: Medium Laser, Small Laser, Machine Gun (2 Energy, 1 Ballistic)

Center Torso: (1 AMS)

Right Torso: SRM 6, Medium Laser, Small Laser, Machine Gun (2 Energy, 1 Ballistic, 1 Missile)

Right Arm: PPC (1 Energy)

Total Hardpoints: 6 Energy, 2 Ballistic, 1 Missile, 1 AMS

Pros: This chassis has a good balance of hardpoints. Its tonnage is a little low, but dual Gauss Rifle and dual AC/20 designs are feasible, depending on how high or low the ballistic ports sit. I foresee a lot of brawler builds with this configuration as well as sniper builds.

Cons: Due to the initial low cost (standard engine, single heat sinks), this will be an expensive mech to upgrade. Obviously, we don’t know how susceptible the mech is to losing a side torso, so we cannot predict if upgrading to an XL or keeping with the standard engine is the better option.

WHM-6D

This chassis is designed as a typical laser vomit energy boat. The default configuration has more heat dissipation than the WHM-6R and more armor. With only energy hardpoints, however, the WHM-6D is going to run very warm.

Tonnage: 70

Engine: 280 Standard (340 Max)

Armor: 434 of 434 Standard

Internal Structure: Standard

Heat Sinks: 20 Single (11 Covered by Engine)

Jump Jets: No

ECM Capable: No

MASC Capable: No

Weapons (Hardpoints):

Left Arm: PPC (2 Energy)

Left Torso: Medium Laser, Small Laser (3 Energy)

Center Torso: (1 AMS)

Right Torso: Medium Laser, Small Laser (2 Energy)

Right Arm: PPC (2 Energy)

Total Hardpoints: 9 Energy, 1 AMS

Pros: The base WHM-6D has better heat dissipation and armor than the WHM-6R. By removing the secondary weapons of SRM and Machine Guns, it frees up some tonnage.

Cons: The WHM-6D will suffer from a serious identity crisis. In the heavy mech energy boat arena there are many contenders: the Black Knight (which is heavier), the Grasshopper (which jumps), and some Thunderbolts. It will need either quirks or re-balancing to stand out and find a specific role. And, as mentioned, with only energy hardpoints, the WHM-6D will run hot.

WHM-7S

The Warhammer WHM-7S comes with Double Heat Sinks and advanced weapons. It focuses heavily on missile hardpoints, making it either a nasty SRM or Streak based brawler or an LRM boat.

Tonnage: 70

Engine: 280 Standard (340 Max)

Armor: 320 of 434 Standard

Internal Structure: Standard

Heat Sinks: 18 Double (11 Covered by Engine)

Jump Jets: No

ECM Capable: No

MASC Capable: No

Weapons (Hardpoints):

Left Arm: ER-PPC (1 Energy)

Left Torso: Medium Pulse Laser, Streak SRM-2, Small Laser (2 Energy, 1 Missile)

Center Torso: (1 AMS)

Right Torso: Medium Pulse Laser, Streak SRM-2, Small Laser (2 Energy, 2 Missile)

Right Arm: ER-PPC (1 Energy)

Total Hardpoints: 6 Energy, 3 Missile, 1 AMS

Pros: The mix of hardpoints allows more flexibility than the WHM-6D. Starting with Double Heat Sinks can be an advantage as well, being more heat efficient, but it also requires more careful placement of the heat sinks.

Cons: Purchasing this variation at a later time will be more expensive than the other Warhammers, but not drastically. Without the ballistic ports, all weapons will generate heat, but it should be very manageable.

WHM-BW

Natasha Kerensky, the Black Widow, is one of the best known warriors in the Inner Sphere. In command of the dreaded Black Widow Company of Wolf’s Dragoons, she led her comrades to victory from her Warhammer. The WHM-BW is based on that ‘Mech and provides full armor, upgraded weapons, an XL engine, and a variety of hardpoints.

Tonnage: 70

Engine: 280 XL (340 Max)

Armor: 432 of 434 Standard

Internal Structure: Standard

Heat Sinks: 18 Double (11 Covered by Engine)

Jump Jets: No

ECM Capable: No

MASC Capable: No

Weapons (Hardpoints):

Left Arm: ER-PPC (1 Energy)

Left Torso: Medium Pulse Laser, 2 x Machine Guns (1 Energy, 2 Ballistic)

Center Torso: (1 AMS)

Right Torso: SRM-6, Medium Pulse Laser, 2 x Machine Guns (1 Energy, 2 Ballistic, 1 Missile)

Right Arm: ER-PPC (1 Energy)

Total Hardpoints: 4 Energy, 4 Ballistic, 1 Missile, 1 AMS

Pros: With an XL engine, near full armor (the other two points would cost a half a ton), Double Heat Sinks, and a variety of hardpoints, the WHM-BW will be devastating on the battlefield. There are many different roles that could be embraced.

Cons: Depending on the hit locations, the XL engine may be detrimental. Unfortunately, this cannot be tested until January.

Conclusion:

The Warhammers offer a variety of weapon platforms and potential to fit many roles. The few shortcomings of the variants, such as lack of armor, can easily be addressed. They all have the potential to overheat with the WHM-6D being the most likely, but are also upgradeable and can be managed. When they hit the battlefield of MechWarrior Online in January of 2016, the Warhammer (previously Unseen) will be a fan favorite again.