Author Topic: ’Mech of the Week: WHM-* Warhammer  (Read 42457 times)

Kotetsu

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’Mech of the Week: WHM-* Warhammer
« on: 25 September 2014, 23:13:01 »
’Mech of the Week: WHM-* Warhammer

Warhammer. A one-handed hammer strengthened for use in battle. Perhaps the most prominent example being the one used by Thor (Mjolnir). A fantasy game, in the form of both roleplaying and tabletop. Also has a science-fiction derivative with the appellation 40,000, though I still don’t understand the appeal.

Then again, I do like Warmachine, so…

It is also the name of a 70-ton BattleMech with a long pedigree, and a fierce reputation. It would not surprise me if some commanders hearing that an enemy heavy had been detected had quoted the old game show, Press Your Luck. (“No Whammy, No Whammy, No Whammy!”) It even once served as the personal ride of Natasha Kerensky. The Warhammer premiered in the old Technical Readout: 3025, and since has appeared in the original Technical Readout: 3050, as well as Project Phoenix, 3039, 3075, 3085, 3085: Supplemental, Operation: Klondike, Experimental Technical Readout: Gladiators, and Era Report: 2750. One variant appears in the New Tech, New Upgrades section of the 3145 Record Sheets.

According to the proverb, “Imitation is the sincerest form of flattery.” The story behind the Warhammer begins with Achernar BattleMechs in the Federated Suns. They were not the creators of the Warhammer, per se. Instead, they built the first two designs for the Davions. First in 2459, the BattleAxe, then in 2475, the Hammerhands. The latter was extremely popular. So much so, that when asked to make a similar design, StarCorps apparently decided that Achernar should be very flattered, and imitated both designs, much to Achernar’s despair. The resulting Warhammer quickly and almost completely supplanted the prior two designs.

Entering service in 2515, the WHM-6R uses a VOX 280-rated engine to give it ground speed equal to the earlier BattleAxe. Ten tons of armor give 73% of maximum protection laid out in a 9, 22/9, 17/8, 20, 15 pattern (head, center front/rear, side front/rear, arms, legs respectively). Weapons consisted of a Particle Cannon in each arm, a medium and small laser in each side torso, a 6-pack SRM launcher in the right torso, and a machine gun in each side torso. One ton of ammunition feeds the SRM pack and a full ton of ammo was allocated for the machine guns, stored in the center torso. Eighteen heat sinks struggle with the full heat load, though that is a usual complaint for early designs.

It didn’t take long for an upgrade to appear. In 2599, the WHM-6Rb entered service. This differed from the base model by dropping a heat sink and replacing the rest with double-strength models. Artemis IV was added to the SRM pack, possibly one of the first designs to carry a full-production model (Artemis IV was perfected in 2598). Armor was replaced with an equal weight of ferro-fibrous, which was laid out in a 9, 25/9, 20/8, 20, 20 pattern.

The next variant showed up in the waning days of the Star League. First seen in battle on Fallon II in 2729, the WHM-6Rk upgrades the engine to a 350-rated extralight engine, giving this variant speeds similar to the Star League Excalibur. Fifteen double-strength heat sinks provide most of the heat dissipation needed, while any remaining weight went into additional armor, though exact allocation is unknown.

In 2761, the Royal regiments received an upgrade to the -6Rb model. The WHM-7A upgrades the Particle Cannons to extended-models, swaps the small lasers for pulses, and drops the machine guns for paired medium lasers in the center torso. A heat sink was removed to add CASE for the ammunition. An endo-steel skeleton was utilized and thirteen tons of standard plate provided protection in a 9, 33/10, 22/8, 20, 28 pattern.

Then the Fall of the Star League came. After the Exodus, it appears that the Inner Sphere was left with only the -6R models (the -6Rk was a rare Kurita command variant). Early in the Succession Wars, either as repairs, or preference, a few variants showed up. The first, in 2825, was the WHM-6L, which dropped the machine guns for a pair of flamers. The second, in 2830, was the WHM-6K which removed the machine guns for a pair of heat sinks. Finally, in 2835 the WHM-6D arrived, dropping both the machine guns and the SRM pack to add a pair of heat sinks and four tons of armor, laid out in a 9, 34/10, 22/8, 22, 30 pattern.

It would probably be improper not to mention that Natasha Kerensky’s Warhammer was a -6R model, though if she customized it more than that, it is unknown. Also, in the Battles over Mallory’s World, Yorinaga Kurita piloted a Warhammer. Though the Historical Turning Points volume on that conflict gives him a “personal” variant, I cannot find anything that differs between it and a stock -6K.

When the Helm core was rediscovered and sent to all the Inner Sphere powers, Lostech started its long return. In 3047, the first new Warhammer arrived, the WHM-7M. The first thing Ronin Incorporated did was upgrade the old -6R’s heat sinks to double-strength models. The Particle Cannons were replaced with extended-models. The small lasers and one machine gun were swapped for an anti-missile system.

 At the same time, Olivetti Weaponry was working on their upgraded version. The WHM-7S entered service in 3050. This one also upgraded the -6R’s Particle Cannons and heat sinks. However this model swaps the medium lasers for pulse versions and drops the machine guns. Also the 6-pack SRM was replaced by a 2-pack Streak launcher in each side torso. While a decent variant, there are two issues. One is the placement of the Streak ammunition in the center torso. The other is technically outside their control. The plant is on Sudeten. Which means the Falcons show up on world within a couple years.

Speaking of the Clans, their arrival brought two versions of the Warhammer from their archives. One version was the ten-ton heavier Warhammer IIc. The other was a quick refit termed the Warhammer C. This takes the iconic WHM-6R and replaces most of the weaponry with Clantech equivalents. The lasers become extended-models, the Particle Cannons were swapped for large pulse lasers, and the 6-pack SRM swapped for a Streak version. The machine guns remain Spheretech.

In 3054, the WHM-7K arrived. This model differs from the -7S by putting both Streak launchers in the right torso, uses an endo-steel skeleton, and swaps the small lasers for pulses and the medium pulses for standards. A TAG system is placed in the head (which is slightly surprising since it weighs the same as a Slave unit). The leftover weight went into armor, laid out in a 9, 30/13, 20/10, 22, 30 pattern.

The Warhammer had no more variants until the advent of Project Phoenix. Apparently, one StarCorps division jumped at upgrading the venerable design, which lead to other divisions to decide to also upgrade the design, and well, four different variants were produced. The original division produced the WHM-8D, entering service in 3066. It maintains the standard engine, but uses an endo-steel skeleton, mounts seventeen double-strength heat sinks, and carries an extended-model Particle Cannon in each arm, an extended-model medium and small in each side torso, a 6-pack Streak SRM launcher in the right torso and a C3 Slave unit in the head. The Streak ammunition is CASEd. Thirteen and a half tons of armor provide protection in a 9, 33/10, 23/7, 22, 30 pattern.

3067 saw the arrival of the other three. The first, the WHM-4L, comes from the Liao facility and differs from the -8D by using an extralight engine, a standard skeleton, one less heat sink, drops the lasers for a medium pulse in each arm, the left torso and the head. The Slave was removed for a Guardian ECM suite, which allowed for stealth armor to be used, laid out like the -8D.

The second, the WHM-9S, instead uses a light engine, uses twenty double-strength heat sinks, uses a standard skeleton and standard armor, laid out in a 9, 31/10, 22/7, 21, 29 pattern. Weapons consist of the extended-model Particle Cannons, the 6-pack Streak, and twin extended-model medium lasers placed in the centerline.

The third was the WHM-9D. This model is a bit stripped down compared to the -8D. All weapons save the Particle Cannons and the medium lasers were removed. The remaining weaponry is tied into a targeting computer. Armor has been adjusted slightly to a 9, 32/11, 22/8, 22, 30 pattern. A heat sink was added. The engine was upgraded to a 350-rated extralight, and jump jets were installed, giving the design the movement profile of a venerable Shadow Hawk.

Shortly thereafter the Jihad burst forth. Amid the chaos, more variants appeared. The first was the WHM-8M in 3069. This model mounts similar weaponry to the -9D, but without that expensive targeting computer, mounts the original standard engine, lacks the jump jets, and a small bit of armor. Protection was left in a 9, 29/10, 21/7, 22, 30 pattern. Twelve double heat sinks were used. The left over weight and space went to a Light-class Gauss Rifle, which was CASEd.

In 3073, two entered service. One, the WHM-10T was more-or-less a field refit, taking the -9D, reducing the heat sink number to eleven, and removing the targeting computer and standard jump jets for seven improved-class jump jets. The other variant is the WHM-8K takes the -7K, strips all the weaponry for a pair of Heavy-class Particle Cannons and a Streak-class 4-pack SRM (ammunition CASEd). A head-mounted C3 Slave unit helps with coordination. Light ferro-fibrous armor gives maximum protection in a 9, 34/10, 22/8, 22, 30 pattern.

Another off-shoot of the Jihad was the devastation of the gaming industry. However, if anything, the Games industry is resilient. Alongside this, corporations like StarCorps tend to use the Games to test out new concepts. In 3077, the Warhammer got hit by the confluence of these two factors. The WHM-X7, nicknamed “The Lich”, is a technically a FrankenMech. The design is based around the chassis of an -8D, but uses the arm structures of a -5R Marauder and the leg style of the Clan Nova Cat. A light fusion engine is used, thirteen double-strength heat sinks and light ferro-fibrous were also used. Armor is laid out in a 9, 33/11, 23/7, 22, 30 pattern. Weapons consist of arm-mounted Snub-Nose Particle Cannons tied to Capacitors. Extended-model medium lasers were installed in each arm and side torso. A Clantech Streak 6-pack SRM launcher was used, supposedly ripped from a Timber Wolf D. CASE II was used. The gyro was a heavy-duty model, and the engine and cockpit were armored.

As the ashes left by the Jihad began to cool, the Capellans and their Canopian friends modified the -4L. In 3081, the WHM-5L arrived, mounting a standard 210-rated engine, giving it the ground speed of an Atlas. Five improved-class jump jets were added to make up for the speed loss. Fifteen double-strength heat sinks were used, and eleven and a half tons of standard plate is laid out in a 9, 26/9, 22/6, 22, 20 pattern. A 4-pack SRM launcher is placed in the right torso, which is also CASEd. An extended-model medium is placed in each side torso. A Plasma Rifle is mounted in each arm, along with two tons of ammunition for each weapon.

In 3084, the WHM-11T arrived. This variant uses an extralight engine, five improved jump jets, thirteen double-strength heat sinks, and ten and a half tons of light-class ferro-fibrous laid out in a 9, 28/9, 22/6, 20, 18 pattern. A Snub-Nose and Light-class Particle Cannon are placed in each arm. An extended-model medium is in each side torso, and a 5-rack MML is in the right torso. One ton of each type of ammunition is placed below the launcher in the CASEd torso.

In 3085, StarCorps experiments in the Gaming scene came to fruition. Produced at all of their factories, save the one in the Federated Suns, the WHD-10CT lacks the armored components, Capacitors, CASE II and Clantech of “The Lich”, but instead uses a Spheretech Streak 6-pack, standard CASE, and a targeting computer. As well, the torso lasers were swapped for pulse versions. Armor is slightly reduced, laid out in a 9, 33/10, 23/7, 22, 28 pattern. Finally, a C3 Slave unit was placed in the head, to make the design even more dangerous (consider three of them tied into a Master). The designation pays homage to the influences of the Nova Cat (CT) and Marauder (D).

The final variant is a reworking of the -8D. The WHM-8D2 swaps the Slave unit for a Boosted version. Instead of the Streak launcher, a Class-5 Thunderbolt launcher was used. Half a ton of armor was removed, which breaks down to 4 points from the front center torso and two from each front side torso.

Using one is a matter of perspective. Most of the time, I use one as a walking gun battery, taking down enemies as I go, and absorbing some return fire. (Most of the fire seems to be aimed at the assaults coming with him.) Most of these are able to engage at long ranges and alternating fire as they (or the enemy) close. At least a couple are more like brawlers. And I have the image of a bunch of Shadow Hawks being paced by a Whammy or two as the muscle/fire magnet.

Fighting one is likely a PITA. He’s big, he’s got heavy weaponry, and people fear them. This leads to either extreme caution or attempting to achieve overkill. (Yes, I know, there is no such thing as overkill.) Heavy weapons of your own will certainly help. ECM on fast, agile movers will assist with the C3 carriers (though I think you’ll need Angel for the -8D2). Many of the variants are a bit heat-intolerant, so plasma and flamers also help. As for targeting a location, most of the time it would be either the right torso (SRM/MML/T-bolt) or center torso (the older models have machine gun ammo there). The lightbulb variant(s) probably should be hit in the center.

The Whammy is likely to remain a staple of BattleTech for eternity. As such, it should be casting its intimidating shadow across battlefields across the known worlds. Unlike its Unseen brother, the Marauder, the Warhammer has only spawned one offspring design (that I know of), the ten-ton heavier Warhammer IIc. So even in Clan space, its effect will continue for quite some time.

Rage

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Re: ’Mech of the Week: WHM-* Warhammer
« Reply #1 on: 26 September 2014, 00:22:21 »
By far one of my favorite 'Mechs in either the original Inner Sphere models or the heavier IICs. I just wish that there were a proper successor to the "Hot Hammer", even though the 5L tries.

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Re: ’Mech of the Week: WHM-* Warhammer
« Reply #2 on: 26 September 2014, 01:04:42 »
My first mech and still a favorite! The original 6R teaches you discipline, managing your heat and keeping your enemies at range until the right time so you don't wast your armor. The Royal variants almost feel like your cheating but they also make complete sense!
 
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Nahuris

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Re: ’Mech of the Week: WHM-* Warhammer
« Reply #3 on: 26 September 2014, 01:14:24 »
I love the classic 6R

I've used it to great effect, all the way up through the Jihad, and it never fails me.
It's one of the few heavies I will consider outside of a random assignment table.

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Re: ’Mech of the Week: WHM-* Warhammer
« Reply #4 on: 26 September 2014, 02:12:34 »
One of the old greats usable anytime and anywhere.
I loved the 6RB with the artemis on the SRM-6, but wish they had done more with the MG ammo though the 7A is my all time fave.
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Re: ’Mech of the Week: WHM-* Warhammer
« Reply #5 on: 26 September 2014, 02:57:17 »
Brilliant review of a classic design, indeed THE classic design :)
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Re: ’Mech of the Week: WHM-* Warhammer
« Reply #6 on: 26 September 2014, 09:47:09 »
ahh the war hammer.  The not quite gold standard in which other heavies are measured.    I have a lot of fond memories of the 6R, and 6D.  Sure with more modern times shes a little dated, and old school, but she can still go out and dance.    I do like the RSOK version of the classic.    well written article.
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Re: ’Mech of the Week: WHM-* Warhammer
« Reply #7 on: 26 September 2014, 09:58:40 »
Has anyone had any luck with the Warhammer-8M? I want to try it because it's a Warhammer and Marik, so doubly awesome, but it also ditches the usual aesthetic of Warhammers, 2 big guns backed up by a cluster of smaller ones, so I have a hard time liking it. Can anyone confirm or deny its utility?
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Re: ’Mech of the Week: WHM-* Warhammer
« Reply #8 on: 26 September 2014, 10:05:10 »
It was on the box that was my first BT purchase. It will always remain THE BattleMech for me.

Now, decades later I still wonder at how well it fullfils its original role. One thing I always check when it comes to the old stand bys is how they would work in a Star League force. That is companies or battallions comprised of nothing else than this one chassis. And the Warhammer certainly works. Marvelously even.

Something I had expected to be mentioned in this article, though. The age old -problem of the -6R:
Its weak, brittle shins.

I have seen many of them fall, being kicked to death by the envious, inferior Mechs giving expression to their frustration not emerging from the assembly line as one of the chosen WHMs.

---------------

The versions released later on, especially the Royal Whammy, the -8D and -8M are quite good in their timeline. But unlike its heavy class buddy, the Marauder, the Whammy kept the gankly, angular lines it was administerd in Project Phoenix.
The clan Whammy does it better in my eyes, but it is still not what I look at with a serene smile.

They are wonderful Mechs, don´t get me wrong. They just don´t strike the cord of nostalgic glorification that comes with instant recognition.
« Last Edit: 26 September 2014, 10:07:54 by Molossian Dog IIC »

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Re: ’Mech of the Week: WHM-* Warhammer
« Reply #9 on: 26 September 2014, 10:12:46 »
Something I had expected to be mentioned in this article, though. The age old -problem of the -6R:
Its weak, brittle shins.

I have seen many of them fall, being kicked to death by the envious, inferior Mechs giving expression to their frustration not emerging from the assembly line as one of the chosen WHMs.

Conversely, using -6Rs in my SLDF forces has convinced me that they are absolute bricks if you can find a good firing position with partial cover. I've found that Warhammer able to absorb huge amount of firepower, while providing fire support for Mackies and Pillager-1Ns. O0
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Re: ’Mech of the Week: WHM-* Warhammer
« Reply #10 on: 26 September 2014, 10:42:59 »
In my eyes that is one of the decisive criterias.

Do massed formations of this Mech work?
- Check

Do massed formations offset the Mechs´ (few) deficiencies?
- Check AND check!

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Re: ’Mech of the Week: WHM-* Warhammer
« Reply #11 on: 26 September 2014, 10:46:22 »
Not that many 'mechs out there that would get a no response to those questions... O0

That's why I prefer to run SLDF forces from the independent regiments instead of the line divisions. None of the massed formations or pure lances, so it's a lot easier to build a balanced force at a gaming scale. And at that scale, the Warhammer still rocks. 8)
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Re: ’Mech of the Week: WHM-* Warhammer
« Reply #12 on: 26 September 2014, 11:56:37 »
Loved the 6D big time back when I was playing 3020-3030 stuff. Just a rock solid all around mech.

The 8D has served me very well since then as well. It isn't as sexy as RAC bearing Marauders and such, but it gets kills, and that Standard engine holds up well, even in 3145.

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Re: ’Mech of the Week: WHM-* Warhammer
« Reply #13 on: 26 September 2014, 12:15:15 »
8D's probably my favorite and the one I've had the most games in.  Just a stone cold killer and tough to get rid of.  Just wish the miniature wasn't so "special."

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Re: ’Mech of the Week: WHM-* Warhammer
« Reply #14 on: 26 September 2014, 12:23:31 »
The 8K is one of my all time favorite 'Mechs; I've seen it survive some truly heinous damage. I've had oddly good luck with the WHD-10CT and I'll happily take either with or without a master.
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Re: ’Mech of the Week: WHM-* Warhammer
« Reply #15 on: 26 September 2014, 13:13:33 »
Has anyone had any luck with the Warhammer-8M? I want to try it because it's a Warhammer and Marik, so doubly awesome, but it also ditches the usual aesthetic of Warhammers, 2 big guns backed up by a cluster of smaller ones, so I have a hard time liking it. Can anyone confirm or deny its utility?


It runs a bit warm, and plays more like a Marauder, than a Warhammer...... with 3 guns that reach ranges of 21 plus, backed by a pair of medium lasers.
It's very good on open terrain areas......  if your opponent is into the postage stamp sized battlefields, a pair of 8M's will go a long way towards changing that thinking...... or it will convince him that the only place to fight is heavily forested canyons.

On the downside, the limited heat ability, as in only 12 Double Heat sinks forces you into a 2 -1- 2- 1 pattern with the PPC's...... while the Light Gauss CAN fire every turn.. you only have one ton of ammo..... and while a ton of ammo is 16 shots, once they drop off, you are looking at having to watch heat to avoid leaving yourself in a lurch.
Also, while a applaud the standard engine, the light Gauss is located in the side torso, and takes up 5 of the 7 criticals there, that are available to be hit. It's not quite a torso bomb, but if you do lose all the armor there, it's a consideration.... although, luckily, it is Cased.

So, yes, this is an effective design, but you have to know how to manage your heat curve, and you have to consider the role you plan to use it in.

Nahuris

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Re: ’Mech of the Week: WHM-* Warhammer
« Reply #16 on: 26 September 2014, 13:17:19 »
Sounds like a good way to fill out a direct-fire fire support lance without actually paying for another Cerberus
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Re: ’Mech of the Week: WHM-* Warhammer
« Reply #17 on: 26 September 2014, 15:09:40 »
  I just love it. It is not an instant win button and there are a number of tactics to defeat it because it has a big weakness, the lack of armor in the legs, and, therefore, needs to be handled with care. Well handled can punch way over the expected and become a total beast. Nursing the heat makes the 6R a great, great unit.

  And it is so cheap in 3050+ games that it is one of the few introductory units that can be deployed in modern battlefields and deliver a lot of loving. The huge number of variants shows how successful it is. Oddly enough (despite the improved weapons) the 8D can be a real brick into the face if you get nasty with the heat curve.  Highly recommended and beloved unit.
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Re: ’Mech of the Week: WHM-* Warhammer
« Reply #18 on: 26 September 2014, 16:26:40 »
The basic 6R is  the definitive multi-purpose battlemech - a weapon for all circumstances and enough heat sinks to use them, although it could do with a bit more armour.  My personal favourite, however, is the 6K - whilst the 6D has an easier heat curve and more armour, I really like that the K retains the SRM pack and it costs a lot less in Bv.

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Re: ’Mech of the Week: WHM-* Warhammer
« Reply #19 on: 26 September 2014, 17:36:41 »
The Warhammer 8D and Warhammer 7A are the two most perfect examples of this mech ever.

I was a rare bird in that I used to not care for these machines...  I found the 6R's armor to be anemic for the size and the lack of proper heat capacity for weapons was disturbing.  I stuck with Grasshoppers, Orions, and Archers for my heavies (I hated the Marauder with a passion)

it was Project Phoenix that caused me to give the older models a second look.  I would still rather ride an Orion then a Warhammer, or if I could swing it, a Hammerhands, but in the modern game, Whammy's are much more viable hardware.
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Re: ’Mech of the Week: WHM-* Warhammer
« Reply #20 on: 26 September 2014, 18:11:44 »
The 6R (and by extension, the 6L, 6K, 7M and 7S and probably a few others) leg armour has allways been to me probably the only real flaw in the 'Mech. I've seen way too many of them go down to leg damage, especially kicks, for comfort.

With that being said, the Wammy is a good 'mech and a personal favourite, as well as being as iconic as all get-out. It was the cover painting of the Wammy on the Battletech 1st Ed boxed set that first drew me into the game back in the day, after all.

If I had to pick one variant, it'd probably be the 8D. That thing's nutty tough; near-max armour, standard engine, one ton of CASE'd SRM ammo as the only thing that goes bang and so on. It's one of those ones that I love to use but hate to fight
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Re: ’Mech of the Week: WHM-* Warhammer
« Reply #21 on: 26 September 2014, 22:23:16 »
The original Unseen art always had a visual appeal that I liked; so many of the older designs, like the Warhammer, just ooze threat.  They just look like the kind of war machine that you really, really need to fear, and few of the newer have that same obvious threat to them.

That being said, the old -6R never really did it for me.  It was always just too light on armor for me considering that my first rides were Orions and Awesomes.  It's the kind of 'Mech that I'd stick in an assault lance; the enemy would be so concentrated on trying to gun down my AWS-8Q or Atlas that the Whammy's threat level wouldn't register until he'd gotten at least a couple of PPC shots tossed down range.

I can honestly say that I've never used a lostech version of it, though.  The -7M looks a fairly decent upgrade, but its the -8M that I'd like to try out some time just to see if that's a decent use of the LGR.
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Re: ’Mech of the Week: WHM-* Warhammer
« Reply #22 on: 27 September 2014, 00:45:48 »
Back in the early to mid-90s, my character on the Battletech 3056 MUSE drove a WHM-7K Warhammer in the Ryken-Go regiment (I used the same name then I do now).  I used it to do absolutely brutal things on the battlefield to my opponents.  Even without CASE it is a vicious, vicious BattleMech.
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Re: ’Mech of the Week: WHM-* Warhammer
« Reply #23 on: 27 September 2014, 09:54:06 »
I love the Warhammer, it certainly lives up to its name.   Its a range fire, it classical versions stand out to me.  6R needs to smartly be used due to its armor, when time goes by while its variant cousins like the Hot Hammer and the tough 6D versions shine brightly.   I didn't really use the Clan Era versions in the day, but I found them attractive.  I actually Warhammers better than the Marauder as reseens thing happened.  I wasn't not in love with most the variants until the 9M2s came rolling out.

The 8D is my workhorse now, its sturdy, its reliable and it can be a bruiser if you need it to be despite it being outpaced on the battlefield.   I like the 8K for its firepower, but I've not so crazy if someone closes on one.   I've only used the 8M once, it in some ways had its hiccups in the fluff as they were slow roll variant out.  On paper the machine is sniper machine,  Using the LGR and ERPPCs carefully you won't over heat too badly.    In practice, I didn't find it very effective.

I'm looking forward to use the 8D2, but I've not used a force that really uses the C3Booster, frankly I don't think many do.  T-Bolt delivers a powerful range punch if your not running against AMS protected units, but I like having more short-range firepower.

Thanks for write up, Kotetsu!

« Last Edit: 27 September 2014, 09:55:50 by Wrangler »
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Re: ’Mech of the Week: WHM-* Warhammer
« Reply #24 on: 27 September 2014, 14:59:07 »
I gotta say, the Hot Hammer is easily my favorite of all the intro-tech models. You take all the fun of the -6R, but you lose a ton of explosive ammo and double your antipersonnel firepower, plus all the firestarting, smoke-generating, and heat-dealing of a solid flamer armament. The heat burden is negligible, since odds are almost nil that you'll be firing the PPCs and flamers in the same turn anyway(And if you do, well, it's 3025. Sweat the fat off, you lazy bum!)

I'm just sad that it's not enough for a HT special in Alpha Strike, but I suppose you can't have everything.
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Re: ’Mech of the Week: WHM-* Warhammer
« Reply #25 on: 27 September 2014, 15:59:10 »
That is one thing about most Warhammers: they have gun for every occasion.
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Re: ’Mech of the Week: WHM-* Warhammer
« Reply #26 on: 29 September 2014, 03:00:00 »
The 8D is a staple of my usual mix. I combine it with the firestarter Omni and the Schiltron and some ECM platform for a c3, arrow IV and SG-LRM force. Dependable

the 8M... It simply doesn´t compare.

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Re: ’Mech of the Week: WHM-* Warhammer
« Reply #27 on: 14 March 2017, 23:48:35 »
Bit of thread necromancy, but in a MekHQ AtB campaign, I got the opportunity to run a Warhammer C, the somewhat kludgy Clan  refit of the WHM-6R: twin LPLs instead of PPCs, Clan extended range versions of the lasers, and a Streak SRM-6, with the same MGs retained. Armor stayed the same, as did heat sinks, and if you're wondering what happened to the other two tons, you aren't alone.

Holy crap is it mean, even with the stock armor and heat sinks.
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Re: ’Mech of the Week: WHM-* Warhammer
« Reply #28 on: 15 March 2017, 20:17:07 »
Its one of the few that works out decently . . . now just imagine putting Clan DHS in to fill the missing ton gaps- after all its already a hybrid mech.  Or a bit more sedate, just throw in SHS . . . after all they had to salvage some.
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Re: ’Mech of the Week: WHM-* Warhammer
« Reply #29 on: 15 March 2017, 22:14:35 »
Double heat sinks tend to make anything better. Kind of like Clan LPLs, which the Warhammer C also has. ;)

As it stands, you gain two tons. It carries Inner Sphere MGs, so you could save another half-ton switching to Clan MGs, but I'd rather use Clan MGs to double their number and keep the mass the same. If you're feeling adventurous, switch to a half-ton of ammo for your MGs, and cram in two more, for six total. Beside being a walking anti-infantry atrocity, that's up to 12 points of damage heat-free when fighting in close, when you probably need heat-free damage the most.

Instead of adding another twin single heat sinks, another option would be to tack on two more tons of armor, which can go a long way to protecting your vulnerable areas, and put you on par with a Crusader for protection.

If you're feeling particularly insane, you could instead use those two tons, plus the half-ton saved by dropping half your MG ammo, plus a half-ton from switching to two Clan MGs, and add a second Streak SRM-6.  Close in firepower, then, would be twin STK-6, for 8 potential heat, 2 ERML for 10 heat, 2 ERSL for 4 heat, and twin MGs for 0 heat.  With 18 heat sinks, and the STKs only generating heat if they lock on and fire, that should be a brutal weapons load for a manageable heat load.

There's even some precedent to the Falcons revisiting the traditional Warhammer: they used the Rifleman as a test bed in 3083, not to mention a couple versions of the BattleMaster.
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