![]() ![]() If I have to use it, I do so like the hunchback ML variant: drop the heavy weapons for MLs and armour, alpha strike then run on alternate turns: if you can get all those ML in optimal firing range for a called shot and back it up with Melee bonuses then it can be an effective disabler. I've always struggled with the Black Knight, I find that, unless I've fluked one very early on, there are always better alternatives available. Once you've overcome the minimum range nerf through pilot skill it can be pretty deadly. Initially I also carried an LRM5 for harrassing purposes as I closed but this is just a waste of tonnage, so use a fire support mech whilst making your approach (I prefer Rain'o'Death by Archer Brand, but other varieties are available from your retailer). ![]() I have run an effective brawler version (the "Toffeehammer") sporting 2 snub PPC's, 2xML, 2xSL (again, the more +++ the better). I find that the MAD is much better for headshot sniping anyway, so use the Warhammer as a general assault unit to keep up a medium range pounding. I always swap out the PPCs for LL,s the +++ the better, as the capacitors negates the drop in damage and the reduced weight and heat is vital - if you can get a heat exchanger definitely add it too for constant firing ability. ![]() Love the Warhammer because of its history, but it's a tricky beast to use well. And the AI often made it a priority target. Or, to be more precise, force some opponents either to spend another turn closing the distance or take a shot with a significantly lower change to hit.Įven with just those three weapons, that Warhammer had an alpha strike around 250. Plus the Warhammer is fast enough to keep moving back in order to maintain its range advantage. The L Lasers and SPPC can also hit at long range, which often meant that I could shoot at a some targets (Hunchback) that were carrying short range weapons (M Laser, AC/20) without having to worry about any return fire. I wanted a Mech that could hang out on the front lines (max armour) and alpha strike turn after turn on all but the hottest biomes. More lasers on it would make it run too hot. Three weapons doesn’t seam like a lot, but it got the job done. That simple build carried me through the mid game. 40K Fans are Coming Over to Battletech Should we be Worried 19,680 views With Games Workshop doing the big dumb recently, a lot of Warhammer 40,000 fans are making the switch. I’m also a big fan of heat banks since they only weigh one ton and can-if you get the ++ version-can raise the heat threshold significantly, which allows you too get in one or two extra alpha stiles before things get too hot. Heat exchangers are really good on any energy weapon based Mech-whenever the alpha strike generates more than 60 heat. All were plus damage variants, and the Optimized Capacitors boosted that damage even higher.Īfter maxing out the armour, the rest of the build was all about heat management. In my last play through, I used a Warhammer with two Large Lasers (arm mounted) and a Snub-nose PPC in the torso. ![]()
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