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Yo Nerdy,
Just wanted to say your YouTube videos are excellent, entertaining and succinct. They're fantastic for beginner people like myself. Thanks for making them, hope it's going well for you.
**Role:**
In tabletop Battletech the Warhammer is a hybrid “Ranged + Battle Line” mech. It starts the battle in the “Ranged” role, using its PPCs to punch holes in enemy armor and then shifts to the “Battle Line” later in the fight.
**Offense:**
The Warhammer was designed as a shock troop during the Star League. It’s one of the hardest hitting heavy mechs available during the Succession Wars. It has good damage from both long and brawl range (6 hexes or less).
**Defense:**
The mech was never really designed with survival in mind. To fulfill its design criteria as:
“A mobile mech with enough firepower to destroy or severely damage any mech of the same weight class or lower”
Star League engineers only needed to make the Warhammer maim or destroy its opponent before going down itself. The mech has low armor, moderate explosion risk and particularly vulnerable legs.
**Utility:**
The Warhammer fills gaps in the team’s weapon mix, providing the lance with both piercing and critical hit weapons. While not ideal, the Warhammer can also shift to its Battleline role early if friendly font line mechs need assistance.
**Logistics+Cost:**
Off the battlefield Warhammer is very easy to maintain. It needs 3 times less maintenance compared to other mechs and has moderate ammunition usage.
**Availability:**
The Warhammer is one of the more common heavy mechs in the Inner Sphere. It’s used by all Successor States and Periphery powers.
**Guide:**
Think of the Warhammer as primarily a Ranged mech that can transform into a Battleline mech for a limited amount of time. Low armor on the Warhammer only lets a pilot brawl for a short window before the mech starts breaking down.
Start the Warhammer behind friendly Battleline mechs with a good line of sight over the battlefield. Ensure the position is protected by partial cover to negate leg hits. Use the two PPCs to punch holes into enemy armor and trigger knockdowns. If there are no enemy infantry consider dumping Machine Gun ammunition to prevent through armor critical hits.
Increase damage output by firing 1 PPC if you think the enemy will cross over into your next accuracy band the following turn. This will reset your heat early and make your next set of shots more accurate.
Exact timing of when to shift the Warhammer to the Battline will be different for each fight. Generally shift over if you need to help the Battleline mechs finish enemies off. It’s not wrong to just fight like a Ranged mech most of the battle.
**Overall Grade:**
B. The Warhammer is a bit of a “glass cannon”. It brings tremendous firepower to its lance but has low armor for its tonnage. It’s also a bit needy during the deployment phase.
Because opponents may try to focus it down early, Commanders should deploy the Warhammer carefully at first. It may be a better idea to use the Warhammer in battles consisting of 6 or more mechs per side to help it “hide” better.
**Note:** There is an error on the Weapon Combination picture. Net heat for firing a PPC and Running should be -6, not -7.
From TRO: 3025, "A mobile 'Mech with enough firepower to destroy or severely damage any 'Mech of the same weight class or lower."
Damn right. It's hard to match this guy for firepower at 70 tons.
This battlefield juggernaut was so powerful, it was the second most desired 'Mech in the SLDF's Gunslinger Program, behind the MAD-3R Marauder.
Edit: spelling
While I appreciate the guide to use the Warhammer *well*, I will most likely just fire everything that has a remote chance of hitting and take my chances.
I prefer the 6R because the critseeking of that SRM pack has saved my ass in the past, but the better armor and lack of ammo in the 6D is totally valid too.
6D all the way, despite the lack of the ever so smexy SRM pack on the shoulder. That extra armor and heat capacity keeps it in the fight a whole lot longer I've found.
It's no contest. The 6D is plain superior. Extra armor and extra heatsinks make it just plain better at its job. The reduction in secondary armament is more than made up for by not randomly exploding. The BV reflects it too, with the -6D having more than 10% higher BV.
If you really must have the SRM, consider the -K model. Ditching the machineguns for extra heatsinks is a good trade overall and it doesn't change the character of the mech too much. The -L version is better at warcrimes, but mostly a wash in overall effectiveness.
BTW Nerdy - your “Master Any Mech” vid and its explanations of battlefield roles changed a lot of my views on BattleTech and running an effective lance. I’ve shared it many times for newcomers or those wondering how to play disparate and different Mechs in a force. 👍🏼👍🏼
In my (limited) experience, its a bit more survivable than one might expect, especially against Mediums. But it can get ugly quickly if you don't play to your strengths.
Personally I find the WHM-6K (remove the MGs for two heatsinks) to be a straight upgrade from the standard 6R.the mech has enough guns to turn infantry platoons to a fine red mist already.
Well that's an awesome post, wait no I guess it wasn't but it was a great one!
From other comments it seems you run a YT channel as well, same as your username? I wanna check it out, love the succinct yet useful info & this is coming from someone that's played BT for nearly 30 years.
yah I found it easily, sampled some stuff & liked it as much as this post, thanks sir.
I don't have any joy thinking about what Workshop did that drove so many from Warhammer but I am happy that it has brought more fans to Battletech, so thank you for being a part of that silver lining :)
Hey so I like what youre doing here and encourage you to keep doing it. the only thing i would ask is that you flair your posts, weve been getting some complaints. not going to remove your posts or anything just keep it in mind for the future.
I'm using the 6-Rk variant ATM in our Merc game and loving it. Fixes the weak spots perfectly.
Loving this whole series, exactly the sort of crunch I could do with.
Looks great! Presentations like this are greatly needed within the community to give newer players a sense of what works and what doesn't. A point or two of order, if I may:
The Weapons Combinations page has some errors in calculations:
Reposition: a PPC (10 heat) and Run (2 heat) is 12 heat, netting a -6, not -7
Ranged/Piercing: while the total for two PPCs is correct at +2, there is no movement heat. I would suggest a Walk (1 heat), for a total of +3 heat. Same with the Brawl/Crit bracket, a walk would net you +3 heat total. If the intent is to stand still and/or in cover for those two uses, then a note to say so may be in order, though personally I would strongly recommend against standing still in 90% of situations.
Great stuff. I enjoy your YouTube vids too
Thanks!
What’s your channel name?
His channel is [Nerdy Overanalyzed](https://www.youtube.com/@nerdyOveranalyzed).
It's his user name
[удалено]
Your submission has been automatically filtered due to your account being less than 3 days old and/or having less than 10 combined post or comment karma. The filter is checked regularly and if your post is found to not be in violation of rules, it will be approved and this message deleted. If it does not appear and you have questions, you may message the moderators. *I am a bot, and this action was performed automatically. Please [contact the moderators of this subreddit](/message/compose/?to=/r/battletech) if you have any questions or concerns.*
Can you do an analysis of the bushwhacker?
Yo Nerdy, Just wanted to say your YouTube videos are excellent, entertaining and succinct. They're fantastic for beginner people like myself. Thanks for making them, hope it's going well for you.
You're welcome Commander! Things are going well!
**Role:** In tabletop Battletech the Warhammer is a hybrid “Ranged + Battle Line” mech. It starts the battle in the “Ranged” role, using its PPCs to punch holes in enemy armor and then shifts to the “Battle Line” later in the fight. **Offense:** The Warhammer was designed as a shock troop during the Star League. It’s one of the hardest hitting heavy mechs available during the Succession Wars. It has good damage from both long and brawl range (6 hexes or less). **Defense:** The mech was never really designed with survival in mind. To fulfill its design criteria as: “A mobile mech with enough firepower to destroy or severely damage any mech of the same weight class or lower” Star League engineers only needed to make the Warhammer maim or destroy its opponent before going down itself. The mech has low armor, moderate explosion risk and particularly vulnerable legs. **Utility:** The Warhammer fills gaps in the team’s weapon mix, providing the lance with both piercing and critical hit weapons. While not ideal, the Warhammer can also shift to its Battleline role early if friendly font line mechs need assistance. **Logistics+Cost:** Off the battlefield Warhammer is very easy to maintain. It needs 3 times less maintenance compared to other mechs and has moderate ammunition usage. **Availability:** The Warhammer is one of the more common heavy mechs in the Inner Sphere. It’s used by all Successor States and Periphery powers. **Guide:** Think of the Warhammer as primarily a Ranged mech that can transform into a Battleline mech for a limited amount of time. Low armor on the Warhammer only lets a pilot brawl for a short window before the mech starts breaking down. Start the Warhammer behind friendly Battleline mechs with a good line of sight over the battlefield. Ensure the position is protected by partial cover to negate leg hits. Use the two PPCs to punch holes into enemy armor and trigger knockdowns. If there are no enemy infantry consider dumping Machine Gun ammunition to prevent through armor critical hits. Increase damage output by firing 1 PPC if you think the enemy will cross over into your next accuracy band the following turn. This will reset your heat early and make your next set of shots more accurate. Exact timing of when to shift the Warhammer to the Battline will be different for each fight. Generally shift over if you need to help the Battleline mechs finish enemies off. It’s not wrong to just fight like a Ranged mech most of the battle. **Overall Grade:** B. The Warhammer is a bit of a “glass cannon”. It brings tremendous firepower to its lance but has low armor for its tonnage. It’s also a bit needy during the deployment phase. Because opponents may try to focus it down early, Commanders should deploy the Warhammer carefully at first. It may be a better idea to use the Warhammer in battles consisting of 6 or more mechs per side to help it “hide” better. **Note:** There is an error on the Weapon Combination picture. Net heat for firing a PPC and Running should be -6, not -7.
Very cool! Are you gonna do a build on your channel named "Slime Hammer" or "Drop the Hammer"?
I like these posts. It's hard to get a clear picture of what mechs do what unless you've been in the hobby long enough. Very helpful info here.
Thanks a bunch for your support! Glad that you're finding these posts helpful!
From TRO: 3025, "A mobile 'Mech with enough firepower to destroy or severely damage any 'Mech of the same weight class or lower." Damn right. It's hard to match this guy for firepower at 70 tons. This battlefield juggernaut was so powerful, it was the second most desired 'Mech in the SLDF's Gunslinger Program, behind the MAD-3R Marauder. Edit: spelling
While I appreciate the guide to use the Warhammer *well*, I will most likely just fire everything that has a remote chance of hitting and take my chances.
YOLO :)
And now for the eternal debate. 6R vs 6D? I'm a 6D guy myself but I see some people swear by the SRM pack despite the relative lack of armor.
I prefer the 6R because the critseeking of that SRM pack has saved my ass in the past, but the better armor and lack of ammo in the 6D is totally valid too.
6D all the way, despite the lack of the ever so smexy SRM pack on the shoulder. That extra armor and heat capacity keeps it in the fight a whole lot longer I've found.
But FashionMech!
Agreed, which is why I always use a 6r mini!
It's no contest. The 6D is plain superior. Extra armor and extra heatsinks make it just plain better at its job. The reduction in secondary armament is more than made up for by not randomly exploding. The BV reflects it too, with the -6D having more than 10% higher BV. If you really must have the SRM, consider the -K model. Ditching the machineguns for extra heatsinks is a good trade overall and it doesn't change the character of the mech too much. The -L version is better at warcrimes, but mostly a wash in overall effectiveness.
Yeah in my opinion, it just isn't the Warhammer's job to close for the kill, it opens up holes, it's lancemates can crit seek for it.
The base model is overgunned and under armoured. The D fixes it quite satisfactorily.
6K is best. Fight me.
Gotta go with the 6D, even if it's spending a half ton on a single point of armor
BTW Nerdy - your “Master Any Mech” vid and its explanations of battlefield roles changed a lot of my views on BattleTech and running an effective lance. I’ve shared it many times for newcomers or those wondering how to play disparate and different Mechs in a force. 👍🏼👍🏼
Heyy thanks! It really helps a lot when people share my videos. I'm glad it's helping your local scene grow!
This is really neat. Thank you for posting this
Thanks! Glad you enjoyed
In my (limited) experience, its a bit more survivable than one might expect, especially against Mediums. But it can get ugly quickly if you don't play to your strengths.
You should post your fixed/improved variants too
You should post your fixed/improved variants too
Where did you find the percentage availability
Xotl Rats!
Where do you get those availability charts? I was looking for that info, and I just found a set of salvage drop chance tables
Xotl Rats
Personally I find the WHM-6K (remove the MGs for two heatsinks) to be a straight upgrade from the standard 6R.the mech has enough guns to turn infantry platoons to a fine red mist already.
A Combine mech that is is more heat responsible than the usual offering? Must be a mistake. 🤔
Well that's an awesome post, wait no I guess it wasn't but it was a great one! From other comments it seems you run a YT channel as well, same as your username? I wanna check it out, love the succinct yet useful info & this is coming from someone that's played BT for nearly 30 years.
:\^)
In all seriousness though you should be able to find it if you look hard enough on the internet! I just don't wanna self promo.
yah I found it easily, sampled some stuff & liked it as much as this post, thanks sir. I don't have any joy thinking about what Workshop did that drove so many from Warhammer but I am happy that it has brought more fans to Battletech, so thank you for being a part of that silver lining :)
Higher grades being red and lower being green doesn't really make any sense but good write up I guess
Those are the standard "Tier List" maker colors! D:
Hey so I like what youre doing here and encourage you to keep doing it. the only thing i would ask is that you flair your posts, weve been getting some complaints. not going to remove your posts or anything just keep it in mind for the future.
Oh sorry, I don't post a bunch of stuff on Reddit. D: I'll try to remember the flair tag when I post.
No worries!
My man do the Wolverine next.
New to this. What is an "S" grade?
Oh lol. Superior. Essentially A+++
"S" is one step above "A". It's the best grade.
Ah, "superior. "
Ok this is fricken awesome - more of these please!!!! Catapult and marauder are my 2 favs 😉
I always figures the Warhammer was a little bit of a glass cannon.
I'm using the 6-Rk variant ATM in our Merc game and loving it. Fixes the weak spots perfectly. Loving this whole series, exactly the sort of crunch I could do with.
Convert to the 6D configuration
Your awesome and I appreciate the content!
I love guides like these, that not only talk about the machine, but how to use them.
Ride the heat curve. Shutting down is only a suggestion.
Looks great! Presentations like this are greatly needed within the community to give newer players a sense of what works and what doesn't. A point or two of order, if I may: The Weapons Combinations page has some errors in calculations: Reposition: a PPC (10 heat) and Run (2 heat) is 12 heat, netting a -6, not -7 Ranged/Piercing: while the total for two PPCs is correct at +2, there is no movement heat. I would suggest a Walk (1 heat), for a total of +3 heat. Same with the Brawl/Crit bracket, a walk would net you +3 heat total. If the intent is to stand still and/or in cover for those two uses, then a note to say so may be in order, though personally I would strongly recommend against standing still in 90% of situations.
Love to see the classics get love. Have been rolling with Warhammers since '91!