Warbow WB-1A

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Rotwang
05/13/15 07:59 AM
94.226.248.136

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Warbow WB-1A
Mixed (Base IS)
160 tons
BV: 4,133
Cost: 34,586,065 C-bills

Movement: 2/3
Engine: 320
Heat Sinks: 24 [48]
Gyro: Heavy Duty Gyro

Internal: 240 (Endo-Steel)
Armor: 483/483
Internal Armor
--------------------------------------
Center Torso 48 72
Center Torso (rear) 24
Right Torso 34 51
Right Torso (rear) 17
Left Torso 34 51
Left Torso (rear) 17
Right Arm 26 52
Left Arm 26 52
Right Leg 34 68
Left Leg 34 67

Weapon Loc Heat
----------------------------------------
LRM 20 (Clan) LA 6
LRM 20 (Clan) LA 6
LRM 20 (Clan) LA 6
LRM 20 (Clan) LA 6
LRM 20 (Clan) RA 6
LRM 20 (Clan) RA 6
LRM 20 (Clan) RA 6
LRM 20 (Clan) RA 6

Ammo Loc Shots
----------------------------------------
LRM 20 Ammo LT 6
LRM 20 Ammo LT 6
LRM 20 Ammo LT 6
LRM 20 (Clan) Fragmentation Ammo LT 6
LRM 20 (Clan) Fragmentation Ammo LT 6
LRM 20 Ammo LT 6
LRM 20 Ammo LT 6
LRM 20 Ammo LT 6
LRM 20 Ammo LT 6
LRM 20 (Clan) Fragmentation Ammo LT 6
LRM 20 (Clan) Fragmentation Ammo LT 6
LRM 20 Ammo RT 6
LRM 20 Ammo RT 6
LRM 20 Ammo RT 6
LRM 20 Ammo RT 6
LRM 20 (Clan) Smoke Ammo RT 6
LRM 20 (Clan) Smoke Ammo RT 6
LRM 20 (Clan) Swarm Ammo RT 6
LRM 20 (Clan) Swarm Ammo RT 6
LRM 20 Ammo RT 6
LRM 20 Ammo RT 6
LRM 20 Ammo RT 6
LRM 20 Ammo RT 6
LRM 20 (Clan) Smoke Ammo RT 6
LRM 20 (Clan) Smoke Ammo RT 6
LRM 20 Ammo LT 6
LRM 20 Ammo LT 6
LRM 20 Ammo LT 6
LRM 20 Ammo LT 6
LRM 20 Ammo LT 6
LRM 20 Ammo LT 6

Equipment Loc
----------------------------------
Standard None
CASE II (Clan) LT
CASE II (Clan) RT
Angel ECM Suite (Clan) HD

The third mech coming out of the Jotun Project, the Warbow was originally planned as an omnimech, but with so many resources tied into the program, the Warbow was released as a standard mech. Randam plans to produce a Warbow II omni by 3155.

Armed with 8 LRM launchers the Warbow is a most potent fire support unit, able to deliver specialist battlefield munitions thanks to its massive CASE II protected ammo bays. A common joke is that it has so much ammo, the loading process is so long, techs refuse to do it a second time.

Two variants have been spotted, the first mounts four Arrow IV artillery systems, while the second replaces four of the LRM 20 launchers with four extended range LRM20 launchers and four standard LRM10 launchers. Unverified reports of a Warbow mounting two Long Tom cannon have yet to be confirmed by Randam.
CarcerKango
05/13/15 12:17 PM
64.251.51.246

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Are you SHITTING me?! lol.
ghostrider
05/13/15 02:51 PM
76.89.120.217

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I would suggest removing some smoke for incendiary munitions. I know you can custom load them after you buy it, but as a stock model, I believe it would benefit from them.
As an alternative load, even a ton of thunder ammunition would make it more attractive.

On a side not, I think the game should have stuck with 100 tons as the top end for mechs. They supposedly have issue with supplies in normal things, so let's put even more of those rare resources into making a large target.
I didn't want people feeling I was against them. Just the concept is off to me.
Rotwang
05/13/15 06:03 PM
94.226.248.136

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They are viable if you stay in the 100-125 ton range, anything over that often means adding an XL engine to give it a bare minimum of 2/3, even with MASC, supercharger and enhanced Jump Jets they are sluggish fire magnets. Prices go up very quickly when you pick the meatier options. On the other hand they are interesting to toy with, see what you can squeeze out of them and so far I got mixed results in Mektek, a well balanced force can usually take them out if they stick out too much, so you need to invest in regular mechs if only to escort and screen them from enemy attackers.

I found that going for something like 200 tons doesn't simply give you another 100 tons to lump onto your basic Atlas or whatever your favourite 100-tonner is, in some cases you end up with a config that barely packs more firepower than some of the more judiciously designed 100-tonners to begin with at five times the cost ...


Edited by Rotwang (05/13/15 06:08 PM)
Retry
05/13/15 09:28 PM
76.7.238.104

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100 tons is no longer a hard limit, but thanks to quirky superheavy mech rules they remain the practical top end for mechs.
Karagin
05/13/15 11:10 PM
70.118.139.48

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It has enough ammo to lay siege to most places all by itself
Karagin

Given time and plenty of paper, a philosopher can prove anything.
ATN082268
05/14/15 02:59 AM
69.128.58.222

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I like it although I'm not sure about using CASE II. When CASE II rules first came out, when an explosive ammunition slot took a critical hit, it did only 1 point of internal structure damage for a location with CASE II but all other slots had a roll to see if they were critically hit too, which means additional ammunition slots could be hit with additional pilot hits.
Rotwang
05/14/15 04:58 AM
94.226.248.136

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The one area where Superheavies do shine is ammo and heat sinks. You can stick up to eight clan heat sinks in the legs alone, more if you go tripod. Same with ammo, you usually have enough spare weight to double the average loadout of any weapon, 32 shots of Gauss Rifles ammo becomes almost standard.

But in the end they are not invincible, did a game last night with two Nightmares, first one got beheaded by a gauss rifle shooting on 11+, the second one was taken out by cumulative head hits two or three turns later. Neither had scored a kill before going down. Of course the remaining mechs were now outnumbered and were badly clobbered.
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