Warhammer Or Marauder?
#1
Posted 30 September 2016 - 06:11 AM
I tend to like high mounts and jump jets. Lasers get boring so I'd like to explore dakka. I've heard the Warhammers are a great mech and the widow maker is the best dakka mech, so leaning towards them.
Marauders have jump jets though, so not sure. Some people seem to like it better than the Warhammer.
My hunchback IICs eventually grew on me. The Griffin 1S(C) is my least favorite mech and just need 800 xp to basic it and never play it again.
Haven't found a groove yet with my Timberwolves. I get focused so much by LRMs I think I need a radar dep module as mandatory equipment.
No dinero for top IS reward, so not trying for it.
#2
Posted 30 September 2016 - 06:31 AM
#3
Posted 30 September 2016 - 06:36 AM
#4
Posted 30 September 2016 - 06:38 AM
#5
Posted 30 September 2016 - 07:01 AM
When you can definatly get the other as they are both good
But I say Marauder
#6
Posted 30 September 2016 - 08:05 AM
As an extremely outside bit of analysis, there is no plan as of now for a clan version of the Warhammer, but there will soon be a Marauder IIc if you wanna play both sides of the field.
Or really, I'm just Marauder biased. I seem to live longer in one, but I only just bought the two WHM variants I need to go with me BW.
#7
Posted 30 September 2016 - 08:39 AM
Keltan, on 30 September 2016 - 06:11 AM, said:
I tend to like high mounts and jump jets. Lasers get boring so I'd like to explore dakka. I've heard the Warhammers are a great mech and the widow maker is the best dakka mech, so leaning towards them.
Marauders have jump jets though, so not sure. Some people seem to like it better than the Warhammer.
If jump jets are a necessity then the only option between the two is the Marauder. Marauder's selection of high mounts is limited to the torso ballistics (I have no clue how the variant with missiles performs). The arm energy mounts are really low. The torso mounts on the Hammer are not super high, but they are better, diverse (energy and/or ballistics and/or srms) and more plentiful than the Mad. Frankly, as much as I love jj mechs, higher more diverse hard points are of more value. So in my view Hammer wins imho.
#8
Posted 30 September 2016 - 12:31 PM
Hands down I go MADs all the way, but I will caveat that by disclosing my play style is much stronger in the 'chicken walker' shaped mechs.... I just blow driving humanoid mechs.
My advice and considerations:
- If JJ's are critical, as Bud stated you're all set. Congrats! you're buying Marauders!
- Important note.. not all MAD's have JJ's....
- The Marauder
- is going to be tanky as all hell, and she rolls/spreads damage like a champ
with nose wiggling back and forth. - however does not twist & shield well due to the broad side torsos and very low slung arms
- is just a freaking awesome looking ride
- can hill hump reasonably well with the RT mounted weapon (mostly ballistics, one missile, one energy variant on that hard point)
- Not super XL friendly, but a few of us nutty pilots have been known to run one... a marauder hopped up on max engine speed is a joy to drive, and nimble enough to maintain pretty good survivability
- did I mention how cool they look....
- is going to be tanky as all hell, and she rolls/spreads damage like a champ
- The Warhammer
- With the larger arms, and thinner profile you can torso twist and arm shield far better than the MAD which is a plus.
- Personally, when I have run them to mastery, I found they were a pretty XL friendly chassis provided you twist and spread damage well.
- Dakka. Lots of dakka.
- has some reasonably high mounts for that dakka
- variety of weapon loadout options,more than the MAD
- No JJ's. But honestly, if you're running an XL you're going to be pretty nimble and quick enough to get by without them.
- Dakka, yeah, there's that.
- With the larger arms, and thinner profile you can torso twist and arm shield far better than the MAD which is a plus.
(personally, I'd go Maddy and join all the cool kids... but no way you can go wrong with either)
Edited by Morggo, 30 September 2016 - 12:33 PM.
#9
Posted 30 September 2016 - 12:39 PM
Bud Crue, on 30 September 2016 - 08:39 AM, said:
I have found that 2xASRM6 can be a lot of fun, runs very similar to my AC20 brutes, just without the pinpoint damage. Plus it's a lot of fun having your heavy weapon on the LT instead of traditional RT.. trips people at first. The other thing... you don't see 'em much so I like to imagine the look on the red pilot's face, like ... "what the bloody hell! Marauders don't have missiles!..."
Edited by Morggo, 30 September 2016 - 12:39 PM.
#10
Posted 01 October 2016 - 12:11 AM
So much more build variety. Plus Whammy takes to XLs very well, the Mad not so much.
Hardpoint count and location is superior across the board for the whammy. The only thing you completely miss out on is jump jets, which really isnt a big deal.
#11
Posted 01 October 2016 - 12:30 AM
I have spectated Warhammers doing very well though. Just my 2pc
Edited by mad kat, 01 October 2016 - 04:35 AM.
#12
Posted 01 October 2016 - 01:14 AM
#13
Posted 01 October 2016 - 02:58 AM
warhammers are dealers.
marauders use heavier arm weaponry - on multiple variants with lower actuaros (sadly, the most important one, the BH, doesnt have those).
warhammers are more torso weapon centered while also offering either 2 or 4 arm hardpoints, all with lower actuators.
marauders are more mobile.
warhammers are more agile.
marauders can be built one side heavy.
warhammers bring overall higher mounts.
that should be the main differences.
#14
Posted 01 October 2016 - 05:03 AM
#16
Posted 01 October 2016 - 05:34 AM
MADs are very tanky so they tend to survive longer. If you like LRMs, the missile MAD is pretty good at hybrid LRM + Lasers. My other favourite MAD build is the one with PPCs + UAC5s. My 3rd MAD has UACs + Lasers and doesn't get used as much.
Edited by RCore, 01 October 2016 - 05:37 AM.
#17
Posted 01 October 2016 - 05:55 AM
Boogie138, on 01 October 2016 - 12:11 AM, said:
So much more build variety. Plus Whammy takes to XLs very well, the Mad not so much.
Hardpoint count and location is superior across the board for the whammy. The only thing you completely miss out on is jump jets, which really isnt a big deal.
Couldn't figure out how to "build" warhammers so i went for Marauders instead. Maybe i'll try them sometime later, i always preferred warhammers in classic btech.
The Marauders seem to not lose much rear armour.
#18
Posted 01 October 2016 - 07:32 AM
#19
Posted 01 October 2016 - 09:43 AM
I can get the special Stalker with a buy also. And I was also looking at this two (chances are I'd go Warhammer).
But I have one more option. And that would be the Cyclops. The versions I really want is the ECM "reinforcement" and the Hero which looks like it can almost rival The KDK-3 Dakka Bear.
I'd get one of them now (I'm leaning towards the Cyclops) and when I get the one Stalker, I'd add it's Mastery Bundle. But that will give me two assaults.
#20
Posted 01 October 2016 - 04:35 PM
Just to double check, I can go back and add the Hero mech from a pack at any time after I purchase, correct?
Edited by Keltan, 01 October 2016 - 04:38 PM.
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