Thanks for another great vid! Always excited to see more guides for Battletech. I finally got to play through my first game on the tabletop (even if it was with the reduced Game of Armored Combat rules). Our lances were my opponent's TDR-5S, GRD-1N, and WVR-6M against my BJ-1, WLF-1, VND-1R, LCT-1E, and LCT-1V. I did my best to put your advice for using Locusts to use to apply hard to hit pressure against his heavier mechs and chip away at armor as my slower Blackjack and Vindicator closed to their ideal ranges. Overall the battle ended in more or less a stalemate, with his Griffin crippled, and armor stripped from his Wolverine but a mostly intact Thunderbolt, both my Locusts having taken heavy damage but still surviving and retreating away as my pristine Wolfhound closed on the rear of his remaining mechs while the Vindicator and Blackjack applied what pressure they could frontally with the Vindicator starting to take some heavy damage. In the end we had to call it due to the time, but with any luck we can re-set up next weekend and finish our skirmish. I'm super excited to be getting into BT on the tabletop and thankful to have found channels like yours that help ease the learning curve to understand this complex, but very fun system
Hey Mason, Thanks so much for taking the time to write to me. It's comments like this that really mean the most. It's really nice that you had a great time playing and are getting into the hobby. Taking your lance against a Thunderbolt, Griffin, and Wolverine seems like a really hard battle! I'm happy to hear you're enjoying and getting something out of my videos. Otto
The 6M is still so good that even the proposed refit is overshadowed by it in a lot of circumstances. Overall this thing just screams "Brutal Efficiency"
Its up there as the GOAT 5/8/5 mech. 4/6 mechs can fit the funni weapons like AC/20s and Gauss, without going crazy on endo/ferro and without the death sentence of IS XL engines.
Way back in the day on the BattleTech 3056 MUSE, the WVR-6M was my in-character mech. Sooo good even without to 3055/3056/Clan tech due to the basic hardiness it has from the 3025 tech level. Not just there, but TT too, of course.
My last fresh campaign start in MW 5 I took one look at the garbage light mechs you start with, looked at the market that was selling a pristine Wolverine 6R, and promptly ran a couple missions, sold my light mechs, and bought the Wolverine. It stayed in my lance until I was well into the high-end heavy mechs before I replaced it. Even the AC version is just that good. It's tough, well rounded and fast and it proved far better than mechs much heavier than it some times. It never stood out and caught your attention, but it was always there doing its jobs, the definition of a workhorse cavalry mech. I think I still have it in storage because I couldn't bear to sell it.
Wolverine is one of those great all purpose mechs…it’s not designed to be the best at one thing but I love it for that you never feel like you have no options.
My favorite of the classic 55 ton trio. Such a solid mech. I'll gladly ride a 6M model everytime. I love how quickly you acknowledge the best variant of a mech and dive right into discussing it. Also, big props for always paying attention to proper rear armor.
@@nerdyOveranalyzed on the tabletop it is... the focus on filling its gun hand with the majority of its firepower means that when poptarting the majority of firepower can be used. You can only fire one arms worth of weaponry when firing while jumping... so you can jump from cover to cover & dump the RA weapons into a stationary mech that hasn't gotten a chance to move yet (that offsets the To Hit penalty for Firing while Jumping by getting a Target Movement Bonus instead of a Target Movement Penalty.)
@@nerdyOveranalyzed Wolverine & Shadowhawks carrying Torso mounted primary weaponry means that they can't take full advantage of being jump capable mechs even if if they get partial advantages. (As a further not rules based advantage... it really pisses people off when you do this to them repeatedly, so a lot of the time they end up diverting way more time/focus on a very elusive target away from easier targets.)
The Wolverine is a good "forever" mech for any mercenary company: it's good to get one as soon as you can afford it, and to keep it forever, even as heavier and costlier mechs become available. I find that it's exact role varies a lot depending on force composition, (both friendly and enemy) and the era your campaign is set it. I aim to have 2 or 3 in a company, to act both as scouts and command mechs. I find that mechs are often really bad for reconnaissance because they are so easily spotted by enemies, and the traditional "run fast and don't get hit" survival technique just does not work if the enemy has LosTech, veteran/elite mechwarriors, or a huge number of weapons. A pulse laser or an elite mechwarrior will turn 9+ target numbers into 7+, which is the difference between escaping and face-planting with a leg shot off. So I generally prefer, skimmers, motorcycles, infantry, etc. for recon, but for situations that require a mech, the Wolverine is a good scout because it relies on armor over mobility. And when I don't need a mech for recon, the Wolverine fills other roles. I really like the "Slime-X-2" variant, since it helps the Wolverine to be a better generalist. The 6M is hard to beat, but the 6R is more common and has it's own utility. Over time I'd be likely to modify the 6R, but the longer range of the AC/5 does give it more forgiving engagement ranges. While the 3050 era is outside the scope of this review, WVR-6 variants fare better than many other 3025 medium mechs in that era due to their armor, and the effectiveness of comparatively minor upgrades on them. It's one of those thnigs that makes them a good "forever" mech IMO.
My mercenary company swapped the Srm 6 + medium laser + a heatsink for 2 srm 4s and a ton of specialty ammo. same heat profile, more criting and utility for less piercing
Love your videos. Mechwarrior 4 is the first video game I've ever played and I'm glad its getting more presence on TH-cam. Thanks for making these vids and your slime avatar is adorable. Keep it up :)
I love the Wolverine. It's such a great chassis, and I just love the 55 ton trio as a general rule. Really looking forward to the eventual Shadow Hawk video.
My favorite loadout for this chassis is 1 Light AC/20 w/2 tons of ammo, a MML-9 w/2 tons of LRM/SRM Artemis ammo each, 2 ER Medium Lasers, a supercharger, and 5 jump jets.
Hmmm really interesting. I have reduced plenty to husks and kept some on only as salvage to sell to Great Houses but even I felt it was meant to be an extremely proactive mech and it's cool to see I was right. It's an interesting skirmisher with a lot of risk but also a lot of potential! As always it's great to see the Lance Formations and get a feel for their best place on the battlefield
@@nerdyOveranalyzed heh and that's why I try focusing all fire on skirmishers before they can get in close enough to be a nuisance. Least they make my heavy or assault mech pilots frustrated because they're zipping around faster then they can turn.
Ayyyy finally my beloved WVR-6M gets some love. (In a TTRPG) I thought I got gyped piloting this, instead of one of the two AWS-8Q's but then I am the only one of us four half-decent with jumpjets. I have to say my original thoughts on the 6M were entirely, wonderfully wrong.
I'm going to steal the tip from the Camo Specs Online video but there's a very easy way to convert the plastic Wolverine from the old starter set and AGOAC box to the 6K or 6M. The metal Locust from Iron Wind Metal uses the same sculpt as the plastic one but comes with a choice of parts to make either the 1E or 1V variant. The 1E arms have a medium laser and small laser and if you shave off a bit of the AC5's magazine they fit perfectly on the side of the Wolverine's weapon. Voila, instant laser armed Wolverine! Great if you, like me, have two Wolverines from getting both the pre-Kickstarter boxes.
@@nerdyOveranalyzed Edit: added some extra tips. Of course: th-cam.com/video/ZxV2z6tTUnY/w-d-xo.html They suggest a few options for donor-parts and go into detail on a conversion using another part, but I wanted a second Locust anyway so I went for that one. You trim down the magazine to the recessed line, drill a hole near the autocannons ejection port for the peg of the Locust arm (I used a 3mm drill bit but you could also just cut the peg off and sand it down smooth) and stick it on with some superglue. You could also shorten the autocannon barrel if you want to make it even more distinct but I didn't bother, I think it looks fine as-is. Pretty easy way to turn a plastic Wolverine from a 6R into a 6K/6M, all you need is a hobby knife, a pair of nippers or hobby drill and some super glue. Be aware that the metal Locust is a bit fiddly to build because the feet, legs and hip are five separate pieces. Especially if you want a different pose than the default one which it shares with its plastic counterpart. I recommend pinning the legs to the hip section so you can fiddle with the pose a bit before gluing everything into place with good superglue. I altered the pose by positioning the left leg forward and the right one back and raised the left foot (the one with the bent toes) up on some cut up bits of metal sprue. Just be careful not to glue your fingers together and/or to the model like I did...
Partial to the look of the Wolverine II, but love the frame. I prefer to drop the AC 5 for a PPC, and two more tons of armor. Runs a but hot if you're not careful, but the PPC allows it to shoot fleeing scouts it finds as a heavy scout.
I must admit - initially I was not really that impressed with Wolverine. Introtech era mechs are often undergunned. But for 5 tons less, you can get yourself a Centurion with potent AC-10, 2 medium lasers and LRM-10. That is solid. Wolverine is vastly more mobile, but still, it is hard to argue with that firepower alone - especially in era that is notoriously starved for firepower. Or you could get a Hunchback... Can't argue with Hunchback. And this is where 6M variant comes in - LL, 2xML, SRM6. This is a beast for that era. This is a wonderful flanker, medium brawler or an anchor unit for a lighter lance. You get good durability, good mobility and firepower is decent enough to be a credible threat to all but the heaviest opponents. Speed, jump jets and armour combination makes it deceptively survivable.
I personally prefer the griffin and dervish because both of these designs use their tonnage and general agility more efficiently by (in the griffins case) sacrificing short range capability for more consistent long range damage or (in the dervish's case) staying at a few roles and doing them well instead of a lot poorly.
@@nerdyOveranalyzed it effectively is a faster crusader with weaker armaments (SRM 2 instead of SRM 6, LRM 10 instead of LRM 15, no machine guns), lighter armor and jump jets. I really like it, especially when forgoing the LRM launchers entirely and switching them out for SRMs for some very powerful short range barrages.
Seems the end got cut off early. Either way the Wolverine as the good fortune of being built all over the Inner Sphere and the Periphery with the Taurians building it. The cockpit might be less cramped if the designers didn't decide to stick an entire laser system up there.
@@nerdyOveranalyzed I liked the old outro. The sudden cut off was jarring. Thought it was an advertisement, but nope. Not dancing slime rocking out. Makes me sad.
on the tabletop it is a good trooper mech best used as support for other more specialized mechs/vehicles as it is an everyman type that can fill a hole
Ooh, I actually have three of those mechs from the first lance. Any recommendations on a sub for the centurion? Sadly don't have a hunchback yet for that position either.
Sub on a centurion? Mmmh I would go with the AL variant and maybe see if I could drop the small laser, a ton of ammo and maybe half a ton of armor for something. Then flip the rear facing laser since the extended torso twist lets you shoot most places. Cheers!
Of the classic 55 tonner trio, the Wolverine stands out at having stood the test of time the best. The Shadow Hawk tries to make itself a jack of all trades but doesn't prove that a master of none will always be better than a master of one, while the Griffin... well it's a good mech, I just hate that if you take out the right torso you've essentially neutered it. The Wolverine though? It's just good. Especially the 6K. God that thing is beautiful.
55 is the ideal tonnage for jumping with 5 walking MP from a fusion engine and standard structure. Without jumping, the best total tonnage for maximum free tonnage is instead 60. With endo and an XL, it is instead 75.
WVR-6R is my greatest love. Not perfect. The 6M is close but I would swap the LL, extra ML, and one of the extra HS for a PPC so that you still have the same range profile as the AC5 but with the ability to actually penetrate armor. I feel the ML and SRM-6 already gives you great crit seeking ability close in. Nonetheless anything in the WVR line that jumps is my go-to Mech. ended a mixed era 6,000BV 4v4 with my WVR-10D punching the head off an AS-7D.
Not bad, though, I think I would run a ton of specialty ammo for the srm over the flamer. 3 hex max range means you a paying for at least repaired armor, 9 hex range not so much
@@nerdyOveranalyzed I was referencing max range, not so practical range. Preferably, you are engaging them at 5-6 hexes. That would put srm infantry at long range and other infantry completely out of range. Even bog standard rifle infantry can do 12 pts of damage at full strength. If I can avoid an exchange that is going to be at least as effective as a perfect srm 6 hit, if not more, that is going to be my preference.
Funny thing; I wanted to do an all Energy Loadout challenge in HBS Battletech but used an editor to swap the Shadowhawk with a Wolverine to have more of a fighting chance at it (And to lessen aggrvation). First time I used it and dear lord is it a little beast.
I like the 6M variety as well as the Logan. But I have never been a fan of flamers. I would drop them for another medium laser and either a heat sink or armor.
I've never really been a big fan of the wolverine because in the games the shadow hawk and griffin have better slots for if you want to specialize them for any one specific task. as an all rounder however the wolverine has always been a great mech, but just outclassed by other things at any 1 particular role.
i think you've got the heat for the SRM6 wrong. i like the standard -6R a bit more because heat is less of an issue with it. So you can push it a bit more during an engagement. Your modification is focused very much on anti infantry with 2 flammers. for the WVR-Slime-X2 i would suggest to replace one flammer with an additional medium laser, or two small lasers.
Hmm, that's a good question. I'm actually not sure. It would be more of a roleplay thing with a DM maybe? I do know there's an alternate rule where mechs can gain negative quirks if you roll boxcars on some kind of modification check, but I'm not sure about removing debuffs. Considering the post-apocalyptic, every mech is 300+ years old setting I'd probably say its somewhat unlikely. Lorewise the Wolverine's cramped cockpit is because the medium laser sits in the head as well.
What is the life expectancy of a Slime? While I like the year 3025, history will always go on. There are some interesting Mechs in the future. It would be nice to have them explained as well, quiaff?
Hello Nerdy. Another good video. Although, I am not in favor of your 'Infantry suppression' design, I do see why you opted for it as a variant design. This is just a personal quirk of mine. Due mostly, to having spent the vast majority of my early years of playing the game in Mech-on-Mech combats, with few, if any, Infantry on the field. In a more 'balanced' gaming environment, your design would be superior to my own.
@@nerdyOveranalyzed : If playing with Infantry, Tanks, and BA included into the game... Well, then things like small lasers, MG, and Flamers come into their own. Personally, I prefer the more complex combat environment of mixed forces. Even if the Infantry do 'get the drop' on a few Mechs from time to time.
@@nerdyOveranalyzed Looking forward to the video on the phoenix hawk. Especially as you used it as the yardstick for mobility in all the light mech vids.
I can understand your intent with adding the flamers to increase the anti infantry but doing that at the expense of your over all combat ability may be something a pilot is going to regret. With infantry only having a minimal movement a pilot who keeps on there toes can avoid them. Using lighter MG carrying mechs to flush out the infantry is going to be a better use of your BV and keep your Wolverine focused on larger threats. If you are deploying it as a body guard for most larger mechs they too can avoid most PBI's or move to a position to shell them with minimal return fire.
Maybe~ I think lights other than the Firestarter might take too much damage against infantry to be worth sending, where the Wolverine would survive. I envision this thing clearing infantry off a hill before my heavies position there.
@@ruludos1977 The Shadow Hawk can be improved a bit if you swap out the AC5 for a LL; 2xLRM5's; 2xML's; SRM4, everything else stays the same. It can run a bit hot,but it's a big improvement.
Thanks for another great vid! Always excited to see more guides for Battletech. I finally got to play through my first game on the tabletop (even if it was with the reduced Game of Armored Combat rules). Our lances were my opponent's TDR-5S, GRD-1N, and WVR-6M against my BJ-1, WLF-1, VND-1R, LCT-1E, and LCT-1V. I did my best to put your advice for using Locusts to use to apply hard to hit pressure against his heavier mechs and chip away at armor as my slower Blackjack and Vindicator closed to their ideal ranges. Overall the battle ended in more or less a stalemate, with his Griffin crippled, and armor stripped from his Wolverine but a mostly intact Thunderbolt, both my Locusts having taken heavy damage but still surviving and retreating away as my pristine Wolfhound closed on the rear of his remaining mechs while the Vindicator and Blackjack applied what pressure they could frontally with the Vindicator starting to take some heavy damage. In the end we had to call it due to the time, but with any luck we can re-set up next weekend and finish our skirmish. I'm super excited to be getting into BT on the tabletop and thankful to have found channels like yours that help ease the learning curve to understand this complex, but very fun system
Hey Mason,
Thanks so much for taking the time to write to me. It's comments like this that really mean the most. It's really nice that you had a great time playing and are getting into the hobby. Taking your lance against a Thunderbolt, Griffin, and Wolverine seems like a really hard battle! I'm happy to hear you're enjoying and getting something out of my videos.
Otto
The 6M is still so good that even the proposed refit is overshadowed by it in a lot of circumstances. Overall this thing just screams "Brutal Efficiency"
Yeah, it's really hard to beat the 6M
Its up there as the GOAT 5/8/5 mech. 4/6 mechs can fit the funni weapons like AC/20s and Gauss, without going crazy on endo/ferro and without the death sentence of IS XL engines.
Way back in the day on the BattleTech 3056 MUSE, the WVR-6M was my in-character mech. Sooo good even without to 3055/3056/Clan tech due to the basic hardiness it has from the 3025 tech level. Not just there, but TT too, of course.
My last fresh campaign start in MW 5 I took one look at the garbage light mechs you start with, looked at the market that was selling a pristine Wolverine 6R, and promptly ran a couple missions, sold my light mechs, and bought the Wolverine. It stayed in my lance until I was well into the high-end heavy mechs before I replaced it. Even the AC version is just that good. It's tough, well rounded and fast and it proved far better than mechs much heavier than it some times. It never stood out and caught your attention, but it was always there doing its jobs, the definition of a workhorse cavalry mech. I think I still have it in storage because I couldn't bear to sell it.
It breaks my heart that you didn’t get to a hunchback video before moving on.
Hope that new opportunity is going great for you!
Hey there Commander! Remember to check the Community tab to vote on what happens next in our upcoming BattleTech campaign! 🙂
Wolverine is one of those great all purpose mechs…it’s not designed to be the best at one thing but I love it for that you never feel like you have no options.
Yep very true! I really enjoy it.
Wolverine, Centurion, and Shadowhawk. My 3 favorite Medium mechs
They're pretty great! Not quiiiite sure about the Shadow Hawk's effectiveness, but it looks cool!
@@nerdyOveranalyzed Oh, yeah Shadowhawk is on that list mostly for the cool factor, but with some modifications I've put them to decent use in MekHQ
My favorite of the classic 55 ton trio. Such a solid mech. I'll gladly ride a 6M model everytime. I love how quickly you acknowledge the best variant of a mech and dive right into discussing it. Also, big props for always paying attention to proper rear armor.
Thanks! And yeah I did look at armor a bit better lol
FYI- the Griffin is by far the best 55T mech
@@nationalsocialism3504 Not sure about the best, but it's up there for sure!
@@nerdyOveranalyzed on the tabletop it is... the focus on filling its gun hand with the majority of its firepower means that when poptarting the majority of firepower can be used. You can only fire one arms worth of weaponry when firing while jumping... so you can jump from cover to cover & dump the RA weapons into a stationary mech that hasn't gotten a chance to move yet (that offsets the To Hit penalty for Firing while Jumping by getting a Target Movement Bonus instead of a Target Movement Penalty.)
@@nerdyOveranalyzed Wolverine & Shadowhawks carrying Torso mounted primary weaponry means that they can't take full advantage of being jump capable mechs even if if they get partial advantages. (As a further not rules based advantage... it really pisses people off when you do this to them repeatedly, so a lot of the time they end up diverting way more time/focus on a very elusive target away from easier targets.)
The Wolverine is a good "forever" mech for any mercenary company: it's good to get one as soon as you can afford it, and to keep it forever, even as heavier and costlier mechs become available. I find that it's exact role varies a lot depending on force composition, (both friendly and enemy) and the era your campaign is set it.
I aim to have 2 or 3 in a company, to act both as scouts and command mechs.
I find that mechs are often really bad for reconnaissance because they are so easily spotted by enemies, and the traditional "run fast and don't get hit" survival technique just does not work if the enemy has LosTech, veteran/elite mechwarriors, or a huge number of weapons. A pulse laser or an elite mechwarrior will turn 9+ target numbers into 7+, which is the difference between escaping and face-planting with a leg shot off. So I generally prefer, skimmers, motorcycles, infantry, etc. for recon, but for situations that require a mech, the Wolverine is a good scout because it relies on armor over mobility. And when I don't need a mech for recon, the Wolverine fills other roles.
I really like the "Slime-X-2" variant, since it helps the Wolverine to be a better generalist. The 6M is hard to beat, but the 6R is more common and has it's own utility. Over time I'd be likely to modify the 6R, but the longer range of the AC/5 does give it more forgiving engagement ranges.
While the 3050 era is outside the scope of this review, WVR-6 variants fare better than many other 3025 medium mechs in that era due to their armor, and the effectiveness of comparatively minor upgrades on them. It's one of those thnigs that makes them a good "forever" mech IMO.
One of the classic triplets, general purpose, a little more suited for close combat.
Yarp, I quite enjoy it!
Ahh my favorite mech. Every time I play MW5, I must find one immediately.
Remember, screaming “Wolveriiiines!” Over all open comm channels/loudspeakers increases the effectiveness of every attack.
One mercenary swore to me it increases total damage output by up to 5%!
@@nerdyOveranalyzed did you catch the name of that merc? Wonder if it was Swayze?
Especially versus Clan opponents. Terminal apoplexy.
My mercenary company swapped the Srm 6 + medium laser + a heatsink for 2 srm 4s and a ton of specialty ammo. same heat profile, more criting and utility for less piercing
Love this mech! I also nickname the Wolverine Logan when I field one. Either that or Red Dawn.
Heheheh
Love your videos. Mechwarrior 4 is the first video game I've ever played and I'm glad its getting more presence on TH-cam. Thanks for making these vids and your slime avatar is adorable. Keep it up :)
Hey thanks so much for the compliment! Glad you like the videos. More vids coming soon Commander! o7
I love the Wolverine. It's such a great chassis, and I just love the 55 ton trio as a general rule. Really looking forward to the eventual Shadow Hawk video.
It's coming up next!
@@nerdyOveranalyzed definitely looking forward to it, and whatever variant you propose.
Some of my favorite mechs are all rounders in the medium weight class. I love the versatility your variant has
Thanks Logan! Glad you enjoyed it!
My favorite loadout for this chassis is 1 Light AC/20 w/2 tons of ammo, a MML-9 w/2 tons of LRM/SRM Artemis ammo each, 2 ER Medium Lasers, a supercharger, and 5 jump jets.
One of the best medium mechs!!
Hmmm really interesting. I have reduced plenty to husks and kept some on only as salvage to sell to Great Houses but even I felt it was meant to be an extremely proactive mech and it's cool to see I was right. It's an interesting skirmisher with a lot of risk but also a lot of potential! As always it's great to see the Lance Formations and get a feel for their best place on the battlefield
Yep! The armor and speed tends to keep it safe. If you take a few hits you can usually run away well enough!
@@nerdyOveranalyzed heh and that's why I try focusing all fire on skirmishers before they can get in close enough to be a nuisance. Least they make my heavy or assault mech pilots frustrated because they're zipping around faster then they can turn.
Ayyyy finally my beloved WVR-6M gets some love. (In a TTRPG) I thought I got gyped piloting this, instead of one of the two AWS-8Q's but then I am the only one of us four half-decent with jumpjets.
I have to say my original thoughts on the 6M were entirely, wonderfully wrong.
Ah, reviewing my favorite mech!
It's pretty great!
Nice vid as always! Do you plan on making a guides for "bad" mechs, such as Charger or Assassin? It could be a fun guide indeed >:)
Hmmm, Assassin? Probably not. Charger? Probably yes.
I'm going to steal the tip from the Camo Specs Online video but there's a very easy way to convert the plastic Wolverine from the old starter set and AGOAC box to the 6K or 6M.
The metal Locust from Iron Wind Metal uses the same sculpt as the plastic one but comes with a choice of parts to make either the 1E or 1V variant. The 1E arms have a medium laser and small laser and if you shave off a bit of the AC5's magazine they fit perfectly on the side of the Wolverine's weapon. Voila, instant laser armed Wolverine!
Great if you, like me, have two Wolverines from getting both the pre-Kickstarter boxes.
An easy conversion you say? Do you have the link? :)
@@nerdyOveranalyzed Edit: added some extra tips.
Of course: th-cam.com/video/ZxV2z6tTUnY/w-d-xo.html
They suggest a few options for donor-parts and go into detail on a conversion using another part, but I wanted a second Locust anyway so I went for that one.
You trim down the magazine to the recessed line, drill a hole near the autocannons ejection port for the peg of the Locust arm (I used a 3mm drill bit but you could also just cut the peg off and sand it down smooth) and stick it on with some superglue. You could also shorten the autocannon barrel if you want to make it even more distinct but I didn't bother, I think it looks fine as-is.
Pretty easy way to turn a plastic Wolverine from a 6R into a 6K/6M, all you need is a hobby knife, a pair of nippers or hobby drill and some super glue.
Be aware that the metal Locust is a bit fiddly to build because the feet, legs and hip are five separate pieces. Especially if you want a different pose than the default one which it shares with its plastic counterpart. I recommend pinning the legs to the hip section so you can fiddle with the pose a bit before gluing everything into place with good superglue. I altered the pose by positioning the left leg forward and the right one back and raised the left foot (the one with the bent toes) up on some cut up bits of metal sprue.
Just be careful not to glue your fingers together and/or to the model like I did...
Don't have anything to say here, you got it right to me! Your variant with FT for close work sounds interesting
Thanks! Glad you enjoyed!
Partial to the look of the Wolverine II, but love the frame. I prefer to drop the AC 5 for a PPC, and two more tons of armor. Runs a but hot if you're not careful, but the PPC allows it to shoot fleeing scouts it finds as a heavy scout.
Yeah a PPC build doesn't seem too bad!
I must admit - initially I was not really that impressed with Wolverine.
Introtech era mechs are often undergunned. But for 5 tons less, you can get yourself a Centurion with potent AC-10, 2 medium lasers and LRM-10. That is solid. Wolverine is vastly more mobile, but still, it is hard to argue with that firepower alone - especially in era that is notoriously starved for firepower. Or you could get a Hunchback... Can't argue with Hunchback.
And this is where 6M variant comes in - LL, 2xML, SRM6. This is a beast for that era. This is a wonderful flanker, medium brawler or an anchor unit for a lighter lance. You get good durability, good mobility and firepower is decent enough to be a credible threat to all but the heaviest opponents. Speed, jump jets and armour combination makes it deceptively survivable.
YES 6M ALWAYS THANK YOU
I use the 6M so much I forgot it wasn't standard. I hate ac/5 so useless unless it's ultra
Agreed. The AC/5 makes me sad. :(
In good old times I fielded a battalion of WVR. It was a fun game even if I lost 1/3 of my force before I hade to retread.
Good old megamek times.
I personally prefer the griffin and dervish because both of these designs use their tonnage and general agility more efficiently by (in the griffins case) sacrificing short range capability for more consistent long range damage or (in the dervish's case) staying at a few roles and doing them well instead of a lot poorly.
A fair take on the Griffin, it's a great mech! Not too sure on the Dervish as I haven't played it very much but a lot of people seem to like it too!
@@nerdyOveranalyzed it effectively is a faster crusader with weaker armaments (SRM 2 instead of SRM 6, LRM 10 instead of LRM 15, no machine guns), lighter armor and jump jets. I really like it, especially when forgoing the LRM launchers entirely and switching them out for SRMs for some very powerful short range barrages.
Seems the end got cut off early.
Either way the Wolverine as the good fortune of being built all over the Inner Sphere and the Periphery with the Taurians building it. The cockpit might be less cramped if the designers didn't decide to stick an entire laser system up there.
Nahh, just trying out a new style. :)
Very true about that cramped cockpit I think.
@@nerdyOveranalyzed I liked the old outro. The sudden cut off was jarring. Thought it was an advertisement, but nope. Not dancing slime rocking out. Makes me sad.
on the tabletop it is a good trooper mech best used as support for other more specialized mechs/vehicles as it is an everyman type that can fill a hole
Ooh, I actually have three of those mechs from the first lance. Any recommendations on a sub for the centurion? Sadly don't have a hunchback yet for that position either.
Sub on a centurion? Mmmh I would go with the AL variant and maybe see if I could drop the small laser, a ton of ammo and maybe half a ton of armor for something. Then flip the rear facing laser since the extended torso twist lets you shoot most places. Cheers!
@@nerdyOveranalyzed I meant a different mech than a centurion entirely.
@@dakkath414 Ahh, you could try a vindicator! Less damage but more flexible.
Of the classic 55 tonner trio, the Wolverine stands out at having stood the test of time the best. The Shadow Hawk tries to make itself a jack of all trades but doesn't prove that a master of none will always be better than a master of one, while the Griffin... well it's a good mech, I just hate that if you take out the right torso you've essentially neutered it. The Wolverine though? It's just good. Especially the 6K. God that thing is beautiful.
Love your channel, I just dont understand putting flamers on mechs as a viable variant choice.
Yeah, nothing to add here. Wolverine is amazing.
Yeah, It's pretty great!
55 is the ideal tonnage for jumping with 5 walking MP from a fusion engine and standard structure.
Without jumping, the best total tonnage for maximum free tonnage is instead 60.
With endo and an XL, it is instead 75.
Ac5 varient is more aggressive for me. While large laser varient feels little more passive. Excellent mech ether way you go.
Interesting!
@@nerdyOveranalyzed yeah it's weird . Forgot to mention a build I used to run In Megamech. It simply swaps the srm 6 to 4 then adds a medium laser.
About the Wolverine 7M being built on Gibson. Hasn’t been since 3178 when the Regulan’s toasted the world to eradicate the Blakist’s
WVR-6R is my greatest love. Not perfect. The 6M is close but I would swap the LL, extra ML, and one of the extra HS for a PPC so that you still have the same range profile as the AC5 but with the ability to actually penetrate armor. I feel the ML and SRM-6 already gives you great crit seeking ability close in. Nonetheless anything in the WVR line that jumps is my go-to Mech. ended a mixed era 6,000BV 4v4 with my WVR-10D punching the head off an AS-7D.
Not bad, though, I think I would run a ton of specialty ammo for the srm over the flamer.
3 hex max range means you a paying for at least repaired armor, 9 hex range not so much
Hmmm, not sure about 9 hex range. Only the Large Laser can hit reliably then. Get closer and hit em where it hurts!
@@nerdyOveranalyzed I was referencing max range, not so practical range.
Preferably, you are engaging them at 5-6 hexes. That would put srm infantry at long range and other infantry completely out of range.
Even bog standard rifle infantry can do 12 pts of damage at full strength.
If I can avoid an exchange that is going to be at least as effective as a perfect srm 6 hit, if not more, that is going to be my preference.
Funny thing; I wanted to do an all Energy Loadout challenge in HBS Battletech but used an editor to swap the Shadowhawk with a Wolverine to have more of a fighting chance at it (And to lessen aggrvation). First time I used it and dear lord is it a little beast.
Nice nice!
Love your videos!
Thanks! I'm glad you're enjoying!
In your expert, gooey opinion, *is* there a place for AC5s or 2s?
Mm, hot planets and availability. That's about it I think in 3025. D:
I like the 6M variety as well as the Logan. But I have never been a fan of flamers. I would drop them for another medium laser and either a heat sink or armor.
Possible! Armor or heat sink is probably better honestly. But I wanted an all rounder workhorse to handle infantry.
I've never really been a big fan of the wolverine because in the games the shadow hawk and griffin have better slots for if you want to specialize them for any one specific task. as an all rounder however the wolverine has always been a great mech, but just outclassed by other things at any 1 particular role.
Did you do a review on the Vindicator?
hey lex! I should be covered in the Tier list
i think you've got the heat for the SRM6 wrong.
i like the standard -6R a bit more because heat is less of an issue with it. So you can push it a bit more during an engagement.
Your modification is focused very much on anti infantry with 2 flammers.
for the WVR-Slime-X2 i would suggest to replace one flammer with an additional medium laser, or two small lasers.
LOL and so I did. Let me issue a correction.
Stupid question: is it possible to get rid of debuffs like the crammed cockpit?
And would it be worth the cost doing so?
Hmm, that's a good question. I'm actually not sure. It would be more of a roleplay thing with a DM maybe? I do know there's an alternate rule where mechs can gain negative quirks if you roll boxcars on some kind of modification check, but I'm not sure about removing debuffs.
Considering the post-apocalyptic, every mech is 300+ years old setting I'd probably say its somewhat unlikely. Lorewise the Wolverine's cramped cockpit is because the medium laser sits in the head as well.
What is the life expectancy of a Slime? While I like the year 3025, history will always go on. There are some interesting Mechs in the future.
It would be nice to have them explained as well, quiaff?
I dunno! We'll move forward in the timeline eventually~
While I love the -6M, the -6K could bull its way through a lance of Rifleman and have its armor fixed before dinner.
Hello Nerdy.
Another good video. Although, I am not in favor of your 'Infantry suppression' design, I do see why you opted for it as a variant design. This is just a personal quirk of mine. Due mostly, to having spent the vast majority of my early years of playing the game in Mech-on-Mech combats, with few, if any, Infantry on the field. In a more 'balanced' gaming environment, your design would be superior to my own.
Fair enough! For mech on mech stuff I think 6M with a few armor tweaks should be just perfect then!
@@nerdyOveranalyzed : If playing with Infantry, Tanks, and BA included into the game... Well, then things like small lasers, MG, and Flamers come into their own. Personally, I prefer the more complex combat environment of mixed forces. Even if the Infantry do 'get the drop' on a few Mechs from time to time.
@@nerdyOveranalyzed :agreed.
One of, if not the best medium of the succession wars... But still can't take the Phoenix Hawk from my heart
The Pheonix Hawk is pretty great too!
@@nerdyOveranalyzed Looking forward to the video on the phoenix hawk. Especially as you used it as the yardstick for mobility in all the light mech vids.
Throw in some double heat sinks and you can use it for a good long while
When we invent them again!
@@nerdyOveranalyzed Whatcha talking about? It's 3153 my guy! We got double heat sinks by the truck load.
@@madcat789 I'm in the passsstttt It's 3014-3025 here!
@@nerdyOveranalyzed Oh shit, I wasn't even born then. Neither was my dad. That's grandpa times my dude.
My command mech is a catapult but not till the k2k is made.
pew pew!
I can understand your intent with adding the flamers to increase the anti infantry but doing that at the expense of your over all combat ability may be something a pilot is going to regret. With infantry only having a minimal movement a pilot who keeps on there toes can avoid them. Using lighter MG carrying mechs to flush out the infantry is going to be a better use of your BV and keep your Wolverine focused on larger threats. If you are deploying it as a body guard for most larger mechs they too can avoid most PBI's or move to a position to shell them with minimal return fire.
Don't make the mistake of thinking that flamers are purely anti infantry.
Maybe~ I think lights other than the Firestarter might take too much damage against infantry to be worth sending, where the Wolverine would survive. I envision this thing clearing infantry off a hill before my heavies position there.
The video lacks your normal outro. Was this intended?
yes
👍🏻
:)
Someone forgot his outro
Nahh, just trying something new for the algorithm gods.
i wish the shadow hawk wasn't such a miserable catastrophe, it's much cuter than the wolv
Heh, it is a cute/cool looking mech. But yeah, pretty underwhelming
it does have one important use, playing against newbies so you can lose without looking like you're throwing on purpose
@@ruludos1977 The Shadow Hawk can be improved a bit if you swap out the AC5 for a LL; 2xLRM5's; 2xML's; SRM4, everything else stays the same. It can run a bit hot,but it's a big improvement.
Wait. The mech is called the Wol.... We don't speak that name! 😱😱😱
:^) Conjurer Mk.1
@@nerdyOveranalyzed Better 😁
Wolverines! oh wait wrong movie... 🙂
:^)
Ah yes, the mech the shadowhawk fails to emulate.
hue hue hue :^) Very true
Another fun thing is the name really annoys Clanners.
hue hue hue :)
I want to hit LIKE so bad, but i don't want to move it from 69
GO WOLVERINE! The 6M is SO NASTY
:^)
No, The Wolverine is a bad mech. Far too easy to remove the AC 5 arm and then kill as it cannot fire the lrm at close range.
The 6M doesn't have an LRM or a AC/5!