Wolverine WVR-6K is a Medium-class 'Mech in Battletech.
Description[ | ]
The Wolverine 6K trades some of the 6R's mobility for staying power. The 6K sees the Wolverine's Jump Jets removed, and the AC/5 replaced with a Large Laser. In order to compensate for the heat, it has two additional heat sinks and two additional tons of armor to protect itself with.
Loadouts[ | ]
- Optimized Stock Loadout - Relocate the SRM ammunition to the legs, and possibly cut the Small Laser for additional armor.
- Scout/Brawler - 1 x SRM6 w/ 1-2 tons of ammunition, 4 x Medium Laser, 5 x Jump Jets, and max front armor, with remaining tonnage spent on heat sinks, support weapons, or rear armor. With this loadout, you have a highly mobile medium scout with respectable firepower and good spotting ability and able to take hits when its not able to evade. Against heavy 'mechs it can hold its own for a few rounds then disengage while soaking and evading a nice chunk of incoming fire before your Heavies finish the job or just use it to flank and Alpha Strike the rear armor.
Strategy[ | ]
- Wolverine 6K models don't usually include Jump Jets in order to mount more Energy weaponry, Heat Sinks, and armor.
- Overall, the 6K is more useful late in the game than the 6R--it deals more damage, it has more armor, and its surface mobility and heat management both remain very strong. While it does surrender some degree of tactical mobility due to its missing jump jets, the trade off is generally worth it.
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