as a fast strike platform. At a cost of 1291 BV, this medium mech offers definitive return on investment, serving in key tactical roles leading the charge of a lighter lance, or flanking enemy lines in a heavier engagement.
these opportunities with reliability throughout the battle.
The optimized ACD presents this alpha tactic and compliments it’s fast strike role. When resorting to 3 successive alpha strikes in the closing rounds 10-12, ACD increased by a total of 10 to 100.53 points, and hits for a staggering 18.83 ACD per round within 6”. However, the aftermath of this assault puts heat well above safe levels and can leave the mech vulnerable. Repeated alpha strikes are only recommended for a desperate charge or delivering the knockout blow in a critical point in the engagement.
In the defensive benchmark against the Awesome AWE-8Q, the Wolverine survived 70% of 10,000 simulated closes to 3" range. Furthermore, 95% of the time it successfully reached the 12” range. This is the news you want to hear, because more than likely you would be bearing down at full-speed to intercept a heavier target in one third as many turns.
The WVR-6M cruises at a top speed of 86.4 kph and equips 5 torso mounted jump jets, which provides Wolverine a respectable speed and agility for its size. Mobility is the key asset of the Wolverine, because if it loses a motive or falls down, it significantly hampers its ability to bring its firepower into range. As noted earlier, the vulnerability of the Wolverine is its legs, so put them behind cover whenever possible, don’t make reckless moves, and don’t allow it to get kicked!
The WVR-6M has most of its tricks within 12”, but once it gets there, it hits hard and harder and can keep on coming. With the mix of lasers to punch through armor and SRM-6 to find the gaps, the Wolverine has all the tools to land a knockout punch on a battered enemy. This is further complemented by the ability to release a few alpha strikes in the engagement and keep a reasonable heat level.
The WVR-6M is durable and heat efficient, but it only has 1 LLas to bring to an extended engagement. It gets outclassed at anything but a brawl, so pull it off the front lines, and put it behind the enemy lines.
With nothing able to fire beyond 20", this mech has no business being anywhere in the support line.
The WVR-6M’s speed, jump jets, and 12” offensive array promote an assault that comes hard and fast, and continues unrelenting until it can finish the job. It can lead the advance at top speed, and the enemy will have to focus all of its fire to take it out of the fight before it engages. If they fail or choose to ignore the Wolverine, this mech can work to envelop the enemy’s lines, where it can shred some of the heaviest armor.
The main recommendation for WVR-6M is to relocate the SRM ammo bin to the CT where it can receive the most protection. However, this doesn’t cure the motive problems. Drop a single jump jet, bringing the jump MP down to 4 without seriously affecting your agility and free up a half ton. Add armor by allocating 2 points to the CT for total of 27, and 3 to each leg for a total of 22. In fact, this better aligns with your heat profile, being able jump 4 MP then fire the 2 MLas and SRM-6 without gaining any heat. As the defensive benchmark now illustrates, this provides a Wolverine WVR-6M full potential to charge in and strike at close range, with a massive 8% boost in survivability.