From TRO:3055
There’s no need to lie to any of you: the original Grand Titan isn’t a stellar ‘Mech. The TRO hints at this, with mentions of the design being plagued by a hellish series of technical problems and ever-changing demands. So many adjustments and alterations were made that this new take on the older Titan formula pushed it far away from its original source. One truly has to ask what its re-designers were attempting to accomplish when “modernizing” this design. My personal theory? This was the League’s in-house attempt at finally having their own version of the AS7-D Atlas. Regardless of what you think of the venerable Atlas, its in-universe reputation was undeniably and ineffably linked with one of an imposing and devastating ruler of the battlefield. It would come as no surprise that the League would want to be able to reliably field a weapon as powerful as this legendary machine.
The comparison is easy. Two 100-tonners, both of them with absolutely mediocre firepower beyond nine (or ten, in the GT’s case) hexes. The Atlas’s LRM-20 is opposed by an Artemis-IV enhanced LRM-15, giving the Grand Titan more endurance and roughly the same damage output in a much-condensed package. The older arm-mounted medium lasers are “upgraded” into pulse models, while the rear-mounted models are swapped with Small Pulse Lasers. Then the solitary SRM-6 finds itself not only boosted via Artemis-IV on the Grand Titan, but mounted alongside a new launcher of the same size in the opposite torso. Even the armor of the two ‘Mechs has its similarities; while the Atlas has a full shell of armor, the Grand Titan drops a ton and a half’s worth to devote the tonnage towards an Anti-Missile System and its ammo - giving it the same endurance, albeit of a different kind. The switch to double heat sinks (twelve of them) and an XL engine moving it 4/6 instead of 3/5 aren’t bad things in and of themselves…so where does the Grand Titan fall apart? Where do things go wrong? Easy. The “big” guns, the Atlas’s AC/20 gone mild: the twin Large Pulse Lasers.
You see, when the League decided they needed their own version of the Atlas they added their own “flair”. I’m going to go out on a limb and say that the Stalker was a source of inspiration here; if a smaller Assault ‘Mech worked well as a bracket fighter, why couldn’t the Grand Titan? And they might have been right. Things do work, in their own bizarre way:
-Hexes 11+: LRM-15 (no overheat)
-Hexes 5-10: 2xLPL + LRM-15 (+1 before movement)
-Hexes 1-4: LPL + 2 MPLs + 2 SRM-6s (+2 before movement)
What does this tell us? The Grand Titan has a six-hex “sweet spot” at ranges 5-10. It can use its increased accuracy here to find an advantage over shorter-ranged designs without exposing itself to more accurate firepower found at ranges 1-3. You’re also able to force PSRs in this sweet spot…but only if the LRMs hit - and if only one Pulse Laser hits, you need 12+ missiles to connect to hit the magic 20. The requirements are steep. And even then, you’d ideally want to aim for hexes 7-10 in order to avoid return weapons fire from AC/20s, Medium Lasers and SRMs as much as possible. If it can’t get there, the Grand Titan starts falling apart. Its firepower is too limited by its heat output.
Additionally, this 5-10 range scenario leaves the secondary firepower largely decorative - definitely not the best deal for the BV you’re paying. The Stalker has it better: its Large Lasers can reach out to 15 hexes, and here the Large Pulse Laser only really has an advantage as a weapon system at ranges 1-3 (which should largely be covered by the Grand Titan’s SRMs and MPLs) or ranges 6-7. So that gives you a two hex advantage over the introtech Stalker…and a short-ranged weapons array that’s largely similar to the cheaper design.
Of course, the real reason I’m being so hard on the twin Large Pulse Lasers is that nearly any other alternative would have served the Grand Titan more. Two (ER) Large Lasers would have given it greater range and better brackets, while also allowing for more heat sinks in the engine. And two PPCs would have weighed the same as the Large Pulses, all while giving it a much more reliable ranged punch.
So there you have it. A ‘Mech that’s comparable to introtech Assaults, that costs only 80 BV less than your good ol’ Atlas - and that most definitely doesn’t have much to show for it. Sure, it might be the cheapest 4/6 100-ton ‘Mech out there, and sure, that has its advantages. Its physical might can’t be ignored. And if it has one advantage, it’s that it absolutely melts lights…but even so, if that’s what you want, why not go for a cheaper Marauder -5M or something? It’s not like the Free Worlds League was wanting for pulseboats at the time.
The Grand Titan was upgraded, though! With an introductory date of 3058, the -N11M is better. Sort of. It’s more streamlined, that’s for sure. The LRM-15 was replaced by a Light Gauss Rifle and an ERPPC…still no PSRs here. It’s even more problematic in the 3058 era, but heck, as a team player it can add onto a ranged volley…and the more concentrated firepower is definitely welcome. Two more Medium Pulse Lasers are added and all four are shifted to the Torsos, while both SRM-6s are replaced by Streak SRM-4s. CASE is added, ECM replaces the AMS, and the rear-mounted Small Pulse Lasers are ditched. A final ER Small is added in the head. And best of all, more heat sinks are added for a total of sixteen doubles planted in the engine. Brackets are easy now:
-Hexes 7+: LGR + ERPPC (no overheat, add Streaks at hexes 7-9)
-Hexes 1-6: ERPPC + LGR + 4x MPL (heat neutral with run, add Streaks/ERSL as needed)
Firepower at knife-fighting ranges is dramatically better. Both long-ranged guns can now be ditched in order to bring the Streaks and two brutal punches to the table. But your midranged firepower is staggeringly awful; you definitely need a good partner to make this Grand Titan work. And it can! Cover its weakness and use its brawling ability to compliment other direct or indirect fire-support ‘Mechs of its era. Still, if its caught on its own the inability to force PSRs beyond 9 hexes (and even then it’s difficult until range 6) is a huge problem. Another would be comparisons with the equally available Cerberus -5M. The Cerberus not only has a full-fledged Gauss Rifle at its disposal, but a larger array of Medium Pulse Lasers…all for roughly the same BV. Ultimately, one has to decide whether that headcapper and additional lasers are worth more or less than the critseekers, ECM, additional armor and the PSR-forcing kick.
Next up is a command variant, born of the murderous combat of the Jihad. Honestly…the -N13M is pretty crazy. A TSM-brawler, its firepower consists of a Small Pulse Laser, two Medium Lasers, two ER Mediums, an ER Large, and a Heavy PPC. A Sword is carried in its Right Arm, and the engine is downgraded to a standard model (giving it 3/5 movement) boosted by three jump jets. It also has a couple of armored components:
-The engine.
-The heavy duty gyro.
-The cockpit.
-The shoulders, both arm actuators, and the hands.
-The hips, both leg actuators, and the feet.
Yeah. That’s a lot of armored stuff. Fourteen double heat sinks mean you can use the ERLL and HPPC at range without overheating, with a nice mix of firepower to suit your needs up close. There you go: the TSM zombie is actually our first and only Grand Titan able to force PSRs at a decent range. Push the heat dial, and a 22-point sword swing (or, y’know, super-strength punches or kicks) can make things interesting.
My real issue with this ‘Mech isn’t its finicky heat dial (which could be worse, in all honesty) or its slower speed. It’s mainly that damage still adds up as quickly as with a normal Grand Titan. I know, this is a bit of a ridiculous complaint when critting out this ‘Mech is completely unfeasible, but you’re paying a staggering BV cost - it manages to be 140 points more expensive than the terrifying Light-Engine’d, TSM’d, and Hatchet-carrying -C3 Berserker. Is it good for campaigns, though? I’d wager so. No ammo, no lucky ways to crit-kill the ‘Mech, and its functionally its own bodyguard. I can see why commanders could like this one.
Our last model is the most far-fetched of the bunch. This time we’re going to the wild, wild year of 3075. The -N14R (Vengeance) is the same sort of Grand Titan as the -N13M, with an armored standard engine and an armored cockpit supported by an armored compact gyro. The two jump jets also seem so hark back to our last variant, but that’s where similarities end. You see, the -N14R is an artillery ‘Mech. It has a single Thumper fed by two tons of ammo, both of them protected by CASE II. The only back-up firepower at its disposal are the twin Clan-Spec ER Medium Lasers found in its arms, with the stunningly light firepower easily vented by the ten double heat sinks.
Any math-crunchers unfamiliar with this design must be wondering where a full third of this ‘Mech’s weight went. That’s easy to answer: Hardened Armor, and 24.5 tons of it. That’s a lot. More than any other ‘Mech out there save the experimental Great Turtle on Solaris - you know, that thing literally made to be the toughest ‘Mech imaginable. Why would you even need that much armor? According to the fluff, nukes. This Grand Titan was supposedly made to carry nuclear payloads in those CASE II-protected bins, launching them at high-priority targets all while praying to survive the shockwave.
Issue is…the rules don’t really play nice with this. Or rather, they don’t play at all. Nuclear munitions only exist for Arrow-IV launchers, so if you’re going by the book your option is to pay for a very pricey (albeit very survivable) piece of artillery. It *is* the only canon ‘Mech that has a Thumper on it, though, and that’s got to be worth something to someone. Right? In campaign play, though, ‘specially one with Regulans involved, then this machine could be an absolutely terrifying sight on the battlefield. Best back off once you see this walking warcrime on the horizon.
~ ~ ~
End result? The Grand Titan is a ‘Mech which takes an experienced hand. I wouldn’t suggest giving them to a beginner unless you’re playing on a single mapsheet where they can quickly bring their universal short-ranged specialty to bear. Anything larger, and you start needing more and more planning and better partners to get the best out of them. Are they worth trying out, though? Certainly. Give them a spin, and come back to tell the rest of us how to use the damn things. Heaven knows I’ve tried.
Master Unit List:
http://masterunitlist.info/Unit/Filter?Name=grand+titanIron Wind Metals:
http://ironwindmetals.com/store/product_info.php?products_id=1738Iron Wind Metals (-N14R "Vengeance"):
http://ironwindmetals.com/store/product_info.php?products_id=8881CamoSpecs:
http://camospecs.com/MiniList.asp?Action=Detail&ID=243CamoSpecs (-N14R "Vengeance"):
http://camospecs.com/MiniList.asp?Action=Detail&ID=1593