The Turret is a stationary missile launcher that protects the base from air targets. Requires: Laboratory.
| Health | 375 |
| Damage | 21 |
| Attack interval | 1 |
| Building limit | 6 |
| Sight range | 16 |
| Attack range | 11 |
Upgrades
Guns I
Reduces the firing interval from 1 to 0.75 seconds.
Guns II
Reduces the firing interval from 0.75 to 0.5 seconds.
What is the Turret?
The Turret creates a reliable anti-air zone around the chosen position. It is inexpensive, uses no energy, and keeps an air route under constant fire. Its value depends on placement: a well-chosen position forces Thunders and Balloons to change the direction of their attack or fight on unfavorable terms.
Turret ranges and target selection
The Turret has two ranges: sight range and attack range.
- Its view range of 16 is the longest of any building. The Turret also serves as an observation post, revealing incoming aircraft and a large area around its position.
- Its attack range is 11. Within this radius the Turret finds targets and opens fire on its own. The Thunder's attack range is 8, so it cannot shell targets near the Turret without coming under its missiles.
- Automatic target selection. The Turret first targets the unit attacking it, then the nearest air target. The Attack order lets you pick a target manually, for example to concentrate fire on a Balloon carrying troops.
- Missiles take time to fly. Damage counts when the missile hits, not when it is fired, so the target's health bar drops with a slight delay.
Strengths
- A Worker can repair the Turret during combat, allowing it to withstand a longer air raid under continuous repairs.
- Guns I and Guns II halve the interval between shots, and completing either upgrade fully restores the building's health.
- It does not count toward the army limit or consume energy, so it strengthens anti-air defense without stopping unit production.
- It can earn chevrons and gain up to 30% additional health and damage.
- Its small footprint lets you place the Turret beside the Center without blocking Workers on their way to the ore.
Weaknesses
- It cannot move: a poorly placed Turret cannot be redeployed to another deposit or section of the front.
- It unlocks late: before a Worker can build a Turret, you must construct a Barracks, Factory, and Laboratory.
- It cannot attack ground targets and is defenseless against a ground army without support.
- It cannot pursue aircraft beyond its range, so the opponent can fly around its field of fire.
- Several Turrets require substantial investment but do not help attack and give no control beyond their own position, so excessive static defense reduces the size of the mobile army.
Deposit protection
Its small footprint lets you place a Turret beside the Center without blocking Workers on their way to the ore. It usually stops one Thunder by itself, while Worker repairs and other anti-air units help against several targets. This cover prevents a lone raid from destroying the economy without resistance.
Turret as part of the army
Titans and Peacemakers engage air targets directly, while the Wave adds more anti-air damage. The Turret maintains a constant field of fire and covers slow ground units while Hawks pursue aircraft beyond it. This lets static and mobile defenses complement each other.
When should you build a Turret?
Scouting provides the main signal. If the opponent has built a Heliport, the first Thunder may already be in production and a raid on your Workers is only a matter of time, so start building anti-air defense.
The Turret is the cheapest answer to an air threat: your own Heliport with a Hawk costs 30 ore and 2 energy, three times as much. If the Laboratory is already standing, the Turret can be completed after the Heliport is spotted but before the first attack arrives.
Build it before the raid, not during it: an unfinished Turret does not shoot and may not survive long enough to fire under attack from Thunders.
The Turret on the front line
With a positional advantage, place a Turret not only by the Center but also where the front lines meet. This adds a 375-health structure, or up to 488 health with chevrons, without sacrificing a unit from the mobile army.
Such a Turret shields the army from enemy aircraft and absorbs part of the damage while a Worker repairs it from behind. The key condition is ground cover: the Turret does not fire at ground targets, and without an army nearby the opponent can destroy it without taking losses.
Common mistakes
- A “just in case” Turret. Anti-air built before the threat appears is wasted ore. Until scouting spots an enemy Heliport, the same resources are better invested in the army or the economy.
- Turrets around the base perimeter. Each Turret holds only its own zone, while aircraft freely pick a route between them. Ore spent on a ring of Turrets is better invested in Hawks: they catch aircraft anywhere on the map.
- Expecting one Turret to stop a troop landing. The Balloon can unload troops beyond the edge of the fire zone, and the Turret is no help against the ground assault that follows. Against troop landings, you need Hawks and a mobile army.
How do you destroy an enemy Turret?
- A ground assault. The Turret can fire only at aircraft: Peacemakers, Lynxes, Devastators, and Tanks can destroy it without taking return fire if no enemy army is nearby.
- Clearing the way before an air attack. Before attacking with Thunders, destroy the Turrets with a ground force or troops delivered by a Balloon, then bring in the aircraft.
- Flying around the fire zone. The Turret's attack range is 11. Aircraft can be routed around it, while a Balloon will unload its troops beyond the zone the Turret cannot reach.
- The general anti-building rules apply here too. With its +100% bonus damage to buildings, the Tank destroys the Turret faster than any other ground unit except the Titan; the Tank page explains this bonus in detail. Attack repairing Workers first so they cannot keep the Turret alive longer.
How many Turrets can you build?
Up to six, the highest building limit in the game. In practice, placement matters more than numbers: Turrets are static, and aircraft can simply fly around a dense cluster.
Does the Turret shoot at targets in the fog of war?
No. Whether firing automatically or following an Attack order, the Turret can hit only visible targets. Its view range of 16 reveals a large area of sky around it.
Will the Turret stop working if the Laboratory is destroyed?
No, Turrets already built keep firing. The Laboratory is only needed to start construction of a new Turret; until it is rebuilt, new Turrets are unavailable.
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