The Turret is a stationary missile launcher that protects the base from air targets. Requires: Laboratory.
| Health | 375 |
| Damage | 21 |
| Damage interval | 1 |
| Maximum buildings | 6 |
| Visibility distance | 16 |
| Attack distance | 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 — view and attack.
- Its view range of 16 is the longest visibility distance of any building. The Turret doubles as an observation post: it reveals incoming aircraft in advance along with a large stretch of the map 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. Priority goes to whoever is attacking the Turret itself, then to the nearest air target. The Attack order lets you pick a target manually, for example to focus a Balloon carrying a drop.
- 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 uses neither army supply nor 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 put up a Heliport, the first Thunder is already in production and a raid on your Workers is only a matter of time: it is time to lay down anti-air.
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 has time to go up between scouting and the first raid.
Build it before the raid, not during it: an unfinished Turret does not shoot and under Thunder fire may not live to take its first shot.
The Turret on the front line
With a positional advantage, the Turret can go up not only by the Center but also where the front lines meet. The position gains 375 health — up to 488 with chevrons — without spending a single unit: the army stays the same while the line grows stronger.
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 will take it apart without 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.
- Hoping to stop a drop. 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 drops you need Hawks and a mobile army.
How do you destroy an enemy Turret?
- A ground assault. The Turret answers only air: Peacemakers, Lynxes, Devastators, and Tanks tear it down without taking any return damage if no enemy army is nearby.
- Clearing the way before a raid. Before attacking with Thunders, it is better to demolish Turrets with a ground group or a Balloon drop and only 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. The Tank with its +100% bonus damage to buildings destroys the Turret faster than any other ground unit, matched only by the Titan — the bonus is covered in detail on the Tank page. And while Workers repair the Turret, the trade drags on, so attack the repair crew first.
How many Turrets can you build?
Up to six — the largest limit of any building. In practice, though, position matters more than numbers: the Turret is static, and aircraft simply fly around a dense cluster of Turrets.
Does the Turret shoot at targets in the fog of war?
No. Both automatically and under the Attack order, the Turret hits only visible targets. Then again, with a view range of 16 it reveals a large stretch of sky around itself.
Will the Turret stop working if the Laboratory is destroyed?
No, Turrets already built keep firing. The Laboratory is only needed to start a new Turret: until it is rebuilt, new Turrets are unavailable.
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