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Turret

Ore10 Build time, s20

Turret

The Turret is a stationary missile launcher that protects the base from air targets. Requires: Laboratory.

Health375
Damage21
Damage interval1
Maximum buildings6
Visibility distance16
Attack distance11

Upgrades

Guns IReduces the firing interval from 1 to 0.75 seconds.
Guns IIReduces 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.

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

How do you destroy an enemy Turret?

Turret upgrades

Guns ICosts 6 ore and takes 20 seconds to research. Reduces the Turret’s firing interval from 1 to 0.75 seconds and fully restores its health when complete.
Guns IICosts 8 ore and takes 20 seconds to research. Reduces the Turret’s firing interval from 0.75 to 0.5 seconds, doubling its final rate of fire relative to the base value, and fully restores its health when complete.

Chevrons are curved stripes shown above the Turret. They have three levels:

  1. +10% health and damage
  2. +20% health and damage
  3. +30% health and damage — the Turret does not gain regeneration

To earn one chevron, the Turret must deal a certain amount of damage to enemy units.

No chevrons1 chevron2 chevrons3 chevrons
Health: 375
Damage: 21
Health: 413
Damage: 24
Health: 450
Damage: 26
Health: 488
Damage: 28

Frequently asked questions about the Turret

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.

THE ARMY AWAITS ORDERS

The Turret is the bane of air units.

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