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Tarantula Turrets

  1. #1

    Tarantula Turrets

    You can build these under fire with no consequences. I had 2 heavy bolter squads, a apothecary in green cover. The enemy started building a Tarantula Turret, I focused fired on it, didnt do much damage, and it was built then suppressed all my men and had to retreat. I couldnt get behind it because they had their own heavy bolter squads covering it. They then proceeded to creep forward with Turrets covering each other on the VPs.

    Tarantula Turrets should be easy to kill while building so you cant just build one in combat under fire, I.E. CoH while building received damage bonus.

  2. #2
    focus on the techmarine, not the turret.

  3. #3
    Mazinkaiser
    Guest
    Try using vehicles against them. Turrets don't do jack squat against em. If you have infiltration units, get behind the guns and take em down.

  4. #4
    PacketOverflow: Didn't have LOS on him. And heroes dont go down that fast.

    Mazinkaiser: It was early game, and he had cover behind the turret, otherwise I would of jetpacked in.

  5. #5
    the techmarine can do that if he has support, that's just how he works. either flank him or use assault troops. trying to get in a set piece ranged engagement with a clever techmarine is just asking for trouble. take it to him or back off

  6. #6
    Member HiveMind's Avatar
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    If you see a Tarantula being built, move around outside of its fire arc. It only has 90 degrees of killing, if you move around it your enemy has just wasted (IIRC) 200/30. That's a pretty big setback near the start of the game. They are nasty, but they're pretty easy to avoid too.

  7. #7
    Member Pocktio's Avatar
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    Indeed, or you can go focus on a different part of the map. Forcing pressure from behind will screw him as he has less resources from investing in a turret. Forcing your units into a suicide rush on a bunker is quite clearly stupid. Does the Tech Marine not have a cover penalty, like when units are capping? That would make sense.
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  8. #8
    bjbrains
    Guest
    Don't attack a turret head on. Every map has a way to move behind one, and the cost of building multiple turrets makes for easy countering (Any vehicle will trash it, especially walkers)

  9. #9
    The problem is that turrets can come out in the early game whereas walkers and such are tier 2, and if you've been pinned into your base or a small corner of the map with clever turret coverage then you're pretty screwed, because even if you get a walker out the other player will have out-teched you. It becomes a vicious circle, similar to losing early skirmishes against Tyranids meaning it's only a matter of time until the Carnifex appears even if you push them back temporarily and then you're screwed because you were out-teched.

    There's very little margin of error in the game at the moment, which is alright but personally I'd prefer a little more leeway. More efficient retreating would probably solve it to an extent (none of this 'start off slow and build up speed' stuff).

  10. #10
    Is watching TheDeadlyShoe's Avatar
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    Shotgun scouts will knock a mekboy or techmarine off their turret and prevent construction. Wee.
    Remember: you're a blogger. Pretense is your co-pilot.

  11. #11
    Attacking a turret head-on (without flanking or plasma dev) is just plain stupid.

    And their limitied firing arc is not too hard to avoid, is it?

  12. #12
    Hmm... heroes are tough, ok. But they're far from invincible; focus-firing on techmarines usually kills them fairly quickly.

  13. #13
    Heroes are not nearly as durable this time around. if you can scatter his supporting units, you can force the techmarine to stop building or risk death

  14. #14
    CyrusReij
    Guest
    If you have 2 HB squads you should be able to tear the Tech Marine apart, heroes are strong in this, but far from invincible.

    Ranged heroes are especially dainty *Techmarine is one of them* and usually a single melee squad can kill them *if the hero is unupgraded*. Its the melee heroes that are a bit more of a problem (altho still quite killable)

  15. #15
    Member Atritas's Avatar
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    You're talking like it's soooo easy to avoid them. Sure, you can outmanouver them, but you're wasting precious time, a Devastator squad (or better, another turret) is waiting around the corner to knock the idea of attacking the turret from behind out of your head, and you already lost half of your squad because you stood half a second in the turret's not-so-small range.

    I know how they are supposed to be countered, but that just doesn't cut it. If I go interest myself in another part of the map, when I'm back the area (usually around a VP or two, mind you, like the upper portion of the desert 1v1 map) is essentially locked down - turrets covering turrets covering turrets with some Devastators thrown in for good measure. Oh, did I mention the ASM squad?

    The damage especially is ridiculous. Walk into a turret's range with a Hormagaunt squad, I dare you. By the time you notice the turret they're surpressed, half of the squad is down and the turret's briefly reloading for another salvo to kill them for good. You just either lost a squad, or half of it, precious time, and of course the VP that the turret was guarding.

    /rant

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