All right boyz, maybe you can help me with a problem I am having. I cannot seem to close out matches, how embarrassing. Handling fights out in the open and at shield generators is pretty easy, but I struggle with knowing when to attack the turrets. When I do go for turrets, I lose my boyz pretty fast, so I think I am bringing the wrong type of dakka. Timing is also an issue, as humies or point-heads that are on their ++heresy redacted++ know to build more boyz at home during the fight, and the turret seems unassailable. My armies are weakened from the killin' and can't stand up for long to even a few shootas and the turret.
So, what typically is needed to take down turrets, and when should I go for them?
Comments
Tacitus
When ya attacking the base turret, it aint just about the dakka, its about the Boom! Throwing yer boys at a turret can close out the game if tha humies or tha pointy headed gits are already in pieces, but if the game has been a long, hard slog, leadin ya boyz into a turret is a huge risk like ya said, unless you got Big Beauty backin ya up wit her kustom shield and her rokit fist, but 'avin her aint always somthin ya can count on.
That's where the Boom! comes in. When the game is gettin late, all that extra requisition should be made inta Tankbustas to deal with the heavily armored late game units all races 'ave. When ya Tankbustas grab some scrap, they can deploy bomb squigs that can run at da turrets and explode on em from a safe distance. After a few bomb squigs, a singe salvo of rokits from ya tankbusta hoard should be enough to finish off dat turret. If ya requasition is hurtin late game, ya can turn to ya Stormboys to blow up da turrets. Once yer Stormboys grab sum scrap, they can aim their Suicide Bomber in a line, instead of an arc. Keep ya Stormboys near ya base structas, and as they heal, throw a Stormboy at that turret whenever ya have the chance, Remember, ya don't haveta kill the turret, just make it weak enough for ya boys ta trample it.
If meks are more ya speed, and you got a ton of energy liein' around, Killa Khans can make short work of any turret easy like. Their Long Range Rokits can take huge chunks out of a turret, sometimes without even havein to leave ya base, depending on tha map. Heck, even afta one salvo a long range rokits, ya just need vision on that turret for ya kans to turn it inta scrap when they unload all 6 of their rokits.
When ya doin all this explodin one a' two things gonna happen. Either ya enemy base races ya or they gotta stop being coward and fight ya, They aint gonna just sit back an' let ya destroy their stuff fer free, be prepared.
kickinleg
Ork has by far the best and most diverse poking against turrets: So take them out from range:
1) Tankbusta: Use Squigs - place the squig right next to a building, if theres no unit around, they will explode on the spot and AoE DMG the turret. They won't recgnize buildings as targets though, so you can't equip the burrowing squig doctrine, since they will jsut burrow right next to the building.
2) Tankbusta rocket barrage. Self-explanatory. The dmg isn't too high, but combined with the squigs, TB's are great for poking at turrets.
3) Kill Kans long range rokkit: One of the best doctrines, but it comes into play a bit later than for example TB's.
4) Gorkonaut: His power fist (with scrap he gets 3 squigs on top of that) deals insane dmg to turrets.
7) Big Trakks: Use the fire at target location (I think it's "F").
5) Trukks with stormboyz doctrine: They deal true dmg, so it's pretty decent on structures. I think you have to quickly get in range of the turret though, which can be a problem considering AI of vehicles in relic games. ^^
6) Weirdboy "E": Not the best dmg, but sth. you can safely add on top of everything else.
I think this is probably the best way for orks. If you want to go for a brute-force approach, you'll probably need rocks (I've seen very good orks go for pretty early 5 waagh towers after nobs and 2nd elite and then use the next 5-8 elite points just on spamming rocks and going into the base to heavily dmg not only turrets, but also other structures and units in the base. You also want some at least armor piercing dmg (deff dread, tankbustas), better yet, true dmg (killa kans, mega nobz).
General advice is also to pre spread your units before engaging into turret-range and sending in 1 squad and pull it back to trigger the big beam and then going in after it has been fired. The barrier of mega nobz also blocks the shots besides the big beam, which is useful as well to take down turrets in a more brute force approach.
FunkTheMonk
Da deffdread r rit killy. Bit of scrap and dey mess da turretz up good!