Heavy Bolter Turret (Imperial Guard)
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Heavy Bolter Turret | |||||||||||||||||
Race | Imperial Guard | ||||||||||||||||
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Version | Dark Crusade v1.2 Soulstorm v1.2 | ||||||||||||||||
Build Info | |||||||||||||||||
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Unit Stats | |||||||||||||||||
Hitpoints | 1000 | ||||||||||||||||
Armour | Building Low | ||||||||||||||||
Sight Radius | 40 (detection 40) | ||||||||||||||||
Weapons | |||||||||||||||||
Ranged | Heavy Bolter Turret | ||||||||||||||||
Melee | None |
Contents |
Heavy Bolter Turret (Imperial Guard)
Imperial Guard Heavy Bolter Turrets can be difficult to use because of their large building footprint. They make up for this by being more powerful than all the other turrets save for an upgraded Gauss Turret. Place them near choke points or forward positions to provide an effective deterrent to the enemy.
Note: The Heavy Bolter Turret builds in 40 s in Dark Crusade.
Tactics
Heavy Bolter Turrets are useful for light defense, and are exceptional when backing up a main force. Normally they tend to be used defensively, but they can be used aggressively due to the fact they do not require a control zone to be built in. Only six Heavy Bolter Turrets can be built for each Stronghold. Heavy Bolter Turrets can detect infiltrated units. Turrets can be upgraded to fire missiles that are effective against vehicles and buildings and can disrupt infantry.
The ideal defensive locations for Heavy Bolter Turrets are in your main base, next to Thermo Plasma Generators, and in choke points. Your base is an obvious location in order to deter raiders and detect infiltrated spotters while your army is elsewhere. Thermo Plasma Generators are often in isolated locations and will act as a magnet for raiders without protection. Choke points are great locations as the enemy will have no choice but to charge through the fire of your turrets. When controlling Critical Locations is a victory condition, consider building turrets as close to them as possible. This prevents the enemy from easily stealing your Critical Locations with infiltrated units or jump troops.
Use of Heavy Bolter Turrets offensively is possible, but there is a narrow window between when turrets become available and when the enemy can field weaponry that will make turrets obsolete offensively. Send builder units to construct turrets near the enemy base and use the turrets as a staging ground for hit and run attacks. If you can kill enough enemy troops, try and construct turrets that can directly attack their base. To counter this tactic try to find and destroy turrets under construction or put too much pressure on the enemy base for them to hide their troops amongst forward turrets. Imperial Guard are more successful at this strategy than other races due to the durability of their Techpriest Engineers. Imperial Guard may also wish to simply delay the the enemy with offensive turret use while they work on getting out of Tier 1.
In tier 1 Heavy Bolter Turrets can seem formidable, but with only 1000 hitpoints and building_low armor they will still fall to concentrated fire. Try to absorb fire with a Commander; your resources will be quickly drained if you have to constantly reinforce your infantry. Once vehicles and more powerful weaponry are available turrets become much less of a threat. Nonetheless, outranging turrets or attacking with units it is bad against (vehicles against bolter turrets, infantry against missile turrets) is still prudent.
While Heavy Bolter Turrets provide good defense against early rushes, building too many can leave you insufficient forces or delay your progress. If you are uncertain whether or not your enemy is going to rush you can build a couple turrets to about 90% completion. If the rush occurs you can finish the turrets in seconds, otherwise you can cancel production to recover your resources.
Add-ons
Missile Turret Add-on
Missile Turret Add-on | Hotkey: U | ||||
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Cost | 50 0 | Build Time | 30 s | ||
Requires | Battle Command | ||||
Effects | Enables the Missile Turret |
Weapons
Heavy Bolter Turret
Heavy Bolter Turret | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Cost | Default Weapon | Range | 30 | Setup Time | 0 s | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Build Time | Default Weapon | Accuracy | 65% | Refire Rate | 0.4 s | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Area of Effect | 0 | Requires | Nothing | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Notes | The Heavy Bolter Turret does 0.05 morale damage in Dark Crusade. |
Weapon Upgrades
Missile Turret
Missile Turret | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Cost | See Missile Turret Add-on | Range | 40 | Setup Time | 0 s | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Build Time | See Missile Turret Add-on | Accuracy | 80% | Refire Rate | 2 s | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Area of Effect | 0 | Requires | Missile Turret Add-on | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Notes | This weapon does knockback (20-50 force). |
The Dawn of War Player's Guide
The Dawn of War Player's Guide - Thought of the day: Knowledge is power, guard it well. | ||||||||
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