Dark Reign Redux

Laser Turret

Side:Freedom Guard
Hit Points:400
Cost:500
Sight Range:8
Ground Weapon:Gat Laser
Anti-Air Weapon:Gat Laser
Range:5
Damage:10
Requirements:Headquarters
Upgrades To:N/A

Plasma Turret

Side:Imperium
Hit Points:400
Cost:500
Sight Range:8
Ground Weapon:Gat Plasma
Anti-Air Weapon:Gat Plasma
Range:5
Damage:10
Requirements:Headquarters
Upgrades To:N/A

The turret provides basic defense for your base, drawing fire and damaging units that try to approach your defenses.

Static Defenses

These turrets are basic stationary defense. While it is not wise to go too heavy on static defenses (it is generally better to build more units instead), strategically-placed turrets can help defend your base and draw away the enemy’s fire.

You generally want attackers to be firing at your turrets rather than more important structures or units. Buildings are more durable than units and turrets are disposable. Also, you can begin repairs to extend the life of the turret even further.

For this reason, it’s frequently a good idea to park your units slightly behind your turrets so that enemies engage the turrets first. Then, once the attackers have committed to attacking your turrets, you can move your units forward to join into the battle.

Although the basic turret is relatively weak, it can hit both ground and air units, thus increasing its value. It is smart to place them on all sides of your base, so that the enemy cannot find an unprotected hole to sneak through.

The Imperium version of the guard turret fires plasma shots instead of lasers. As such, it does slightly better damage to vehicles than the Freedom Guard turret, and slightly worse damage against buildings (not that you should expect to be using turrets against structures much).

When going up against enemy turrets, remember that their fire speed decreases significantly if the enemy team is in low power mode. If your enemy is foolish enough to leave his Power Generators vulnerable, you can try attacking those first, before tackling his turrets.