Zero-K
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Anti-Turtle Tactics
By Hydris
What to do against a player that has heavily fortified either their base or a hotly contested area, i.e a particular reoccuring playstyle.
   
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Intro
Just like units, static defenses have their weaknesses and strengths, if you
find someone turtling, it's essentially a race against the clock to beat them
before they plug all the holes in their defenses and build a superweapons.

Turtles are at least limited by their economy and build times, so the race
itself can be slow.

The higher percentage of the map being held, the harder this becomes.
Scouting
You need to oversee what the opponent is doing to get a clear picture of what to
do against his defenses.

Good Scouts
Owl (Airplane), fast and effective until anti-air defenses.

A Cloakbot, these guys are cheap and can sneak by the front line.
The best choice is probably the Scythe for the run speed, offensive
capability, and lowest decloak radius.

Widow (Spider), cloaked spider unit, the real perk to this one is that
it can stun things for 30 seconds. For what it does, 280 Metal is not a
bad deal.

Athena (Strider), turn on her cloak. She's a low-flyer so be careful
with the detection ranges. She can also build units behind enemy front
lines.

Things That Can Help You Because You Scouted
Missile Silo, you obviously need to know where to hit.

Big Bertha, you can now hit useful targets. For the damage it does, it's
still cost inefficient.
Cloaked Raids
This is useful throughout the turtle match as long as there is a route for
cloaked units to travel. These become the last options once anti-artillery has
been built and require a fair amount of player attention and micromanagement.

Military Units
Scythe
Sturdy against light turrets and deals decent damage.

Phantom
Can attack and remain cloaked, has high burst damage, but the damage
per second is effectively 80, thus two Aspis's regen over a
Phantom's damage.

Djinn
Djinn is an amphibious bot that creates a teleport bridge from where
the beacon has been placed, to it's current location. For example,
if you placed a beacon at your base, and moved Djinn within enemy
territory, you essentially have a very short infiltration route. The
best practice is to pair Djinn with any form of radar jamming.

Athena (Strider)
She can fly past the enemy defenses while cloaked and spawn other units.

She can also spawn Scythe, Phantom, Iris, and other units. If you
were going to build Striders anyways, building an Athena instead of
a Cloakbot Factory can save you 250 metal. Additionally 850 more
metal if you only wanted Aspis from Shieldbot Factory, Fleas &
Widows from Spider Factory, or Djinn from Amphbot Factory. The big
perk is that you can deploy units from any point of the map where
Athena can safely build (she will decloak in the process).

Scorpion
This guy is expensive and chances are if he's deep in the enemy
base odds are he isn't going to make it out alive. If he's going to
be sent in target things of high value such as factories and
superweapons.

Any Non-Shielded Unit Composition Escorted by an Iris.
The Iris is a radar jammer and area cloaker, this effectively
reduces the range at which turrets can attack unless the enemy has
vision on an area.

Units can't be shielded and cloaked at the same time.
Targets of Interest
These will definitely be built by turtles in order to sustain their defenses.

Factories, Strider Hubs, and Strider Nanoframes
Even if the turtle wasn't building military, the destruction of a factory
denies mobile constructors until the factory is rebuilt.

Energy Pylons, these expand the energy grid so the power generators usually
in the heart of the base can reach the super turrets e.g Desolator,
Lucifer, Cerberus, on the front lines.

High Yield Power Generators such as Fusion and Singularity Reactors
These cause big booms once they're destroyed, often taking the units that
destroyed it with it; unless it was a particularly long ranged attacker like
the Phantom. The main point to destroying these is to weaken turtle
economy and potentially leave super turrets without functioning power.

Any significant anti-air turret e.g Chainsaws and Artemis
The main air units you want are the Owl, Thunderbird, and Likho. Destroying
these turrets will grant more otions to destroy the turtle base. Likho can
survive some fire from the Chainsaws unlike the two aforementioned planes.

Any Anti-Artillery turret e.g Lucifer and Cerberus
These are super turrets that don't go down easily. They require connection
to a 50 energy grid. If you can take these out, you simplify the fight to
making artillery units that require little micromanagement.

Anti-Nuke
Front-line Scenarios
Turtles will often build heavy turrets. Don't fight heavy turrets if you don't have
to, and route around if possible. Your best friend for long ranged turrets are radar
jammers that effectively reduce their range from artillery-matching distances to
barely above skirmisher ranges.

Ordered by progressively limited options.

Early Turtle - Stinger Line
Counters:
Any form of artillery outranges Stingers and can get the job done.
This should be a clear warning of what the opponent is trying to do.

You should definitely build a second factory if you chose Spiders as
it does not have a formal artillery unit.

Shield Stacking
i.e a lot of Aspis regenerating shields and sharing charges between
each other. You will most often see Aspis's in tight groups which may
make your job easier.

Counters:
Tremor (Heavy Tank), deals around 400 DPS over an area; shields will often take
full damage because of their status as a large hitbox (or hit-dome).

For cost comparisons:
Aspis regenerate 50 shield hitpoints per second.

9 Aspises are required to regenerate 450 shield hitpoints per
second, such that damage from a Tremor is regenerated over.

An Aspis costs 535 Metal, nine of which costs 4815.

A single Tremor costs 1500.

Fire, from
Firewalker (Jumpbot), typically the best choice because of it's status as
an artillery unit. If you want to enhance the Firewalker safety
you can get an Iris to guard it, specifically because the bot's
behavior has it changing positions often.

Inferno (Missile Silo).

Note: Phoenixes (Airplane), don't work as well since their
bombs hit the perimeter of the shield rather than the insides.

Thunderbird (Airplane), deals no damage but disables shields.

Scythe, because shields block attacks at the perimeter, but don't
against attacks from within the area.

Lucifers
Lucifer outranges most artillery units so this makes it a bit tough to
handle. For reference, it uses the same weapon as Lance but with 17.6%
increased range. Lucifers also have 75% damage reduction while curled
up making it a little tankier than 6000 HP lets on.

Counters:
Merlin (Strider) will still outrange Lucifers and can cleanly deal
damage.

Thunderbird + Assault Group
Only if there's no anti-air defenses.

Scorpion and/or Ultimatum
These cloaked units can sneak by the front line and deal the
damage to take down the turret.

Cloakbot Infrastructure Raid
Target the Energy Pylons with either the Scythe or Phantom to
disarm the turret.

Cerberus
This is the anti-artillery turret and out-ranges all artillery units.
This shares the mechanic of requiring a 50 energy grid, so similar
tactics apply with Cloakbots and Cloaking units.

Counters:
Merlin is still outranged by Cerberus, but in one on one situations
Merlin is durable enough to run in range, sustain Cerberus
volleys and return fire such that the Cerberus is destroyed.
Merlin only requires one volley in most cases. However, in cases
Cerberus will be supported by other static defenses such as area shields
and Caretakers.

To help Merlin's chances, the following combination can help.

Merlin (Hold or Return Fire) + Iris
Iris is both a Cloaker and a Radar Jammer meaning the Cerberus'
attack range will be limited to enemy vision.
If Cerberus is the forward most building it's range is effectively
reduced from 1850 to 660 elmo.

The concern for this combination is if there's cloaked units
providing vision on the battlefield between your Merlin and
its target.
Turtle Wishlists
Turles often want to build game-enders, luckily most of them are extremely expensive.
The ETA for the big stuff, i.e single things costing 24000+ metal, to appear in
a match is more or less 40 minutes depending on the size of the map and map
control. (To put into perspective, that's 10-20 minutes longer than a normal
1v1).

For things costing over 30,000 Metal, these are nigh unlikely to be encountered
unless the match is (over) an hour long, map is extremely metal dense, or is a
custom match with multipliers applied to income.

Prevent this by scouting the base. The turrets or static offense can be stunned
by Widows or disarmed by Thunderbirds.

Tactical Nukes
These don't offer a big boom like Strategic Nukes, but can be fired at any
range and ignores shields. Tactical Nukes are offered in different entities.

  • Missile Silo

  • Scylla (Strider Boat, requires water)

Anti-Nuke
Costs 3000 Metal to build. Nukes are a typical final solution to end the
match when there are heavy shield stacking and heavily fortified front
lines. This is essentially buying time to build the big stuff.

The Anti-Nuke is only capable of intercepting Strategic Nukes, not Tactical
Nukes.

Trinity (Strategic Nuke)
Costs 8000 Metal to build. Takes 3 minutes and 3240 metal (drains
18 metal per second) to stockpile a warhead.

Detriment (Strider)
Costs 24000 Metal.

He's tough, but not unbeatable. His death however is a lot like a small
version of Trinity's nuke.

Counters:
Scorpion OR Widows + Ultimatums
You want to buy some time with the Scorpion's D-Gun Stun or
Widow stuns. The Ultimatums' Disintegrator Gun will handle the
rest.

Zenith
Costs 30000 Metal.

Disco Rave Party
Costs 32000 Metal. Varying DPS from 400-4500 that can fire across the
map.

Starlight
Costs 40000 Metal
Charts: Artillery Choices
Fetched in-game August 2018
+=============+============+======+======+=====+========+=======+=======+=====+========+ | Factory | Name | Cost | HP | DPS | Damage | Range | Sight | AOE | Reload | +=============+============+======+======+=====+========+=======+=======+=====+========+ | Cloakbot | Sling | 130 | 350 | 25 | 150 | 840 | 660 | - | 6.0s | +-------------+------------+------+------+-----+--------+-------+-------+-----+--------+ | Cloakbot | Phantom | 750 | 560 | 88 | 1500 | 700 | 400 | - | 17.0s | +-------------+------------+------+------+-----+--------+-------+-------+-----+--------+ | Shieldbot | Racketeer | 350 | 780 | - | - | 940 | 325 | - | 10.0s | +-------------+------------+------+------+-----+--------+-------+-------+-----+--------+ | Jumpbot | Firewalker | 900 | 1250 | 70 | 80x10 | 900 | 660 | 64 | 12.0s | +-------------+------------+------+------+-----+--------+-------+-------+-----+--------+ | Amphbot | Lobster | 340 | 840 | - | - | 660 | 500 | 112 | 8.5s | +-------------+------------+------+------+-----+--------+-------+-------+-----+--------+ | Spiderbot | - | - | - | - | - | - | - | - | - | +-------------+------------+------+------+-----+--------+-------+-------+-----+--------+ | Rovers | Badger | 250 | 450 | 39 | 20+200 | 730 | 660 | 48 | 5.5s | +-------------+------------+------+------+-----+--------+-------+-------+-----+--------+ | Hovercraft | Lance | 1000 | 1000 | 150 | 3000 | 1020 | 660 | - | 20s | +-------------+------------+------+------+-----+--------+-------+-------+-----+--------+ | Heavy Tanks | Emissary | 700 | 840 | 86 | 600 | 1180 | 660 | 48 | 7.0s | +-------------+------------+------+------+-----+--------+-------+-------+-----+--------+ | Heavy Tanks | Tremor | 1500 | 2045 | 435 | 145 | 1300 | 660 | 80 | 0.33s | +-------------+------------+------+------+-----+--------+-------+-------+-----+--------+ | Gunship | Nimbus* | 760 | 2800 | 180 | 19.3x4 | 600 | 600 | 20 | 0.43s | +-------------+------------+------+------+-----+--------+-------+-------+-----+--------+ | Airplane | - | - | - | - | - | - | - | - | - | +-------------+------------+------+------+-----+--------+-------+-------+-----+--------+ | Shipyard | Envoy | 850 | 2000 | 120 | 601 | 1200 | 660 | 48 | 5.0s | +-------------+------------+------+------+-----+--------+-------+-------+-----+--------+ | Strider | Merlin | 3500 | 4000 | 280 | 220x40 | 1450 | 660 | 64 | 30.0s | +-------------+------------+------+------+-----+--------+-------+-------+-----+--------+ | Strider | Shogun | 5000 | 8000 | 120 | 501x3 | 1600 | 660 | 48 | 12.5s | +-------------+------------+------+------+-----+--------+-------+-------+-----+--------+

* Nimbus is a Support class unit hotkeyed to Artillery.
Reference Targets
Fetched in-game August 2018

+===========+======+=======+=====+========+=======+=======+=====+========+ | Name | Cost | HP | DPS | Damage | Range | Sight | AOE | Reload | +===========+======+=======+=====+========+=======+=======+=====+========+ | Stinger | 850 | 2475 | 189 | 850 | 620 | 660 | - | 4.5s | +-----------+------+-------+-----+--------+-------+-------+-----+--------+ | Desolator | 1600 | 10000 | 400 | 1201 | 650 | 780 | 96 | 3.0s | +-----------+------+-------+-----+--------+-------+-------+-----+--------+ | Lucifer | 2200 | 6000 | 400 | 4000 | 1200 | 780 | - | 10.0s | +-----------+------+-------+-----+--------+-------+-------+-----+--------+ | Cerberus | 2500 | 3750 | 180 | 601x3 | 1850 | 660 | 96 | 10s | +-----------+------+-------+-----+--------+-------+-------+-----+--------+
Summary
  • All true artillery units outrange the Stinger and Desolator.

  • Only Merlin, Tremor, and Shogun outrange Lucifer.

  • No artillery outranges Cerberus.
17 Comments
fudgeyy.face 2 Nov, 2023 @ 7:50pm 
am i the only person who uses cerberus as a practical defense?
like it kinda works if you have a large radar presence
Lord Borzoi 24 Sep, 2023 @ 4:19pm 
Actually the best way to fight turtlers is to whine to the mods and developers, then they'll nerf any effective defenses to uselessness to appeal to the 10 percent of players who fight like they feel the game should be played.

How many of us are South Korean professional gamers as opposed to friends who gather to whip the AI?
fnoigy 28 Feb, 2023 @ 2:18pm 
Interesting. I turtle hard, but my friends never have any issues with whooping me when I do.

Also: Disco Rave Party, and incindiary warheads all penetrate shields like they're not even there
OfficerP 21 Nov, 2021 @ 7:06am 
as a registered turtle, i now know even more things to make sure arent used against me >:)
also this can be applied to the campaign since most planets are literal fortresses.
Mysterious Tree 21 Aug, 2021 @ 6:46pm 
Just build a detriment and jump onto the defences. You can get one out of the hub at around 20 to 30 min in. I've been punished by this tactic way too many times for it to not be considered embarrassing...
smileyill 12 Jun, 2021 @ 3:50pm 
Tac nukes no longer ignore shields - you need the shockly (emp) missile to disable the shields now.
Peepis 19 May, 2020 @ 8:01pm 
I've watched many turtle matches, there is usually a undefended opening or two somewhere, players often focus too much on the "frontlines". It may take spiders, cloakers, or air transports to get there, but it usually allows you a back entrance to the enemy base to deal a huge blow to their economy or production. Thus the importance of scouting cannot be understated. Also if you pull off a succesful raid be sure to follow up. They probably still have many builders and will rebuild and plug the hole in their defences if given the chance.
crafty 23 Dec, 2019 @ 1:07am 
idk how to play any other way than turtle i get thrashed if i dont play turtle
bcbc2425 14 Dec, 2019 @ 7:37pm 
@speedofdeath your assuming the turtle is worse than you are. there is nothing stoping a aggressive land grab at the start. possibly even allowing the turtle to have more than you (though unlikely*)
ParakeetRiot 22 Nov, 2019 @ 6:59pm 
I must admit I'm a turtle myself, but now I know how to counter myself so thanks