I’m now thinking of how important it’s going to be, for a while, to take the Kunai sniper in ISS or WB. They are ideal for getting rid of turrets. Most turrets are going to start in deployment with shorti-ish range weapons, with BS10. With surprise they will put many of them into -12. Also good are mim -3 long range shooters. Lunah, Daoying, Hundun, Hac Tao. There’s even a use for Guilang sniper but still I have better things for a Guilang to do.
Any camo marker or cybermask hacker can just walk right past them, they can't Discover. Getting rid of them is part of why I'm liking the Daoying Sniper LT in IA.
I think its apply for any army, since any mimetism+covert+bad range, will do the trick, since that will make a -12, turrets will automatically fail. That if you want to F2F. Remember deactivator can be used against deployable weapons in Control Zone, without the need of LdT.
Another thing to use against them is Crazy Koalas. I don’t know about Madtraps. Turrets have no PH at all. It can’t dodge but also it can’t make a PH -6 roll either. I think this needs to be asked. Unfortunately the only CK’s we have is on the Hulang.
Well I guess it won't work since the Turret is not a trooper. It's a Deployable Weapon and Boost does not activate to those. I would guess that means it can even be deployed right next to an enemy mine it it won't set it off.
If an Armed Turret doesn’t count as a trooper then why does it have Total Reaction? That only works for troopers.