Turtling is a strategy where the player is highly defensive and spends most of the game amassing resources and creating enormous bases. A turtle has defences that cover almost any threat.

Game StartEdit

Most game starts are fairly similar to one another (with some mix of early power generators/mass extractors and factories.) What sets a turtle apart is typically their early focus on resources, building of defences (whether mobile or otherwise) and general lack of early attack. When turtling then, a typical player would often build fewer factories, investing the resources instead in things such as point defences or anti-air turrets. Obviously, not an optimal strategy for the early game, it can occasionally be beneficial against a slightly less aggressive opponent in the early game, as they will give you enough time to shore up your defences to actually repel an attack.


Most players who are turtling will continue to "tech up", upgrading resources as they go with additional power generators and higher level mass extractors. One thing that tends to set a turtle apart from a "normal" player is their lack of want to take an area of the map that they could not easily defend - often leading for them to push for T3 mass extractors earlier than otherwise would be necessary, securing a resource income in their "safe" main base location, as well as other safe locations, often located around/behind their base. Often using artillery to counter mid-range threats, the general tactic in the mid game is usually to advance slowly expanding only where it is safe. While this tactic tends to minimise losses, it also tends to minimise resource income as you restrict yourself access to some of the more dangerous mass points.

Further into the gameEdit

At this stage, most turtles will have amassed a large air force (often of T3 Air Superiority Fighters), constructed multiple defensive lines across choke points (often incorporating shields, point defences, air defence and tactical missile defence). T3 strategic missile defense systems covering the base are of course vital to this strategy, and long range attacks (such as strategic missiles themselves and T3 heavy artillery installations) are often a favourite of the turtle. With such a limited area for resources (limited by its own strategy), it is usually seen as a good idea to both build mass fabricators (supported by power generators) and Support Command Units (often upgraded with the Resource Allocation Upgrade, when available). Of course, considerations such as shielding and the huge explosion damage of both T3 Power generators and T3 Mass fabricators should be taken into account when doing such.

Problems with the turtle strategyEdit

If your enemy constructs mobile artillery and other long-range weaponry, he can pummel your base while staying out of range of point defenses. Then you have to hurry to build a decent counter-force while opponent pounds you, or you have to send your ACU, pulling them away from important construction. This is why you must always have a suitable bunch of units around when you use turtling. In the early game, you are often very susceptible to rushes, as point defenses take both a lot of time and resources in the early game to construct, and with no/little mobile force, it's very difficult to both protect your own engineers and attack the opponent's, allowing them expansion as and when they see fit. With less of an attacking mentality, it may make an enemy bolder, and when you're "sitting in for the long haul", attention must always be paid to the moment - something very hard to balance effectively. While some less strict implementations of the strategy are worth consideration, a very strict approach to it is usually not advised - map control is vital, and it is almost impossible to keep map control without use of mobile units.

Laying DefensesEdit

A good, strong defense will typically consist of multiple layers of shields (organized for redundancy), protecting point defenses, likely anti-air defenses, ideally protected by a stealth field and with the area in front of them covered either by a radar or an omni field, so you can tell when something is approaching the defensive line. This means that a particularly tough defensive line will mix T2/3 shields to good effect, often covering the T2 shield generators with T3 shield generators, and having the T3 shields next to the T2 shields so that when the T3 shield fails, it is still protected by the shield next to it. Tactical Missile Defenses, Strategic Missile Defenses and even Artillery can be added where necessary, as well as Stealth Field Generators (bearing in mind that they only hide radar signatures and units stationed there). Such a defensive line can and often will beat an offensive force mass-for-mass (and may do so repeatedly), but beware that if an enemy can see a way around such a line, they will generally take it. Also note that there is usually a weapon with a longer range than whatever you have in that line, and such weapons can pummel a defensive line with no fear of remorse. While T3 Mobile Artillery will have better range than any defense structure in the game, T2 Artillery Buildings can and will outrange everything else, including most naval units.  T2 Artillery can be a double-edged sword if you place your defensive posts too close together, however, as their splash damage will also damage your own shields.  To prevent this, either space them out of range of one-another, or else play as Aeon, as their T2 Artillery structures do very little splash damage and are pinpoint accurate.  With all of this in mind, try to be smart when placing defenses, try to mix T1/2 PDs, and if you're Cybran, you're probably playing the wrong race. (As their shields are the weakest in the game and their T2 PDs aren't good at taking down late game units, although they are cheap and fast to build with support commanders). </p>

Templates Edit

These allow you to build miles faster as you don't have to muck around giving orders. To set templates select all buildings in an area and click the template button near the building buttons.

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