Flame Turret Creeping with an Artillery Train

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drachma
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Flame Turret Creeping with an Artillery Train

Post by drachma »

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Came up with a nice little defensive structure that fits between the tracks for when I am pushing into new territory. A train with 1 fluid wagon and 3 artillery wagons will fit 300 shots. It is enough ammunition to clear over half of the biter bases in the entire manual firing radius.

What I do is I lay tracks down as far as I can go without running into a nest. Then drive the train down, come to a stop, and drop the blueprint around it. Make sure there is a power pole nearby. Hop out and ctrl+click to load the gun turrets with ammo, and make sure you line your train up with the pump so that it engages. You have to be a bit quick because the wagons start firing the second the train stops moving. There is enough space to run up and down along the train and reload or let bots repair/replace. I take about 1/4 inventory of piercing ammo, a few stacks of bots and repair packs, and enough supplies to build the defensive structure + extras to replace anything the biters get. The fluid wagon has WAY more than enough oil for all 300 shots of the artillery, and the flame turrets really help to conserve piercing ammo - even the amount I bring seems to be overkill.

Deconstruction planner for the defensive structure makes this a quick cleanup for a mobile setup.

This is my latest technique for pushing my train far out to the rich mineral deposits, as I have only just recently picked factorio back up for 0.16. It's a good lot of fun so far!

What is everyone else doing?

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Dry Hairy Tree
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Re: Flame Turret Creeping with an Artillery Train

Post by Dry Hairy Tree »

Nice, albeit, a little hectic. But artillery and biter rushes are not typically calm...

I 'carve' a rail pathway into enemy territory using manual artillery targeting from my base. I try move out to find a spot that's reasonably defensible (cliffs, water) to disperse the incoming aliens a bit. This is typically toward the edge of my already installed artillery range. Once I have a spot I lay out walls gates etc so the refilling train can get in and out, but the artillery is well protected. The artillery I use are fixed, and refueled by a train. Each expansion thus secures a large circle of territory and the fixed artillery keeps it secure.

The more radar you got, the easier it is for artillery to keep the landscape clear.

I do like the trains for artillery, but a moving train is not securing my land quadrant by quadrant, while the fixed artillery is.

adam_bise
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Re: Flame Turret Creeping with an Artillery Train

Post by adam_bise »

Probably slower than using a train, but I generally creep with a crude pipeline because my perimeter has crude turrets and also feeds my refinery tanks. In either case, the flamethrower is the best at defending artillery retaliations.
ft-path.png
ft-path.png (1.99 MiB) Viewed 3180 times
The 1st section is a tile-able bp and when I'm ready to use artilleries I add in them in along with the 2nd piece to cap the end. After the artilleries stop I decon the 2nd part and keep going.

The bullet belt also has shells on it. I run my ore belts back inside the inner path. When I'm done with the whole thing I decon and reverse the belt direction back into my main ammo loop.

I use roboports between the inserters in every 3rd tile and radars between gun turrets where needed.




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