Helldivers 2 // Tachanka Turret Build - Terminid Solo Helldive - All Clear, No Deaths, w/ Commentary

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Published on ● Video Link: https://www.youtube.com/watch?v=Oyn-_Q-63Ys



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Solo Helldive, Max Difficulty Lvl 9, all objectives (Main + Optional) completed, all outposts destroyed, no deaths.
Modifiers: Tremors
Planet: Fori Prime
Patch version: 1.000203

Taking a break from the Automaton front for this one to test out my Tachanka build against some Terminids - while this started out as a meme / theme build, it ended up being a really fun and effective way to take on the bugs. This build involves a slightly different playstyle - while usually I alpha-strike objectives then follow it in with an assault, this build is all about setting up with the HMG emplacement and Autocannon Turret outside an objective, kicking the hornet's nest and killing everything that comes out, then pushing in when the spawns die down.

Click here for the version without commentary: https://youtu.be/MvGy_JtT9rs

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Build:

This build is centred on the HMG Emplacement - while Tachanka's OG deployable turret in R6 Siege was cool but impractical, the HMG Emplacement is anything but - with the armour penetration to take out any bug smaller than a Charger, the firerate and damage to tear through entire hordes, and a decent cooldown, this stratagem is highly underrated as a way to take on bug breaches head on. While it excels at defence objectives like Geological Survey missions, it can also be used to clear out an objective or nest before you move in. It also puts in the work vs Shrieker Nests, able to take them out whether you're out of range or in the thick of it with fliers overhead.

Its weakness? Heavily armoured enemies like Bile Titans and Chargers, which is where the Autocannon Turret comes in. If you can keep the light and medium enemies off it with the HMG, it will keep those heavier targets off your back - just make sure to stun Chargers before they can charge you down.

Using Stun nades previously meant sacrificing a Stratagem slot to take care of Bug Holes, but with the addition of the Eruptor and the Grenade Pistol, we've got that covered. I've gone with the Grenade Pistol for this run, acting like a single-shot grenade launcher for taking out bug holes from a decent distance, and keeping the Breaker for some up close burst damage. Alternatively, you can switch roles and pair the Eruptor with the Redeemer instead, which gives you a slightly better option for Charger kills (4 shots to the buttocks).

While we're on the move or when the turrets are down, I'll be relying on the Stalwart to keep the hordes off my back. What this lacks in Anti-Tank ability, it makes up for in exceptional crowd clear, with a great firerate, huge magazine, and the ability to reload on the go that gives it the edge over the slightly more armour-penetrating MG against bugs.

500kg rounds out the stratagems as my dedicated anti-Titan counter, though I might also use it against Chargers in emergencies.

For armour, we’re going with the Fortified Commando heavy armour with its extra padding bonus that takes our armour all the way up to 200, making us very tanky – this means we don’t immediately have to bail when enemies reach the HMG emplacement, as we can simply pop a stim and keep firing away. While you do pay for that survivability in your speed and stamina, I'm taking the Stamina Booster which helps a little with the latter.

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00:00 Intro
00:15 Insertion, Radar, Uplink 1, Nest 1 / KILL EM ALLLLLLL!!!
10:25 Shrieker Nest 1, Nest 2, Shrieker Nest 2, Uplink 2 / AHHHHHH HA
21:30 Nest 3, Broadcast Tower, SEAF Artillery, Nest 4 / GET SOOOOOOME!
31:20 Evacuation / Have a taste of Democracy!
38:30 Extraction / Victory was never in doubt
42:55 Mission Stats




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Helldive
Max Difficulty
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all clear
solo
all objectives
all outposts
no deaths
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terminid
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redeemer
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