Flamethrower Defense — Advanced Wall & Turret Layout

Complete Factorio flamethrower defense guide: wall layout, turret spacing, oil supply, dragon's teeth patterns, and biter-proof designs for early to endgame.

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I spent my first hundred hours in Factorio trying to make pure gun turret walls work. The ammo consumption was brutal. Then I tried laser walls — the power draw was worse. Flamethrower turrets are the answer. They have the highest raw DPS, cost almost nothing to feed, and don't care about biter armor.

TL;DR: Build a wall with flamethrower turrets every 4 tiles, gun turrets every 2 tiles, and a single crude oil pipe behind them. One pumpjack at minimum speed supplies 30+ turrets. Add repair bots and you're set for the entire game.

Why Flamethrower Turrets?

Each turret type has trade-offs:

TurretDPSAmmo costPower drawBiter armor
Gun turret (piercing)MediumHigh (iron/copper)NegligibleResist 20%
Laser turretMediumNoneMassive (2.4 MW each)Full damage
FlamethrowerHighestMinimal (crude oil)Very lowIgnores armor

Flamethrower turrets deal both direct impact damage and fire-on-ground damage over time. Biters keep burning even after running past the flame. This area denial makes them dramatically more efficient than any other turret for the same resource cost.

The Kill Corridor — Wall Layout

Dragon's teeth walls (zigzag patterns) are outdated since the combat overhaul. Modern defense uses a kill corridor:

Kill corridor wall layout with flamethrower and gun turret spacing, ammo belt, and oil pipe

Layer breakdown (from outside in):

  1. Outer wall: 2-thick stone wall. Biters will damage this regardless.
  2. Kill corridor: 3-4 tile gap. Biters funnel through here, getting hit from both sides.
  3. Inner wall: Single-thick stone wall. Protects turrets from spitter acid.
  4. Flamethrower turrets: Every 4 tiles. Primary DPS.
  5. Gun turrets: Between flamethrowers. Cleanup crew for fast biters.
  6. Ammo belt: Express belt of piercing rounds feeding gun turrets.
  7. Oil pipe: Underground pipes for crude oil to flamethrower turrets.
  8. Roboport: Behind the wall for repairs.

Turret Spacing and Pattern

Pattern: F(lame), gap (2 tiles), G(un), gap (2 tiles), repeat.

This gives you:

  • Flame coverage overlapping across the entire wall
  • Gun turrets catching any biter that survives the fire
  • No gaps in the damage field

Oil Supply — More Efficient Than You Think

This is what surprised me most: flamethrower turrets barely use oil.

  • One turret consumes 3 crude oil per shot
  • One shot creates a flame that burns for ~3 seconds
  • At 1 attack wave per minute, each turret needs < 2 oil/s average
  • A minimum-speed pumpjack (~2/s) supplies 30+ flamethrower turrets

Oil logistics:

  1. Run a single pipe line from your refinery or a dedicated pumpjack
  2. Use underground pipes every 2 tiles to keep the path clear
  3. Buffer: 1 storage tank per 20 turrets — provides 3+ minutes of sustained fire
  4. Circuit condition: connect a tank to your refinery. If crude < 500, send a warning
Don't use heavy or light oil for flamethrowers. They work on any oil type, but crude is the cheapest you'll find. Save light oil for solid fuel and cracking.

Ammo Supply — Belt-Fed Gun Turrets

Gun turrets chew through ammo during big attacks. Here's a reliable setup:

  1. Run an express belt of piercing rounds behind the entire wall
  2. Use red inserters from belt into each gun turret
  3. Set a circuit condition: belt runs only when turret ammo < 100 rounds
Ammo production: One assembler making piercing rounds runs fast enough for a full perimeter. Place it near your wall and feed directly onto the ammo belt loop.

Repair and Maintenance

A defensive wall needs ongoing maintenance. Here's the logistics setup:

  • Construction bots in a roboport network (overlapping coverage along the entire wall)
  • Repair packs in a requester chest near each roboport section
  • Spare walls and turrets in logistics storage (bots automatically replace destroyed ones)
  • Power poles inside the wall (large poles to skip gaps)

Build repair stations every 30-40 tiles along the wall. Each station: 1 roboport, 1 storage chest with replacement walls/turrets, 1 requester chest with repair packs.

Artillery and Flamethrower Combo

Late game, artillery triggers attack waves. Flamethrowers handle the cleanup:

  1. Artillery shell lands in biter base
  2. Biters aggro and charge toward the loudest sound (artillery)
  3. They funnel into your kill corridor
  4. Flamethrowers torch the entire wave
  5. Gun turrets finish survivors
  6. Repeat until biter base is gone

Artillery range tip: Overlap your artillery wagon range with neighboring outposts. One artillery train stop per ~4 map chunks creates safe zones.

Use a circuit network around your artillery to detect incoming attacks. Wire a radar to the artillery — when the outpost gets attacked, the circuit flips an alarm. Works better than listening for distant gunfire.

Troubleshooting

ProblemLikely CauseFix
Walls breachedNot enough flamethrowersAdd one every 4 tiles
Oil pipe emptyPipe throughput limitUse underground pipes throughout
Gun turrets out of ammoBelt supply too slowUpgrade to express belt, check assembler
Behemoth breakthroughNeed more damage upgradesResearch physical + fire damage together
Bots not repairingRoboport too farAdd roboports every 30 tiles
Biters path around wallWall not sealedCheck for gaps — water, cliffs, ore patches

Scaling for Megabase

For a full perimeter around a megabase:

  1. Build wall modules in blueprint form (50-tile segments)
  2. Each segment: 2 walls, 6 flamethrowers, 6 gun turrets, 1 roboport
  3. Connect with a crude oil pipe ring around your entire base
  4. Add artillery outposts at chokepoints (bottleneck areas between water/lakes)
  5. Train-deliver replacement walls and ammo from central production

A full perimeter using this design handles 99% of attacks autonomously. The only intervention needed is the occasional behemoth wave after artillery expansion.

Bottom Line

Flamethrower defense is the most resource-efficient way to protect your factory. One oil pipe, one ammo belt, and a well-designed kill corridor handle everything from early-game small biters to late-game behemoths.

Numbers to remember:

  • Flamethrowers every 4 tiles, gun turrets every 2 tiles
  • One minimum-speed pumpjack supplies 30+ turrets
  • Kill corridor: outer wall → 3-4 tile gap → inner wall → turrets
  • Roboports every 30 tiles for full repair coverage

Related: Early Game Defense — setting up your first walls before flamethrowers.

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