Swarming. You need to deal 15 points of damage to them.
Assuming they go for skill 3, you have 77 points to counter them on a point for point basis.
That is, for example 7 Scorpion tanks at skill 4. That is 28 points of damage and 7 enemies to remove vs 1 target. So let's look at the stats:
We assume the turkina hits all the time and a pair of Scorpions fail their attack.
- Turn 1. 7 Scorpions 5 damage, Turkina 1 full tank
- Turn 2. 6 Scorpions 9 (5+4) damage , Turkina 2 full tanks
- Turn 3. 5 Scorpions 12 (5+4+3) structure, Turkina 3 full tanks
- Turn 4. 4 Scorpions 15 (5+4+3+3) structure, Turkina 4 full tanks
Obviously the scorpions want to get as fast as they can to medium range. By turn 4 they can be at SHORT range. That should not be very problematic as they are faster than the Turkina and she might not see the danger to start with. 1 point damage tanks? I hear the clanner laugh... until they start scoring at difficulty 7 (4+1+2).
So, the turkina lasts 3-5 turns and the Scorpions lose 3-5 tanks. Basically the turkina overkills by 6 each turn. In the end there are 2-4 surviving Scorpions and no Turkina. Death by a thousand cuts. it is not pretty but it can be done.
EDIT: the above gets MORE ridiculous if you use Warrior H-7A attack helicopters (AC5 verison). Yes, 7A is more effective in Alpha Strike than the vanilla H-7 (it is the opposite in classic BT, I am told; I never played that). The overkill becomes 8, not 6, but with a TMM 3 on the Warriors, the Turkina MIGHT FAIL to connect more often than the Warriors. And the Warriors deal the same damage as the Scorpions. Also, the warriors start the first turn totally concealed, so they will be first strikers there, asn they can start behind a hill and move to medium range right away (if not short range) to ensure maximum effectiveness of their shots. with a 20"v flight the turkina cannot hide at all. They can even surround the turkina easily and get for rear shots easily. Death by a thousand propeller cuts. Only 6 of them, not 7, but effectiveness is maxed out in this escenario.
With indirect fire it is the same. Just use ferrets for spotters and lots of LRM boats (LRM carriers and the like) behind hills. The turkina removes ferrets all the same, but at 5 points a piece you cn bring a COMPANY of them and have spotters to spare [and carry very cheap (Cargo 1) infantry to drop on top of the Turkina] and pepper it from afar.
I have no personal experience with artillery, but it should work the same.
Cheers,
Xavi