This is something I've wanted to try for a long time, but never put enough effort into trapping the crabs. Then I accidentally caught a bunch of them in my volcano drain. The initial results are impressive and !!FUN!! So I thought I would share a few thoughts on design, in case others want to try it or have designs of their own that are working well. This was my first go so I'm definitely not any kind of an expert at it.
So here's what I've learned so far...
1) If you're going to make a serious dent in a big siege you're going to need more than one or two crabs. You probably want to think in terms of batteries instead of individual turrets. In the pic above, I've got 5 crabs going. Three in the center and two on the right. I'll be putting in another battery of 3 crabs, or possibly more, soon.
2) In light of 1 you're going to need a good supply of crabs. The good news is they multiply only slightly slower than rabbits. So if you can catch a mating pair you probably want to devise some sort of breeding room where they can multiply and then be trapped. They are untameable and unbutcherable, without modding, so plan accordingly. A good supply is also important because you're likely to lose crabs occasionally to enemy archers. I lost one in the siege above. It's probably possible to design more archer-safe turrets than I've got too.
3) Burning enemies make a lot of smoke and smoke can block pathing, so you probably want to have a good open field and approach to your fort. A narrow chute or hallway would quickly become blocked with smoke causing FPS issues and stopping the advance of the siegers.
4) My turrets are similar to what you might create for a GCS silk farm. I pit the crabs in from the top through locked hatches. I build a ramp when I need to pit them and then disassemble it to make it a little harder for building destroyers to climb on top and wreck them. With a good supply of crabs I'd rather repair than build building-destroyer-safe turrets, but that could be done too. I didn't build release bridges/hatches to drop them out of their turrets for repair etc. but that would be a smart idea.
5) Bridges or another way to close off your turrets are important, because they will fire on anyone passing by, be they migrant, mercenary or bard.
6) One +/- about these turrets is that they burn up the enemies and their clothes leaving no corpses. This is nice if you don't like doing big clean-ups but might be a disadvantage if you're depending on invaders to augment your clothes. Also burning enemies bleed like crazy, often leaving long trails of blood until they succumb to their burns. Some players will see as a nice perk, others will pray for rain to wash all the mess away.
7) Lastly, mc turrets aren't going to completely destroy any sieges, some enemies will always get through, so you'll need a backstop of some sort to finish off the survivors.
I'd love to see others' designs.