Wrong forum. If this is a question for HL1 games/mods, post in the HL1 engine forum, else, the Source forum.
My guess is HL1.
There's not need to make a new thread in any of those forums at this point, as a moderator can move this thread.
Ok, so the turret is the func_tank. Place in an invisible brush over the turret so that the turret is actually inside the brush, and turn into a func_breakable. Set its properties such as name and amount of damage. Also specify a name in the Target on Break property, something like mm_ftank_destroyed.
Now place a multimanager, and name it mm_ftank_destroyed.
Also place a trigger_relay and name it rl_kill_turret. Set the kill property to the name of the turret.
In the multimanager, add a new keyvalue:
Key: rl_kill_turret
Value: 0
If you don't know how to use multimanager, check out tutorials and/or Entity Guides.
Now add another trigger_relay and name it rl_kill_fbreakable. Set the kill property to the name of the invisible func_breakable.
In the multimanager add another keyvalue:
Key: rl_kill_fbreakable
Value: 0
Thats it. Now here's what will happen:
When you fire at the turret, you're actually hitting the func_breakable. When the func_breakable breaks, it immediately triggers the multimanager, which triggers the two trigger_relays. One will kill (remove) the turret, and the other one will kill the invisible func_breakable.
You can add more keyvalues to the multimanager if you wan't to have fire (env_sprite), sound (ambient_generic) and perhaps a shake (env_shake) to make it more realistic.