The current Turret behaviour can't use frames to animate the rotation.
You will have to do the rotation yourself.
Take a look at this .capx:
The bullet angle is a bit off, but we could correct that with a dictionary or some advanced calculations.
(If you want, I can show you how)
(By the way, your initial Animation strip missed a frame between 24 and 25, I replaced that with a duplicate of 24 to correct the calculations. And I also corrected the origin of the bullet sprite, it was a bit off)