Siege Tank
From Liquipedia Starcraft 2 Wiki
This article is for the Multiplayer version of this unit, for the Single Player version see: Campaign/Siege Tank.
| Type | Ground Unit | |||||||||||||||
| Description | Heavy tank. Can switch into Siege Mode to provide long range artillery support. | |||||||||||||||
| Cost | ||||||||||||||||
| Attributes | Armored, Mechanical | |||||||||||||||
| Attack |
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| Defense | ||||||||||||||||
| Hotkey | S | |||||||||||||||
| Sight | 11 | |||||||||||||||
| Speed | 2.25 (Mobile) 0.00 (Siege) | |||||||||||||||
| Cargo Space | 4 |
Contents |
[edit] Description
The Siege Tank is a mechanical Terran unit built from a Factory with an attached Tech Lab.
While the Siege Tanks is not as powerful as its Brood War counterpart, its enormous range and splash damage ensure that it remains a bulwark of the Terran army. It can be used for both defense and offense, using its range to effectively control the space around one's own base or around one's opponent's. Both its sieged and unsieged modes do bonus damage against armored units.
In siege mode, Siege Tanks do 35 (+15 against armored) splash damage. This damage has three different levels: units (whether hostile or friendly) within .4687 matrices of the target are dealt full damage, units between .4687 and .7812 matrices of the target receive 50% of full damage, and units between .7812 and 1.25 matrices from the target suffer just 25% of the full damage.
| vs. Light | vs. Armored | ||||
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| Mode | Cooldown | Damage | DPS | Damage | DPS |
| Tank | 1.04 | 15 (+2) | 14.4 (+1.9) | 25 (+3) | 24 (+2.9) |
| Siege | 3 | 35 (+3) | 11.7 (+1) | 50 (+5) | 16.7 (+1.7) |
| 0 (1) | 1 (2) | 2 (3) | 3 (4) | |
| 0 (50) | 4 (196) | 4 (192) | 4 (188) | 4 (184) |
| 1 (55) | 3 (162) | 4 (212) | 4 (208) | 4 (204) |
| 2 (60) | 3 (177) | 3 (174) | 3 (171) | 3 (168) |
| 3 (65) | 3 (192) | 3 (189) | 3 (186) | 3 (183) |
[edit] Upgrades
These upgrades are researched at a Factory's Tech Lab.
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[edit] Abilities
[edit] Competitive Usage
[edit] In General
The Siege Tank's greatest asset is its range of 13. This is 2 matrices greater than the Tank's vision, so maximization of tank effectiveness requires a spotter, such as a Viking or Xel'Naga Tower.
Effective Siege Tank placement makes approaching the Terran army by ground extremely difficult; any assaulting units will take a great deal of damage before being able to return fire.
Obstructing terrain features are key to maximizing the power of Siege Tanks; winding paths, cliffs, or choke points will increase the time that enemy ground forces are taking fire during their approach On the field, Siege Tanks should always be supported by other units to absorb damage that would otherwise destroy the relatively fragile tanks. Tanks should not be used on open ground; it risks them being flanked and destroyed.
Defensively, siege tanks are at their best when used with wall-ins Their range allows well placed tanks to rain down fire on enemy units trying to destroy the wall from well out of enemy range. Structures tend to have very high HP:resource ratios and are quickly repaired by SCVs, which means a few siege tanks behind a good wall can hold out against much larger armies.
[edit] Vs.
Protoss
Siege Tanks can be incorporated into both Bio and Mech play in TvP. Their strongest counter is Immortals, but a few Ghosts or an accompanying force of either Marines or Hellions to take down the Immortal's Hardened Shields allow Siege Tanks to deal full damage. Tank play is also susceptible to Zealots with Charge in the open field, as these units will quickly close with the Tank line due to their high speed. The Zealot's large hit point count, and Light characteristic make them especially effective against the tank. Blink Stalkers and Phoenixes are also soft counters to Siege Tank. Stalkers can blink to the Tank in Siege Mode to avoid tank's fire, while Phoenixes can lift the Tank with their Graviton Beam. It is also worth mentioning that a the Tank's Splash Damage is effective against Protoss balls, because both the Colossi as well as any units beneath or in close vicinity to it will take splash damage.
[edit] Vs.
Terran
Siege Tanks remain a prominent unit in TvT, and are vital in any midgame army. They are especially crucial at containment, holding ground, and general map control. They are often used with flying units such as Vikings to ensure all 13 range can be used.
[edit] Vs.
Zerg
Siege Tanks are commonly used against Zerg as they do massive damage to all Zerg ground units. Usually, tanks are used with Marines to ensure a good buffer between them and Zerglings. This is a symbiotic relationship; tanks do massive damage from a long range against the Banelings and Infestors that Marines fear. Tanks should never be left alone in TvZ; without a buffer to soak up damage, Zerglings can easily and quickly close on them or Mutalisks can destroy them for free.
[edit] Gallery
[edit] Quotes
| Quotes | |||||
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| Built | Selected | Annoyed | Move | Attack | Under Attack |
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Siege Tank's quotes (video and sound) - Youtube video.
[edit] Patch Changes
| Patch 8 (version 0.10.0.14803) |
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| Patch 11 (version 0.13.0.15250) |
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| Patch 15 (version 0.17.0.15623) |
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| Patch 1.1.0 |
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[edit] References
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