Siege Tank  

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This article is for the Multiplayer version of this unit, for the Single Player version see: Campaign/Siege Tank.

TerranIcon.pngSiege Tank
Siege Tank.png
TypeGround Unit
DescriptionHeavy tank. Can switch into Siege Mode to provide long range artillery support.
CostMinerals.gif 150 Vespene-terran.gif 125 Buildtime terran.gif 45 Supply-terran.gif 3
AttributesArmored, Mechanical
Attack
Ground Attack:   15 (+2) (Mobile)
35 (+3) (Siege) (Splash)
Ground DPS:   14.4(+1.9) (Mobile)
11.7(+1) (Siege)
Bonus:   +10 (+1) vs Armored (Mobile)
+15 (+2) vs Armored (Siege)
Range:   7 (Mobile)
13 (Siege)
Cooldown:   1.04 (Mobile)
3.00 (Siege)
DefenseIcon Hitpoints.png 160 Icon Armor.png 1 (+1)
HotkeyS
Sight11
Speed2.25 (Mobile)
0.00 (Siege)
Cargo Space4

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.

Single-Target Damage of a Siege Tank
vs. Light vs. Armored
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)


Upgrades in Sieged Tank vs Sieged Tank
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.

Siege mode.gif
Minerals.gif 100     Vespene-terran.gif 100     Buildtime terran.gif 80 Hotkey: S
Researched from: Tech Lab
Every Siege Tank gains the Siege Mode ability.

[edit] Abilities

Siege mode.gif
Hotkey: E
Transforms the Siege Tank into Siege Mode where it gains splash damage, greatly increased range and damage at the cost of losing all mobility and a slower firing rate.
Tank mode.gif
Hotkey: D
Transforms the Siege Tank back into Tank Mode, where it gains the ability to move and fire at faster rate.


[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.ProtossIcon.png 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.TerranIcon.png 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.ZergIcon.png 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

Siege Tank.gif

[edit] Quotes

Siege Tank's quotes (video and sound) - Youtube video.

[edit] Patch Changes

[edit] References



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