StarCraft/Terran strategies

Siege Tank
Once you research Siege Tech, the Siege Tank has two roles: as some seriously heavy support (but slow firing) in its mobile form, and as a serious artillery piece in Siege mode. In Tank mode, they do a base 30 Explosive damage (upgrade to 30+9 = 39): in Siege mode, they do a base 70 (upgradeable to 70+15 = 85). In Siege mode, they gain not only this more than double damage, but a collossal range boost, making them a good static defense as well as support artillery for a mobile army. However, they cannot attack air units, and deal Explosive damage - which means that Small units only take 50% and Medium units only take 75%. Despite this, however, they are effective "mob killers", and in groups can slaughter whole armies of lesser ground units, particularly Zerglings, Hydralisks, and Terran infantry.

However, while Siege tanks do very good damage, three points should be noted: there are many strategies for neutralizing them - Dark Swarm, Disruption Web and Lockdown for starters; they fire slowly, doing splash damage to even friendly units, and they cannot attack air targets. If you rely on large numbers of tanks for defense only, you can easily blow up more of your own tanks than the enemy, and even a small amount of air units can take down the defenseless tanks.


 * Built at: Factory
 * Prerequisite: Attached Machine Shop


 * Cost: 150/100
 * Damage: 30E
 * HP: 150
 * Supply: 2
 * Range: 6
 * Build: 50

Siege Mode
 * Cost: 150/100
 * Damage: 70ES
 * HP: 150
 * Supply: 2
 * Range: 12 MINIMUM OF 2

The Tank Push
The Terran Tank push is one of the most dreaded strategies in the game. A regular tank push would consist of five or so tanks and marines inching forward and forward. A lot of the time, because of the tank's range, it won't get seen coming. However, this setup is very vulnerable to air counterattack, especially by the mutalisk. The queen's spawn broodling is also a popular counter. However, the tank push can be complemented by goliaths with the air range upgrade, SCVs to repair and construct missile turrets (for detection and seeing backstabbers), science vessels for further detection, a moving Barracks, and wraiths for scouting and further air support.

Protoss Counters

 * Arbiters- Stasis field can disable all the air support or the tanks, leaving the other group totally helpless.
 * Carriers- This will work... but make sure you don't get bombarded by cloaked Wraiths. Also, upgraded Goliath range equals that of the carrier, so this is best as a last resort.
 * Shuttle + Zealots- This is only if the Terran has a high ratio of tanks and not enough goliaths, rush a shuttle and drop directly into the middle of the tanks, if the Terran was stupid enough to lay mines the mines will splash damage triggered by the zealots and kill their own units. Even if the Terran has lots of vultures these dropped zealots if timed will distract the shots of many tanks/vultures since they are within range of all units and give your main force a chance to get close with minimal damage.

Terran Counters

 * Siege Tanks- Smoke your enemy before they get close, a siege tank's sight is less than its range so use this to siege right outside their sight, then scan and they will get the first shot in. Easily countered by floating e-bays for extended sight range, but can be deployed by either side.

Zerg Counters

 * Use queens spawn broodling. The queen's spawn brooding has a range of 9, more than the goliath's (8). You have two choices-

A) Aim for the tank in the middle. The other tanks will fire at it, causing huge splash damage to nearby tanks.

B) Target the one on the way side. While only one tank takes splash damage, more tanks will be firing at the broodlings. If the broodlings don't die, all the better!


 * Flank the Tank positions. Typically zerg players will attempt to envelop the oncoming tank and marine formation from 2 or more sides, using hydralisks and zerglings to draw fire while lurkers run in and burrow to slaughter the formation.


 * Guardians, if the Hive has been upgraded.


 * Dark Swarm over the tank positions. This will render the support units (marines, goliaths, etc.) useless, leaving the tanks vulnerable to zerglings and ultralisks. Dark swarm will not prevent the tank's splash damage while it is in seige mode.

Vulture
The Vulture is the base Factory unit, and like a Marine costs only Minerals, which is good for soaking up excess minerals that tend to build up in late game. Vultures with Ion Thrusters make truly incredible scouts, being the fastest units in the game, and if you're good, hit and run units - they even outrun Leg Enhanced zealots. Vultures do a base 20 Concussion damage against Ground units only, at 100% to Small, 50% to Medium and 25% to Large units. The vulture has the spider mine ability. Once researched, each vulture has 3 non-regenerating mines. Each mine burrows into the ground, and attacks incoming units that don't hover or fly. It deals 125 splash to ALL units (including your own). If mines are too closely packed however, all will attack the target, wasting many mines. Spider Mines are also useful for keeping an eye on things when used singly; as long as it is alive, you will see the immediate area around it, making it a good warning device and augmenting defense for attacks against your base.


 * Built at: Factory

Stats


 * Cost: 75/0
 * Damage: 20C
 * HP: 75
 * Supply: 2
 * Range: 5
 * Build: 28