Siege Tank (Legacy of the Void)
This article covers the current multiplayer version of this unit. For other versions see Siege Tank (Heart of the Swarm), Siege Tank (Wings of Liberty) and Siege Tank (Wings of Liberty Campaign).
[e][h] Siege Tank

Unit Information
Description: Ground Unit
Built From:Factory with Tech Lab
Cost: 150 125 32 3
Attributes:Armored, Mechanical
Attack 1 (Tank mode):
Targets: Ground
Damage: 15 (+2)
DPS: 20.27 (+2.7)
Cooldown: 0.74
Bonus: +10 (+1) vs Armored
Bonus DPS: +13.51 (+1.35) vs Armored
Range: 7
Attack 2 (Siege mode):
Targets: Ground
Damage: 40 (+4)
DPS: 18.69 (+1.87)
Cooldown: 2.14
Bonus: +30 (+1) vs Armored
Bonus DPS: +14.02 (+0.47) vs Armored
Range: 13
Defence: 175 1 (+1)
Hotkey:S
Sight:11
Speed:3.15 (Tank mode)
0.0 (Siege mode)
Cargo Size:4
Strong against:
Marine
Roach
Stalker
Weak against:
Banshee
Mutalisk
Immortal

Description[edit]
The long-ranged Siege Tank is a Mechanical unit built from a Factory with an attached Tech Lab and high damage versus Armored like Roaches and Stalkers. Against smaller units, the Siege Tank can switch to the stationary Siege Mode to deal splash damage from longer range.

In siege mode, Siege Tanks do 40 (+30 against armored) splash damage. This damage decreases in a radius around the epicenter: units (whether hostile or friendly) within .4687 matrices of the target take full damage, units between .4687 and .7812 matrices of the target take 50% damage, and units between .7812 and 1.25 matrices from the target take 25% damage.

Single-Target Damage of a Siege Tank
vs. Light vs. Armored
Mode Cooldown Damage DPS Damage DPS
Tank 0.74 15 (+2) 20.3 (+2.7) 25 (+3) 33.8 (+4.1)
Siege 2.14 40 (+4) 18.7 (+1.87) 70 (+5) 32.7 (+2.34)
Abilities[edit]
Siege Mode
Duration: 2.89-3.24 sHotkey: E
Deploys into Siege Mode. In this mode, Siege Tanks have very long range and inflict area damage. Siege Tanks in this mode cannot move or attack targets at close range.
Tank Mode
Duration: 2.53-2.89 sHotkey: D
Reverts to Tank Mode. In this mode, Siege Tanks can move, but they do less damage.
Competitive Usage[edit]
In General[edit]
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, Reaper or Xel’Naga Tower (or sacrificing Orbital Command energy for a Scanner Sweep). Placing Siege Tanks behind cliff ledges or a Wall-Off will obstruct an opponent’s ground army from bum rushing into the Tanks more effectively. Also, to note floating Terran units act as both spots and a mobile Wall-Off that has been commonly used.
Against high health units like the Colossus and Ultralisks the Liberator can be produced from a Reactor and has higher single target damage, making it easier to produce (Usually) 2 Starports late game; rather than the amount of Factories needed for the ground only Siege Tank. Making the Tank more of a early to mid game defence unit before mass Medivacs are produced. Against Zerg is when producing smaller units consistently, it seems Widow Mines and Liberators are produced in tandem (a Reactor-heavy match-up to begin with).
Vs. Protoss[edit]
Gives strong defence and at 3 or more Siege Tanks can give a timing attack before Stimpack, this is especially strong against the Photon Overcharge of Pylons that Protoss rely on for early game defence.
Vs. Terran[edit]
Siege Tanks remain the standard Vespene Gas dump unit for countering mass Marine armies, unless one Terran massed Hellions, from both sides.
Vs. Zerg[edit]
Against Roaches and Ravagers, this unit shuts down Armored units once a suitable number has been reached.
If a Roach Warren is finished, it is recommended to already have Cyclone, Banshee or Tank production ready before starting Medivacs.
The limitation of Vespene Gas on two bases only constant Engineering Bay and Medivacs or Siege Tanks can be produced on this economy.