Units

Siege Tank

The Crucio is the Dominion’s replacement for the popular but aging Arclite Siege Tank. Originally designed to be a defensive security cannon, the Arclite utilized a two-stage configuration: a mobile Tank Mode and a static, long-range Siege Mode. The inherent flexibility of this model was a great success. The new Crucio has been designed for increased survivability, with an enlarged, reinforced turret and hull. The turret layout also features an upgraded Tank-Mode armament package, allowing the Crucio to defend itself more successfully in open battlefields. The Crucio is costlier than its predecessor, but its increased versatility justifies the additional expense.
Heart of the Swarm Wings of Liberty
Unit Statistics

3D Model

Basic information

Race: Terran
Life: 160
Armor: 1 (1)
Movement: Normal
Cargo Size: 4
Attributes: Armored - Mechanical

Production

Producer: Factory
Hotkey: S
Requires: Tech Lab
Cost: 150 125
Supply: 3
Build time: 45

Combat

Upgrades:
Weapon:
Ability:
Upgrades:
Weapon:
Ability:

3D Model

Basic information

Race: Terran
Life: 160
Armor: 1 (4)
Movement: Normal
Cargo Size: 4
Attributes: Armored - Mechanical

Production

Producer: Factory
Hotkey: S
Requires: Tech Lab
Cost: 150 125
Supply: 3
Build time: 45

Combat

Upgrades:
Weapon:
Ability:
Upgrades:
Weapon:
Ability:

Driver’s Handbook

  • Armored unit that can attack ground targets.
  • Its mobile cannon is most effective against other armored units and structures.
  • Provides devastating artillery strikes from long range when deployed in Siege Mode, but it cannot move.
  • Excellent for base defense, especially if deployed behind a choke point or in elevated positions.
  • Placement is crucial to use them effectively.
  • Needs a spotter to achieve maximum firing range.

Countermeasures

VS Terran
  • Launch Banshees to neutralize them.
  • Build a few Ravens and deploy Auto-Turrets close to the enemy.
  • Use Medivacs to drop Marauders and Thors right on top of them. Avoid frontal land assaults.
VS Zerg
  • Spawn Mutalisks and use them to eliminate the Siege Tank threat.
  • Research Tunneling Claws to move your Roaches undetected towards the tanks. Once you are right under them, send Zerglings in to draw their fire and then strike.
VS Protoss
  • Create a few Immortals; their Hardened Shields reduce the damage of each Shock Cannon blast to 10.
  • Construct Phoenixes and cast Graviton Beam on the tanks.
  • Train a large force of Zealots and research charge. Be sure to attack from different directions, and to click on the tanks instead of using the attack-move command.
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Comments (394)

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BudderQT #691
BudderQT
5/16/2013
fuc k they took away my armour upgrades
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RainbowDash #111
RainbowDash
4/25/2013
This unit sucks, it can hardly hold off two zealots
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Warhawk #776
Warhawk
5/7/2013
@RainbowDash: no they r god when u put them on high ground and u need marines or some other ground unit 2 protect them otherwise when the enemy is close the siege tanks aoe [area of affect] will damage itself
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Verona #106
Verona
4/18/2013
How to counter Siege Tanks as Protoss: A-move with any army unit
How to counter Siege Tanks as Zerg: Pray they suck (and don't have detectors and repeatedly fall for the burrow-roach trick)
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HolyDevil #701
HolyDevil
4/20/2013
@Verona: Vipers are good against Terran. You can cast a cloud to get units in close or use abduct to pull a siege tank into your army.
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Daikataro #160
Daikataro
4/26/2013
@Verona: Actually siege tanks are a serious threat to any protoss ground unit but immortals, and can tear down a small army of colossi if not dealt with first. Your best bet against them with protoss is to send in your forces while phoenixes lift the tanks so they can't fire. For zerg you can use vipers, snipe them with brood lords (even get collaterals on their marines when the broodlings are hit by the crucio cannon), even do a hit-and-run with mutas given their dazzling speed. And of course, losing 5 zerlings per shot means nothing when you have 120 of them.
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Dreighen #136
Dreighen
3/16/2013
New to sc2, not to the original...man this is gonna take some time to learn all over again.
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dukenukem #210
dukenukem
3/13/2013
"WHAT IS YOUR MAJOR MALFUNCTION!?!?"
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spacecraft #602
spacecraft
3/3/2013
I think this tank is too weak compare to its price( use micro 3.0 arcade to test )this tank sucks two zealots can !@#$ it
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JediMaster #258
JediMaster
3/16/2013
@spacecraft: When testing the effectiveness of an unit, especially when using modes such as the micro 3.0 arcade, you have to keep in mind that you're not really simulating an actual scenario of a 1v1 (or if you are, the players happen to be bad ones). It is true that in a straight up fight zealots will easily clean up tanks, even more so with charge. However, one has to keep in mind that in a normal PvT, the Terran players most likely has marines/marauders or another unit to provide additional support and to act as a meatshield to prevent attacks against the tanks like the aforementioned zealots.
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SlayerOfZerg #402
SlayerOfZerg
2/24/2013
See now what i am thinking about a tank anti air system is that the tanks simply shoot their siege gun up in the air at air units. That would be fun to watch...
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Tjultima #936
Tjultima
1/21/2013
@MappyTinfoil I seriously think some of your ideas arent right. Mutas op they can counter tanks
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leif #687
leif
12/11/2012
no cuz terran player would mostly use tanks
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leif #687
leif
12/11/2012
this unit is op
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Draxacon #465
Draxacon
2/1/2013
@leif: the funny thing about that is every body says all the new units and upgrades are op 1, this game will have thousands of patches to even things out 2, if all the new units are op then then they all will counter them plus you dont get most the good units till late game and if the other new units for starcraft 2 beta where said to be op then they may just all seem to be op but they all counter really well starcraft is a really op game so there you have it
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Sargon #360
Sargon
11/9/2012
Who else thinks that the Siege Tank should also have modest anti-air rockets that while not overturning the balance against air units, still gives them a slight edge?
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MappyTinfoil #727
MappyTinfoil
11/28/2012
@Sargon: I highly recommend you build more then 1 unit. In fact you should have more then 3 units in your army composition.
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JediMaster #258
JediMaster
3/16/2013
@Sargon: I'll have to disagree with you on that one. The reason that the siege tank can't target air units is because it's unmatched in range and the splash damage that it deals. As of right now, it is pretty cost effective to attack unguarded tanks with a couple of mutas, phoenix, or banshees. Even if tanks received "modest" anti-air, it would still be enough to thwart cost effective ways of destroying them, especially if you have a large number of tanks.
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Talboturbo #546
Talboturbo
3/18/2013
@JediMaster: Unmatched, huh? Try the Tempest on for size. 15 RANGE! 2 MORE THAN THE TANK!
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MasterChief #1427
MasterChief
9/8/2012
15 fully upgraded siege tanks and about 20 marines and Marauders W/stimpack against 30 Fully upgraded roaches, and 30 Fully upgraded hydralisks= Ownege!

And then of course the other enemy came in with about 40 void rays :( EPIC FAIL! :(
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MappyTinfoil #727
MappyTinfoil
10/20/2012
@MasterChief: roach hydra = epic fail
mass voidrays = epic fail
2 vs 1 = epic fail
:( epic fail :(
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HICCUP #499
HICCUP
11/23/2012
@MappyTinfoil: lol i agree 100%
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fiercetiger #400
fiercetiger
9/2/2012
i think that the siege tanks have more power over void rays when batting protoss they can have a slight disavntage
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Thunderwing #487
Thunderwing
9/27/2012
@fiercetiger: *facepalm* Dude. Void Rays can't even be touched by Siege Tanks. Sure, if you have some anti-air, and the ray is focusing on the tank, but only a n00b would go only Void. Besides, Phoenixes can lift up a tank, then your ground units could enter, while another Phoenix and one or 2 Stalkers can take out the tank. Also, Immortals. They can take the Siege Tank's fire, and then do even more.
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MappyTinfoil #727
MappyTinfoil
11/28/2012
@Thunderwing: Blink

None of those can work that smooth. Phoenixes is a bad idea vs... any kind of ground anti air whether it is the thor or marine. Immortals would and should get emp'ed. Blink is one of the best ways to take out tanks. With the mobility of stalkers you can go counterattack and catch the tanks out of position.
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Doug #1846
Doug
8/28/2012
Sometimes the pilot says "SPEAK UP!" as if the noise of the tank deafened him. i laughed so hard at that.
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MajiNNette #433
MajiNNette
8/18/2012
Um you can just use a warp prisim or medivac drop 1 marine or 1 zelot on the tanks and make them shoot eachother ending up super cost effective.
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Lexyon #431
Lexyon
3/12/2013
@MajiNNette: worked even better in SC1
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defeatable #134
defeatable
8/8/2012
these are AWESOME!!! when killing stalkers and zealots
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xTorCHy #963
xTorCHy
7/20/2012
op when seiged
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xTorCHy #963
xTorCHy
7/20/2012
its sad zerglings can kill an un-seiged take so easily.
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Retribution #603
Retribution
7/19/2012
@Aladril they are weak against immortals.
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Aladril #534
Aladril
7/27/2012
@Retribution: Oh yeah...duh.
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Thunderwing #487
Thunderwing
8/11/2012
@Aladril: Also Mutas.
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MappyTinfoil #727
MappyTinfoil
11/11/2012
@Thunderwing: Tanks counter mutas. If there are tanks... there are marines (or thors depending on the strategy mech or bio-mech)
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Aladril #534
Aladril
7/18/2012
What are these weak against? Zealots?
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Stormaggedon #648
Stormaggedon
7/9/2012
Guy came straight at my base with about twelve of these insanely early, he dumped them down in seige mode right at the bottom of the ramp and I thought I was screwed. But I had a nuke, so I started dancing five or six marauders right in front of them and he totally didn't see the nuke coming lol. Killed eight of them, damaged the rest I could kill them with a few marines. I think he was pissed.
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Doug #1846
Doug
8/28/2012
@Stormaggedon: THAT.IS.NOT.AT.ALL.WHAT HE EXPECTED. not to mention me.
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Hemis #978
Hemis
9/3/2012
@Stormaggedon: "....insanely early... But I had a nuke..." Huh?
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Thunderwing #487
Thunderwing
9/27/2012
@Hemis: Maybe he misjudged the time. What I think to be 5 minutes in SC turns out to be 15. Also, rush to ghosts?