Checklist: do this
- Open one factory, siege mode early, expand behind a sieged tank; identical to the siege expand against Protoss.
- Vultures with mines on every path; mines are how a tank line stays safe from the side.
- A starport by 5:00 for wraiths or dropships; two or three wraiths decide who can move early.
- Two, then three factories; more machine shops than factories is fine, tanks are the point.
- Armory by 7:00 and both vehicle upgrades; tank duels are decided by armor.
- Third base behind tanks around 9:00, turrets against wraiths and drops at each base.
- Drops on the main while the tank line holds; goliaths and turrets if the opponent goes air.
- Late game is battlecruisers and science vessels, but only after the map is yours.
Why it works
Both players have siege tanks, and a sieged tank outranges everything on the ground, so whoever sieges first in a place wins the fight for it. The game is about positions: take the high ground and the chokes with tanks, deny the opponent's expansions with mines and drops, and never walk an unsieged army into a sieged one. Air units and drops exist to make the other player move.
The build
-
Supply9
Time1:05
Supply Depot
Never blocked early.
-
Supply11
Time1:35
Barracks
One marine; the barracks can wall.
-
Supply12
Time1:55
Refinery
Factory gas.
-
Supply16
Time2:45
Factory with Machine Shop
Siege mode as soon as the shop finishes.
-
Supply20
Time3:40
Command Center at the natural
Behind a sieged tank on the high ground.
-
Supply24
Time4:15
Second Factory
Tanks from two factories; vultures from one.
-
Supply28
Time5:00
Starport
Wraiths to scout and pick off tanks; dropships later.
-
Supply34
Time5:40
Refinery 2 and Armory
Vehicle plating first in this matchup.
-
Supply40
Time6:30
Third Factory, Machine Shop on the second
Three factories on two bases.
-
Supply48
Time7:30
Engineering Bay and turrets
Wraiths and drops punish a base without turrets.
-
Supply60
Time9:00
Third Command Center
Behind the forward tank line.
-
Supply72
Time10:30
Science Facility and fourth Factory
Vessels for detection, +2 vehicle, battlecruisers later.
Research, in this order
Siege Mode at the Machine ShopThe first research of the game; the tank that sieges first wins the position.
Spider Mines at the Machine ShopMines guard the flanks of a tank line and kill vultures that scout.
Ion Thrusters at the Machine ShopFast vultures mine the whole map.
Vehicle Plating +1 at the ArmoryTank versus tank is decided by armor: plating first.
Vehicle Weapons +1 at the ArmoryThen weapons, and keep both alternating.
Cloaking Field at the Control TowerOnly if you commit to wraiths; otherwise skip it.
Charon Boosters at the Machine ShopGoliath range against wraiths and battlecruisers.
The army, stage by stage
- Opening
Marine
Siege TankOne marine, the first tank sieged at the natural.
- Two bases
Siege Tank
Vulture
WraithTanks hold, vultures mine, two or three wraiths pick and scout.
- Mid game
Siege Tank
Vulture
Goliath
DropshipGoliaths against air; drops on the main to force the line to move.
- Late game
Siege Tank
Goliath
Science Vessel
BattlecruiserBattlecruisers only once three bases are safe behind the line.
If you scout…
A starport before a second factory
When 4:00 to 5:00
Do Turrets at each mineral line, goliaths from one factory, keep your own wraiths near the tanks.
Why Early wraiths kill SCVs and lone tanks; turrets and goliaths make them useless.
Two factories and no expansion
When 4:00 to 5:30
Do Siege two tanks at your natural ramp, mines in front, and hold; expand only when they show you the army.
Why A two-factory push beats a greedy expansion but loses to a sieged line.
A fast expansion with one tank
When 3:30
Do Match it and add the third factory early; a vulture run-by with mines into their natural.
Why Equal economies; the player with more factories wins the mid game.
Many goliaths
When 7:00 onward
Do More tanks and vultures, fewer wraiths; take the fight where the tanks are sieged.
Why Goliaths lose to tanks and are wasted without air to shoot.
Battlecruisers
When 12:00 onward
Do Goliaths with Charon boosters, science vessels with EMP, turrets at every base.
Why Battlecruisers die to massed goliaths; EMP removes their yamato.
Counters
| They have | You answer with |
|---|---|
| Your own tanks, sieged first; drops behind them Equal tanks favour the sieged side; drops make them unsiege. | |
| Mines, tanks, a few marines early Vultures cannot fight a sieged line and die to mines. | |
| Turrets, goliaths, your wraiths grouped Cloak needs detection; goliaths outtrade wraiths. | |
| Turrets at each base, a tank left home A drop with nothing at home ends the game. | |
| Goliaths with range, EMP Massed goliaths melt battlecruisers; EMP stops yamato. |
The mistakes that lose this matchup
- Attacking into a sieged line
The sign An army gone in seconds.
The fix Never. Drop, mine, or siege in range of their edge and creep forward.
- No turrets
The sign Wraiths in the mineral line, a drop in the main.
The fix Two turrets per base by 7:30 and one tank at home.
- Too many wraiths
The sign Gas in the air while the tank count stalls.
The fix Two or three wraiths, then stop; tanks win the game.
- Late plating
The sign Losing even tank duels.
The fix Armory at 5:30, plating first.
By level
Newcomer
Siege expand, then the cycle: SCVs, a tank and a vulture from every factory, depots ahead, another factory at 500 minerals. Siege tanks whenever you stop. Put turrets at your bases. Do not attack a sieged tank line; make them come to yours.
Learner
Timings above within thirty seconds; a starport at 5:00 for wraith scouting; the armory by 5:40; take the third base by moving the tank line, not the army; one drop on the main when the line is stable.
Competitor
Tank line leapfrog, mine placement that guards flanks, wraith micro against tanks, multi-drop play, and reading when to switch to goliaths or battlecruisers before the opponent does.