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Terran Vehicles:
All Unit Info is listed in the following order: Unit Damage and Damage Type, Cooldown, Damage Rate, Upgrade Bonus, Unit Size.
Unit Damage/Type:
The damage is self explanatory. There are three damage types in Starcraft, Normal, Explosive and Concussive.
Concussive Damage deals full damage to small, 50% to medium and 100% to big.
Explosive Damage deals full damage to big, 75% to medium, and 50% to small.
Protoss Shields take 100% from every attack.
Cooldown:
This is the time between one attack and another, the larger the value, the slower a unit attacks. Cool down in measured in 'ticks', each tick is approximately 0.1 in-game seconds.
Damage Rate:
To help you see how fast a unit does actual damage, this value has been calculated and is measured in hit points per second. Note that all is measured under in-game time.
Upgrade Bonus:
How much extra damage each upgrade gives the unit.
Unit Size:
The unit size determines how much damage a unit takes from certain attacks. See 'Unit Damage/Type' above.
Terran Vulture:
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Damage: 20 Concussive
Cooldown: 30
Damage Rate: 6.7 hp/s
Upgrade Bonus: +2
Size: Medium
Yeah, lots of people think this unit sucks. I agree with them if they're playing on Big Game Hunters or other money maps. 20 damage quickly becomes 5 against dragoons and tanks not to mention the awful lag between shots. But experts make awesome use of these units. They are awesome for hit and runs against zerglings, hydralisks and marine/medics. They also work well against high templars. Did I mention they kill workers fast and they're awesome scouts? What makes them even better is each vulture can be outfitted with spider mines. These mines (if researched) come free per vulture. Not only do they deal awesome splash, they travel a little if needed to reach their targets.
Don't mine too close to your own units as they splash to them too (as well as other mines). Spread them out per field. They're also cloaked while buried. Nothing stops rampaging zealots like mines. They lose 600 on zealots, you still have your vulture, who wins that one? Also if you go up against dark templars without detection (you suck man ... hehe), just mine near the area. The spider mines has it's own built in detection. However, mines aren't invincible, they take a moment to pop down as well as to pop out. They can be killed with detection and ranged units. They're still an awesome weapon though.
Mines can also be used for reconnaissance, simply plant one at each expansion. As probes don't trigger mines, you'll easily know when and where your enemy expands. When planting mines for defensive purposes, don't cluster them in one group. Scatter them slightly so that splash units can't kill 'em all in one hit, but at least two will pop out at the same time. Plant mines everywhere, outside your opponent's base, outside your base, in the center… wherever he doesn't expect it. In rare situations against ranged units, you may want to blind your own mines. This will make them detonate on the spot, so that ranged units can't shoot them down before they explode.
Against Protoss who don't have cannons near the their supply lines, you can rush past the their choke point to wreck havoc on their peons. Eight Vultures will level all his harvesters in no time. Also plant mines in the enemy base, so that you knock out most of his forces when he comes to save his peons. Finally while mines can not be activated by buildings, they are activated by Larvae. If your vultures make it into Zerg base, planting a few miens near his hatchery will not only kill the larvae, by also most of his drones.
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Terran Siege Tank:
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Damage: 30 Explosive (70 when sieged)
Cooldown: 37 (75 when sieged)
Damage Rate: 8.1 hp/s (9.3 hp/s when sieged)
Upgrade Bonus: +3 (+5 when sieged)
Size: Large
You really can't play terrans if you don't know how to use Siege Tanks. You also really can't use siege tanks too well unless you use siege mode. The siege tank is the few units that can both attack and move at the same time. Without siege mode, don't be fooled by the 30 damage. A siege tank without siege mode probably loses to dragoons because of the delay between its attacks. This damage is also explosive so two hydralisks should kill it without much problems as the damage will be halved on small units.
However, once tanks get siege mode, things turn around for them. Siege tanks in siege mode is possibly one of the strongest weapons in the game. It's range nearly doubles making it the longest ranged attacker in the game, They are ideal to drop on cliffs that oversee expansions to either attack or defend them. Siege tanks in siege mode more than double their damage and also adds on a significant splash value. They make bombarding stationary defenses easy as well as other range attackers. Two or more tanks bombarding a single target almost always guarantees it dead in seconds.
Like everything else in starcraft, this unit is not invincible. First off, a tank has no way of hitting air units and can't attack anything directly next to it once it's in siege mode. The tank in siege mode also has a VERY significant delay between attacks. Add this all up and you realize that the siege tank is very vulnerable to fast moving melee attackers. However, back up your siege tanks with anti air units or marine/medics and you should be able to handle most threats fine.
The best strategy for siege tanks is to work your forces around making the best of its use. Keep your support units close to the siege tanks and have the tank shots bombard everything. If your opponent doesn't send his units towards the tank, this approach will gradually kill everything he has. If you're opponent does send units, fine, your support units should take care of anything that survives the bombardment. It's also a good idea to back siege tanks up with another pair or so, near the back. Siege Tanks work very well in choke points and not so much in open grounds. Also realize the significant delay it'll take to get into siege mode or get out. Be prepared for all this and set up your attack with them carefully.
The best way to defend with Siege tanks against non-terran opponents is to take advantage of their long range. When building a Terran base, clump it together near the supply like to ensure that a few tanks will be able to cover the whole base. Plant your tanks in your supply line, and buildings around them. These structures and the harvesting SCVs will make it every difficult for your opponents to actually reach your tanks. With exceptions to maps with very narrow ramps such as Lost temple, it is a misconception to place your tanks in front of your base. By placing them within your own base, they are automatically sheltered by your buildings and peons. It also leaves you with no weakness against drops. (When going vs. Terran however, you'll want to place tanks in front, as enemy siege tanks can assault your buildings while still remain out of range).
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Terran Goliath:
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Damage: 12 Normal (20 Explosive vs. Air)
Cooldown: 22
Damage Rate: 5.5 hp/s (9.1 hp/s vs air)
Upgrade Bonus: +1 (+4 vs air)
Size: Large
At some point, there was some trend in going on on battle.net with going mass goliaths. That was interesting ... to say the least. The goliath is a decent all around unit, think of them as beefed up marines with a great anti air attack. You probably already thought right now about using them as Siege Tank backup. That's not a bad idea but I really don't use them too often for that reason. Not only are they big and stumble around for a lot, they have a bad delay between attacks, they don't pack the punch of a dragoon, they're large size so they can't take damage as well as hydras.
They also have a tendency to bunch up, each trying to find a target as well as the inability to heal from medics like marines can. They're attack isn't slow but is by no means fast either. I might occasionally get one or two to back up my tanks but not relying on them totally. They have one main use, with charon boosters, their anti air range can defend against guardians sufficiently as well as deal significant damage per damage upgrade. In that purpose, use them as walking missile turrets making them ideal for island maps. Their primary use is in the counter of capital ships such as Guardians, Battlecruisers and Carriers. So if your enemy is going for such units, Goliath with damage upgrade is a very good bet. Still do keep marines as support against ground though.
In most cases, marines serve as much better support units, especially against ground, as each marine can deal more damage than a goliath when stimmed. Only in rare instances when your opponent goes primarily reavers or lurkers should Goliath be a better choice.
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