M3 75 mm Gun Motor Carriage Symbol

M3 75 mm Gun Motor Carriage

M3 75 mm Gun Motor Carriage
M3 75 mm Gun Motor Carriage Portrait
US Forces Icon

Light vehicle effective against vehicles at range. Entire vehicle must face target to fire. Can be damaged by small-arms.

The M3 75mm Gun Motor Carriage is a USF light vehicle unit. In skirmishes, it is typically available as a conversion upgrade for the , at a Munitions cost. USF players who have constructed a however, will be given the option of producing this unit at the , bypassing the need to obtain and upgrade a regular M3 truck.

When the M3 receives the 75mm Anti-Tank Conversion upgrade, it converts it to this unit. This grants the M3 an anti-tank weapon that fires similarly to an AT gun, and is generally ineffective against infantry. In exchange, it loses all previous utility perks, including the ability to transport troops, tow weapons, reinforce infantry, re-crew abandoned weapons, and loss of the Support Veterancy passive.

Stats-wise this unit is nearly identical with exception of slightly lower speed and higher upkeep. At veterancy level 1 it gains the choice of picking between the Target Weak Point ability or the First Strike ability, allowing a special debilitating shot or passive ambush bonuses. See below sections for more info.

The 75mm M3 variant is essentially a mobile AT gun, with similar damage and penetration against vehicles at long range. The weapon only faces the front of the vehicle and thus generally the truck must turn to face its target before firing. This means the unit is vulnerable to flanks as it must take time to rotate to the appropriate position. Much like the Axis , it can make using the unit difficult against mobile units due to their inflexibility, making positioning ahead of time very important. Unlike the StuG tanks however, this unit has very light durability and thus careful micromanagement is needed to keep it alive.

By default the 75mm M3 has access to High-Explosive Barrage, allowing it to act as a pseudo artillery unit with a fairly generous range. This in a way allows the M3 to engage infantry targets as its normal attack is ineffective against them. It should be noted that the maximum barrage range is slightly larger than the max range of most AT guns, allowing the 75mm M3 to pressure set up weapons. Unlike most artillery units, the volley interval of this unit is quite slow, giving opponents more time to react to its barrages and making it less reliable in terms of killing power.

Since it is a vehicle with no need for set-up times, it offers unparalleled mobility compared to the standard . As with many light vehicles however, it is very fragile and thus careful micromanagement is needed.


light halftrack

CoH3 Stats light Cover Icon7
CoH3 Stats negative Cover Icon5
CoH3 Stats light halftrack Portrait
CoH3 Stats heavy Cover Icon10
CoH3 Stats light Cover Icon7


Veteran Star FullVeteran Star EmptyVeteran Star Empty

1200 XP

Unlocks veteran ability choice. Increases rotation rate, accuracy, and acceleration.
Veteran Star FullVeteran Star FullVeteran Star Empty

3600 XP

Increases speed, rotation rate, rate of fire, and accuracy.
Veteran Star FullVeteran Star FullVeteran Star Full

7200 XP

Increases speed, acceleration, health, sight and rate of fire.

Veterancy Abilities

All USF units can choose between one of two veterancy abilities specific to them, upon reaching veterancy level 1.

  • Target Weak Point: Active ability. Orders the unit to fire a special shot at an enemy vehicle. This shot is guaranteed to penetrate, and instills debilitating penalties including -50% speed and disabling its weapons for a short duration. A useful veteran choice to grant the 75mm M3 an anti-vehicle snare demand. Thanks to the guaranteed penetration, it allows the M3 to damage even the heaviest of tanks regardless of their armour, on top of crippling said target. Combine with other anti-tank weapons to ensure the destruction of the target while it is vulnerable.

  • First Strike: Passive ability. When the unit is stationary and out of combat, its next shot gains +25% damage, +50% penetration, and +50% accuracy. Essentially a powerful ambush/defensive bonus, allowing for practically guaranteed damage with an easy to use passive. Technically this has no cooldown but since it requires the unit to be out of combat to activate, after firing the unit will need to stay out of combat for a lengthy period of time to regain First Strike.


High-explosive Barrage icon
High-explosive Barrage
Fires rounds at the target location. Moderate blast radius. Effective against stationary infantry and buildings.
Time Cost


Hold Fire Disabled icon
Hold Fire Disabled
Unit will not engage unless given a manual attack order when active.
Emergency Engine Repair icon
Emergency Engine Repair
Crew will repair vehicle criticals when out of combat and stationary.
Time Cost


Self-repair icon
Orders the crew to repair their own vehicle when stationary and out of combat.

Note: Emergency Engine Repair and Self-Repair are not available in skirmishes.

  • High-Explosive Barrage: Active ability. Fires off several explosive rounds at the target area, with a moderate blast radius for each explosion. Most effective against stationary and garrisoned infantry targets, though it can deal adequate damage to light vehicles too. Not effective against armour. The barrage from this unit is fairly slow, giving opponents more time to react and thus making it less reliable in terms of killing power, but still useful for pressuring static positions. Note that the max barrage range is slightly larger than the max attack range of AT guns, allowing the 75mm M3 to pressure set up weapons.