Light vehicle effective against tanks and vehicles at long-range. Must face target directly to fire.
Note: This page refers to the Wehrmacht unit. For the DAK version, see here:
Both units are identical in unit stats, but have significant differences in cost and abilities, and of course benefit from different available upgrades with respect to their factions.
The Marder III M Tank Destroyer is a Wehrmacht vehicle unit. In skirmishes, it is available from the
As the name implies, the Marder is a tank destroyer vehicle. It features one of the most reliable anti-tank weapons in the game, able to reliably penetrate the vast majority of armour even at long range. It also has a massive maximum attack range far beyond its sight range, though of course its accuracy against smaller targets will suffer at such an extreme range.
However, its weapon can only face forward and the vehicle generally must face its entire chassis toward targets. This means it is very vulnerable to being flanked as if it is caught at even a small angle off of its front, it will be unable to fire without taking time to turn first. As with most dedicated anti-tank weapons, it is not effective against infantry.
Additionally, it has mediocre mobility with average speed and rotation rate, and it has low durability with relatively low health and armour values. As such, this combination of low durability and needing to face targets makes the Marder fairly inflexible, needing to have support and proper set up to cover its weaknesses. Unlike the DAK version, the Wehrmacht version costs significantly more Fuel, but makes up for it by having a unique ability not available to the DAK version.
By default the Wehrmacht Marder has access to the Site Main Gun active toggle ability. When toggled on, the unit gains +10% attack range and +20% rate of fire, at the cost of disabling its movement (but not rotation). This can be very powerful in the right hands as it allows the Wehrmacht Marder to out-range practically any tanks the opponent has, while giving it combat bonus if the opponent refuses to move out of range.
At veterancy level 1 it gains the passive ability First Strike, which grants significant combat bonuses to the first shot when the unit has been out of combat and stationary for some time. Combined with Site Gun this can allow the Marder to have a very powerful first shot from an extreme range, putting pressure on opponents.
1500 XP
4500 XP
9000 XP
First Strike: Passive ability gained upon reaching veterancy level 1. Once the unit is stationary and out of combat for several seconds (around 5-7 seconds), they will gain bonuses toward their first shot from this position. An indicator will appear above the unit to signify if First Strike is ready. These bonuses includes +25% damage, +50% penetration, and +50% accuracy. As the name implies, this is an excellent ambush or defensive bonus, making it so the first shot is capable of immense and practically guaranteed damage against enemy vehicles. For the Wehrmacht Marder, these bonuses are very helpful since it can attack from extremely long range, and thus these bonuses help offset the accuracy and penetration penalties at such range. Combine with the Site Main Gun toggle ability for even more range and to start fights with an advantage. This ability technically has no cooldown but since it requires the unit to be out of combat, after firing the unit will need to move out of combat to regain First Strike.
30
25
30
Note: Camouflage netting and Hulldown are not available in skirmishes.
Spotting Scopes: This upgrade is only available when the Spotting Scopes perk within Mechanized Battlegroup is obtained. Increases the vision range of the unit by +10 when stationary.
45
60
25
25
120
5
Note: Tungsten-Core Rounds and Self-Repair are not available in skirmishes.
Site Main Gun: Active toggle ability. When toggled on, the unit gains +10% attack range and +20% rate of fire, at the cost of disabling its movement (but not rotation). Has a short 10 second cooldown. Note that the cooldown is triggered when toggling off, meaning it is fairly easy to toggle it on to get a shot off, then quickly toggle off to retreat. This is a powerful ability the Wehrmacht has over the DAK version. With proper micromanagement, it grants the Marder extreme range that is hard to deal with, putting pressure on opponents and generally forcing a reaction. Combine with the veteran passive First Strike for a very effective ambush strike from extreme range.
Smoke Canisters: Active ability. Requires the Raid Package perk from Mechanized Battlegroup. Drops a smoke cloud immediately in front of the vehicle, obscuring line of sight. Useful especially in defensive situations in order to escape fire from enemy units.
76mm-marder-iii-ger | Near | Mid | Far |
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Accuracy | 0.1 | 0.055 | 0.04 |
Range | 10 | 30 | 50 |
Penetration | 300 | 250 | 220 |
Tank-smoke-ak | Near | Mid | Far |
---|---|---|---|
Range | 0 | 27.5 | 55 |
Penetration | 35 | 35 | 35 |
Marder IIIs now benefit from the Mechanized Raid Package ability