Marder III M Tank Destroyer Symbol

Marder III M Tank Destroyer

symbol
Vehicle
Marder III M Tank Destroyer
Marder III M Tank Destroyer Portrait
Wehrmacht Icon
Faction

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 . It requires an additional tech upgrade called Support Elements in order to be unlocked for production.

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.

Armor


light tank

CoH3 Stats light Cover Icon25
CoH3 Stats negative Cover Icon10
CoH3 Stats light tank Portrait
CoH3 Stats heavy Cover Icon50
CoH3 Stats light Cover Icon25

Veterancy


Veteran Star FullVeteran Star EmptyVeteran Star Empty

1500 XP

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

4500 XP

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

9000 XP

Increases speed, acceleration, health, penetration, and rate of fire

Veterancy Abilities

  • 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.

Upgrades


Camouflage Netting icon
Camouflage Netting
Equips camouflage netting. When stationary and not in combat, camouflaged vehicles cannot be seen by the enemy. Camouflaged units can be detected at close range.
Munitions Cost

30

Hulldown icon
Hulldown
Upgrades the unit with entrenching equipment.
Munitions Cost

25

Spotting Scopes icon
Spotting Scopes
Upgrades the unit with a spotting scope.
Munitions Cost

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.

Abilities


Tungsten-core Rounds icon
Tungsten-core Rounds
Load special armor-piercing rounds when active.
Munitions Cost

45

Time Cost

60

First Strike icon
First Strike
Vehicles out of combat that are stationary gain First Strike bonuses.
+25% damage, +50% penetration, and +50% accuracy on the first shot.
Hold Fire Disabled icon
Hold Fire Disabled
Unit will not engage unless given a manual attack order when active.
Self-repair icon
Self-repair
Orders the crew to repair their own vehicle.
Munitions Cost

25

Smoke Canisters icon
Smoke Canisters
Orders the vehicle crew to deploy smoke canisters in front of the vehicle.
Munitions Cost

25

Time Cost

120

Site Main Gun icon
Site Main Gun
Disable movement of the vehicle, but increases weapon range. Unit can still rotate to fire.
+10% range, +20% rate of fire.
Time Cost

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.

Weapons


76mm-marder-iii-ger
Near
Mid
Far
Accuracy0.10.0550.04
Range103050
Penetration300250220
160
0.5
Tank-smoke-ak
Near
Mid
Far
Range027.555
Penetration353535