![]() Your limited gun traverse still allows you to monitor an area spanning 350 m at 1,000 m distance without having to reposition your hull. You should identify and target in priority choke points, narrow passages and corridors of the map that the enemy will be forced to take. The enemy will be moving the front line, so engagements will take place at a closer range than you're comfortable with. In case of an enemy breakthrough, your role is to contain the enemy advance by pinning them down. ![]() A flanking enemy, artillery strikes or CAS will be the greatest threats to the Marder III. With such firepower, any enemy wandering in your sight alone is practically dead. When engaging enemy tanks, prioritise firing hull-down from behind cover. Because of your weak armour and open turret, always stay away from the frontline to avoid being flanked or swarmed and thus maximise your chances of survival. You will also suppress enemy fire to prevent your team from being pinned down by enemy snipers attempting the same in return. Find a shooting spot and engage targets from at least 1,000 m away to prevent enemy progress towards the objectives. The Marder III should be played as a long range sniper, taking advantage of the APCBC shell's high penetration values, high gun accuracy and good mobility. Main article: PaK36 (r) (76 mm) 76 mm PaK36 (r) Ballistics are very similar to all other 75 mm long guns in the German line (IV F2, Marder III H, etc.), and thus experienced German tankers should not have issues assimilating to the Marder's cannon. Whether it be a Sherman, T-34, or Churchill, no UFP (upper front plate) is safe. It can knock out every single tank within the 1.7-3.7 BR range. However, the Marder makes up for most of these drawbacks with its high velocity, high damage 76 mm cannon. Use the high speed of the Marder to reach a comfortable shooting position and stay there- the poor traverse and turning speed is fatal against nearly all turreted vehicles, along with the very poor armour. Therefore, it is highly recommended to play with a squadmate or more mobile player, as the mobility of the Marder can significantly hamper urban combat abilities. ![]() The fact that the Marder has a forward facing gun with no turret means that it is required for the whole vehicle to turn to align the gun onto target if out of its arc of fire. Being based on the Pz.38(t) chassis, forward turning abilities slow the tank down significantly and neutral turning leaves a lot to be desired. The Marder also has surprisingly poor manoeuvrability for a small tank destroyer. guns, German, US and Soviet 37 mm and sometimes 50 mm guns, as well as most ammunition used by the KV-1 series of tanks. It still should not be relied on heavily, but if angled correctly it can be used to deflect British 2-pdr. The hull armour at the front is rather thick at 50 mm and is decently sloped for a tank destroyer. ![]() The front turret armour is also very thin and is vulnerable to basically any weapon save most 7.62 mm MGs. Because it is open-topped, strafing runs from fighter planes can disable the crew very easily, even leading to ammo detonation! Enemy tanks only have this privilege because of poor positioning of the Marder, or because of a highly exploited breakthrough of allied defences. The armour of the Marder is its biggest fault.
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