dak faction icon

Deutsches Afrikakorps

A combined-arms force of aggressive vehicles, plentiful reinforcements and stubborn tanks that can break down any enemy line.

Image for /icons/races/afrika_corps/vehicles/marder_iii_ak.png}
Image for /icons/races/afrika_corps/symbols/marder_iii_ak.png}

Marder III Tank Destroyer

Effective against all vehicles. Best used at long-range. • High weapon penetration. • Low health; slow. • Must face targets directly to fire.

Stats

marder_iii_ak

vehicles

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Sight Range

35

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Speed

4.6

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Acceleration

2.25

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Deceleration

4

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Max Range

50

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Target Size

18

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Capture Multiplier

0

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Decapture Multiplier

0

Vehicle Armor

light tank

Vehicle Type
Frontal Armor

frontal

50

Frontal Armor

side

25

Frontal Armor

rear

10

Abilities

Image for /icons/common/abilities/ability_german_blitzkrieg_assault.png}

Blitzkrieg

Increases vehicle speed, rate of fire, and makes unit harder to hit when active.

Offensive / Timed

Costs
munition

40

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Increases Penetration.

Armor-piercing Rounds

Orders the crew to load armor-piercing ammunition.

Offensive / Timed

Costs
munition

45

Image for /icons/legacy/abilities/ability_german_crew_repair_tiger.png}
Passive

Emergency Repair Kits

The unit will slowly repair damage when out of combat and stationary.

Restores +6 health per second.

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Recon

Vehicle Awareness

Enables the vehicle to detect enemy vehicles in the fog of war.

Reveals enemy vehicles in the Fog of War and on the Minimap.

Image for /icons/legacy/commander/cmdr_german_breakthrough.png}
Passive

Vehicle Capture

Increases speed, rotation rate, and allows the vehicle to capture and decapture territory.

+20% speed and +15% rotation rate.

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Toggle off auto-attack

Hold Fire Disabled

Unit will not engage unless given a manual attack order when active.

Image for /icons/common/abilities/ability_german_concealing_smoke_sdkfz_251_flak.png}
Defensive

Smoke Canisters

Orders the vehicle crew to deploy smoke canisters in front of the vehicle.

Smoke blocks vision for a short period of time.

Costs
munition

25

Image for /icons/common/abilities/ability_german_detection_on.png}
Off

Stealth Off

Toggle to enable Stealth. Vehicle must be out of combat for at least 6 seconds before it can stealth again.

Image for /icons/races/afrika_corps/abilities/marder_speed_boost.png}
Passive

Travel Speed

When the Marder III is out of combat, the unit is capable of moving faster.

+30% speed when out of combat

Stats

Costs
time_seconds

38

manpower

240

fuel

35

popcap

7

Hitpoints
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360

360

Upkeep per minute
manpower

11

Veterancy
vet 1 starvet 1 empty starvet 1 empty star

XP: 1500

  • Veteran ability
  • +25% acceleration and deceleration
vet 2 starvet 2 starvet 2 empty star

XP: 4500

  • +25% rate of fire
  • +25% weapon accuracy
vet 3 starvet 3 starvet 3 star

XP: 9000

  • +80 health
  • +30% rotation rate
  • +20% rate of fire

Loadout

1
75mm_marder_iii_ak
75mm marder iii ak

cannon - ballistic weapon

Moving Accuracy Multiplier

0.5

Moving Cooldown Multiplier

1

Near

Mid

Far

Accuracy

0.1

0.055

0.04

Rounds per minute (RPM)

11

11

11

Range of Fire

10

30

50

Penetration

300

250

220

Scatter Area

8

22

36

Min.

Max.

Damage

160

160

AoE Radius

-

0.5

  • The effective accuracy is impacted by several factors like target size or armor of the receiving unit as well as accuracy or penetration of the attacking one.