Marder 1A3

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Revision as of 11:06, 26 October 2021 by Beeschurger (talk | contribs) (Added detailed description, borrowed some sections from Marder A1- page i also created, since it is almost the exact vehicle.)

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Rank VI USSR | Premium | Golden Eagles
Su-25K Pack
Marder 1A3
germ_marder_1a3.png
GarageImage Marder 1A3.jpg
Marder 1A3
AB RB SB
8.0 8.0 8.0
Class:
Research:105 000 Specs-Card-Exp.png
Purchase:300 000 Specs-Card-Lion.png
Show in game

Description

The Marder 1A3 is a rank V German light tank with a battle rating of 8.0 (AB/RB/SB). It was introduced in Update "Direct Hit". Improvement  to Marder A1-, 1A3 offers upgrades in protection and firepower, making it a formidable scouting vehicle at its BR.

General info

Survivability and armour

Smoke grenades
Creation of a smoke screen in front of the vehicle
Armourfront / side / back
Hull32 / 15 / 11
Turret25 / 15 / 15
Crew3 people
Visibility86 %

Players should be of note that Marders were IFVs and therefore they weren't designed to take hits from enemy tanks and as such they should not try to fight them frontally unless it is absolutely necessary. 

Armor

Marder 1A3's armour is best described as inconsistent. Sharing the same chassis as the previous model, base armor is extremely weak, consisting mostly of 11mm plates. 

However, unlike its predecessor, Marder 1A3 is equipped with add-on armor from the get go, considerably increasing its survivability against machine guns and even some autocannons. 

Marder 1A3s upper frontal plate can now shrug off even BMP-2s APDS rounds, something that was impossible for its predecessor. Its upper side armor is now resistant to .50 cal armor-piercing rounds, which is a considerable upgrade to its survivability.

Marder 1A3 receives a slightly different armor scheme just below a turret - in place of a heavily angled plate is now protrusion with less favourable angle and thin armor. There is also an almost flat strip of armor just below gunner and commander optics, that should be considered as a weak spot.

Crew 

With only three crew members available, the Marder can't afford to take any hits. Both commander and gunner sit side by side below the unmanned turret, protected by transmission and engine (similar to Merkava tanks). While that won't protect them from rounds with explosive filler or modern kinetic penetrators, it can negate shrapnel from older chemical and HESH rounds. 

The Driver's position is more exposed, albeit receiving a new redesigned hatch that significantly improves his protection. Enemy shells can still shatter on drivers' optics, sending shrapnel straight into the fighting compartment.

Armour type:

  • High hardness rolled armour (hull front and roof)
  • Rolled homogeneous armour (hull sides and rear, gun mount, cupola)
Armour Front (Slope angle) Sides Rear Roof
Hull Add-on 8 mm (77°) Upper plate
Add-on 32 mm (21-58°) Lower plate

Base armor 11 mm (77°) Upper plate

Base armor 32mm (21-58°) bottom

Add-on 4 mm (0°) Upper plate

Base 15mm (33°) Upper plate
Base 15mm (0°) Lower plate

11 mm (22°) Rear plate and hatch
5 mm (22°) Vents
Add-on 8 mm

Base 11mm

Turret Add-on 20mm (38°) Base front

Base 11 to 20 mm (38°) Base front Base 11mm Gun mount

Add-on 20mm Base side

Base 15mm Base side Base 11mm Gun mount

Add-on 20mm Base side

Base 15mm Base side Base 11mm Gun mount

11 mm

Notes:

  • Suspension wheels, tracks and torsion bars are 20 mm thick.
  • Armored skirts are 5mm thick.

Mobility

Reverse gearbox
Forward and backward movement is possible at the same maximum speed
Speedforward / back
AB84 / 84 km/h
RB and SB76 / 76 km/h
Number of gears8 forward
8 back
Weight33.5 t
Engine power
AB1 145 hp
RB and SB600 hp
Power-to-weight ratio
AB34.2 hp/t
RB and SB17.9 hp/t

Even with extra add-on armor, the mobility of Marder 1A3 stays the same as its predecessor, allowing it to rush advantageous positions at the start of the battle or flank effectively. With a reverse gearbox, it can move backwards as fast as going forward, making disengaging from an enemy or retreating from unfavourable situations an easy task.

Game Mode Max Speed (km/h) Weight (tons) Engine power (horsepower) Power-to-weight ratio (hp/ton)
Forward Reverse Stock Upgraded Stock Upgraded
Arcade 84 84 33.5 930 1,145 27.76 34.18
Realistic 76 76 531 600 15.85 17.91

Modifications and economy

Repair costBasic → Reference
AB2 834 → 4 514 Sl icon.png
RB3 279 → 5 223 Sl icon.png
SB4 173 → 6 647 Sl icon.png
Total cost of modifications88 100 Rp icon.png
145 400 Sl icon.png
Talisman cost2 100 Ge icon.png
Crew training86 000 Sl icon.png
Experts300 000 Sl icon.png
Aces1 200 Ge icon.png
Research Aces720 000 Rp icon.png
Reward for battleAB / RB / SB
110 / 160 / 200 % Sl icon.png
196 / 196 / 196 % Rp icon.png
Modifications
Mobility Protection Firepower
Mods new tank traks.png
Tracks
Research:
3 600 Rp icon.png
Cost:
5 800 Sl icon.png
180 Ge icon.png
Mods new tank suspension.png
Suspension
Research:
3 400 Rp icon.png
Cost:
5 500 Sl icon.png
170 Ge icon.png
Mods new tank break.png
Brake System
Research:
3 400 Rp icon.png
Cost:
5 500 Sl icon.png
170 Ge icon.png
Mods new tank filter.png
Filters
Research:
7 600 Rp icon.png
Cost:
12 000 Sl icon.png
380 Ge icon.png
Mods new tank transmission.png
Transmission
Research:
4 900 Rp icon.png
Cost:
7 900 Sl icon.png
250 Ge icon.png
Mods new tank engine.png
Engine
Research:
4 900 Rp icon.png
Cost:
7 900 Sl icon.png
250 Ge icon.png
Mods tank tool kit.png
Improved Parts
Research:
2 300 Rp icon.png
Cost:
5 800 Sl icon.png
180 Ge icon.png
Mods extinguisher.png
Improved FPE
Research:
2 200 Rp icon.png
Cost:
5 500 Sl icon.png
170 Ge icon.png
Mods tank reinforcement ger.png
Crew Replenishment
Research:
7 600 Rp icon.png
Cost:
12 000 Sl icon.png
380 Ge icon.png
Mods smoke screen.png
Smoke grenade
Research:
4 900 Rp icon.png
Cost:
7 900 Sl icon.png
250 Ge icon.png
Mods new tank horizontal aiming.png
Horizontal Drive
Research:
3 600 Rp icon.png
Cost:
5 800 Sl icon.png
180 Ge icon.png
Mods tank ammo.png
20mm_rh202_AP_ammo_pack
Research:
3 600 Rp icon.png
Cost:
5 800 Sl icon.png
180 Ge icon.png
Mods thermal sight.png
NVD
Research:
3 600 Rp icon.png
Cost:
5 800 Sl icon.png
180 Ge icon.png
Mods tank cannon.png
Adjustment of Fire
Research:
3 400 Rp icon.png
Cost:
5 500 Sl icon.png
170 Ge icon.png
Mods airstrike.png
Airstrike
Research:
3 400 Rp icon.png
Cost:
5 500 Sl icon.png
170 Ge icon.png
Mods tank laser rangefinder.png
Laser rangefinder
Research:
3 400 Rp icon.png
Cost:
5 500 Sl icon.png
170 Ge icon.png
Mods new tank vertical aiming.png
Elevation Mechanism
Research:
7 600 Rp icon.png
Cost:
12 000 Sl icon.png
380 Ge icon.png
Mods art support.png
Artillery Support
Research:
4 900 Rp icon.png
Cost:
7 900 Sl icon.png
250 Ge icon.png
Mods scouting.png
Improved optics
Research:
4 900 Rp icon.png
Cost:
7 900 Sl icon.png
250 Ge icon.png
Mods tank ammo.png
20mm_rh202_APDS_ammo_pack
Research:
4 900 Rp icon.png
Cost:
7 900 Sl icon.png
250 Ge icon.png
Since the Marder 1A3 comes stock with MILAN ATGMs, it should have no problems dispatching its enemies. Marder will probably be played as scout vehicle, meaning players focus should be on getting thermals. After that, mobility upgrades can be researched, as there is not much to improve in the firepower department. 

Armaments

Laser rangefinder
Reduces the error and increases the maximum measurable distance of the rangefinder
Night vision device
Improves visibility by enhancing natural light or active illumination.
Thermal imager
Allows to see thermal radiation in the infrared range day and night

Main armament

20 mm Rh202 cannon
Ammunition1 200 rounds
Belt capacity200 rounds
Reloadbasic crew → aces
10.4 → 8.0 s
Fire rate801 shots/min
Vertical guidance-17° / 65°
Main article: Rh202 (20 mm)
The Marder 1A3 is armed with a dual-feed Rh202 20 mm autocannon. This gun can also be found as a secondary weapon on the KPz-70 and Leopard 2K; the difference being it gets dedicated belts on Marder instead of being limited only to multipurpose stock belts. Rh202 has fantastic gun handling. Even though it is not equipped with a stabiliser, it's barely noticeable even when firing on the move, allowing it to successfully engage enemies without stopping at close range. With a great rate of fire (noticeably faster than 30 mm found on BMP-2s), it can shred light vehicles, low flying planes and helicopters to pieces in a matter of seconds. 

Even heavier tanks are not safe since it is able to disable their critical components with a well-aimed burst, crippling their main and secondary armaments and tracks, making them easy kills for its MILANs or more-heavily armed teammates. With 65° degrees of gun elevation, it can even work ad hoc as makeshift SPAAG. This is especially useful against helicopter rushes, which are common at the start of the round. Even planes are not safe when the Marder is around, since it is able to successfully engage low flying aircraft with enough practice. Rh202 operates on 200 round belts, Marder can take 6 of them in total and you can switch between different belts with ~1-second delay. An empty belt is reloaded after 8 seconds when Aced.

20 mm Rh202 Turret rotation speed (°/s) Reloading rate (seconds)
Mode Capacity (Belt) Fire rate Vertical Horizontal Stabilizer Stock Upgraded Full Expert Aced Stock Full Expert Aced
Arcade 1,200 (200) 800 -17°/+65° ±180° N/A 57.1 79.1 96.0 106.2 112.9 10.40 9.20 8.48 8.00
Realistic 35.7 42.0 51.0 56.4 60.0

Ammunition

  • Default: HVAP-T · HEFI-TThe stock belt consists of APCRT and HEFI-T rounds in a ratio of 1:1. It works but can have problems scoring critical hits as half of the belt won't penetrate.
  • DM51A1: HEFI-T · HEFI-T · HEFI-T · HVAP-TContains mostly HEFI-T rounds in a ratio of 3:1, should be used only against low flying planes and helicopters due to its explosive filler.
  • DM43: HVAP-T · HVAP-T · HVAP-T · HEFI-TThis belt consists of APCRT and HEFI-T rounds in a ratio of 3:1. Should be only used as a stop gap solution until DM63 belts become available.
  • DM63: APDS · APDS · APDS · HEFI-TThis should be the main belt of choice when engaging ground targets, it can penetrate most light vehicles Marder can face, though MBTs and heavy tanks will pose a problem even at close range. 
Penetration statistics
Belt Penetration @ 0° Angle of Attack (mm)
10 m 100 m 500 m 1,000 m 1,500 m 2,000 m
Default 57 52 37 24 15 10
DM51A1 57 52 37 24 15 10
DM43 57 52 37 24 15 10
DM63 66 61 45 31 21 14

Ammo racks

Full
ammo
1st
rack empty
2nd
rack empty
3rd
rack empty
4th
rack empty
5th
rack empty
6th
rack empty
Visual
discrepancy
6 __ (+__) __ (+__) __ (+__) __ (+__) __ (+__) __ (+__) __

Additional armament

MILAN ATGM
Ammunition4 rounds
Belt capacity1 rounds
Fire rate5 shots/min
Vertical guidance-5° / 20°
Horizontal guidance-30° / 30°
Fire on the moveup to 5 km/h
Main article: MILAN
The Marder 1A3 is armed with a MILAN ATGM launcher with SACLOS guidance. It's an older missile, lacking a tandem warhead. As composite and reactive armour is starting to become more common at this battle rating, its age starts to show. It is the main weapon of choice when engaging targets beyond 200 m and when engaging anything heavier than a light tank or SPAAG. The Marder only gets 4 of those, so firing them recklessly can leave it unable to dispatch heavier opponents. Frequent visits to capture points are a must in order to keep fighting. To fire them, the Marder needs to be going slower than 5 km/h, which can be disadvantageous against enemy tanks with stabilisers - players should make sure to distract the enemy first with the autocannon fire or make sure the enemy doesn't know at all from where the Marder will be striking. Also, players should be aware that the launcher can't depress as much as the autocannon - this is of utmost importance when fighting in hilly terrain. While it is possible to fire and hit an enemy, the missile needs a few seconds and distance to correct itself, making close-range shots impossible without considerable skill and practise. 

MILANs are guided in a SACLOS manner, meaning they follow the crosshair, making them much easier to use than older missiles such as SS.11 or Malyutkas.

The last thing to note about these is their limited range - just 2 km. Most of its engagements do happen inside this range, but on larger maps such as Maginot Line, it won't hurt checking enemy distance with the laser rangefinder before firing. As SACLOS missiles, they can be used with some success against ATGM helicopters hovering on the battlefield, but again, checking their range is necessary in order not to waste the few missiles it has.

MILAN missile Reloading rate (seconds)
Capacity Vertical Horizontal Stabilizer Stock Full Expert Aced
4 ±5° N/A N/A 13.00 11.50 10.60 10.00

Ammunition

Penetration statistics
Ammunition Type of
warhead
Penetration @ 0° Angle of Attack (mm)
10 m 100 m 500 m 1,000 m 1,500 m 2,000 m
MILAN ATGM 530 530 530 530 530 530
Shell details
Ammunition Type of
warhead
Velocity
(m/s)
Range
(m)
Projectile
Mass (kg)
Fuse delay
(m)
Fuse sensitivity
(mm)
Explosive Mass
(TNT equivalent) (g)
Ricochet
0% 50% 100%
MILAN ATGM 200 2,000 6.7 0.05 0.1 1,830 80° 82° 90°

Ammo racks

Full
ammo
1st
rack empty
2nd
rack empty
3rd
rack empty
4th
rack empty
5th
rack empty
6th
rack empty
Visual
discrepancy
4 __ (+__) __ (+__) __ (+__) __ (+__) __ (+__) __ (+__) __

Machine guns

Ammunition4 400 rounds
Belt capacity200 rounds
Reloadbasic crew → aces
10.4 → 8.0 s
Fire rate1 200 shots/min
Main article: MG3A1 (7.62 mm)
The Marder is armed with a MG3 machine gun, coaxial to the Rh202. While having a nice rate of fire, it is rifle-calibre and thus has very low penetration, useful only as a deterrent against low flying aircraft and helicopters and to clear obstacles in front of the vehicle. It is almost useless against enemy tanks, and only poses a threat to few open-top vehicles.
7.62 mm MG3A1
Mount Capacity (Belt) Fire rate Vertical Horizontal
Coaxial 4,500 (1,000) 1,200 N/A N/A

Usage in battles

Marder 1A3 is a pretty decent IFV for its rank, and great scout thanks to its thermals - something uncommon at its BR. 

Best strategy is to either use its mobility to rush advantageous positions near capture points in order to spot and counter enemy vehicles trying to cap, occasionally firing ATGM at high-value targets. 

Another good strategy is to go for flanks - most of the time, players will meet enemy light vehicles, and Marders autocannon shreds them like cheese, denying enemy flanking routes and funnelling them towards allied tanks. Players should save ATGMs for self-defence, since they will be away from capture points in this scenario and thus unable to rearm. That doesn't mean they can't strike high value targets such as top tier tanks which happen to drive into their sight line. 

If forced to CQC or brawl,players should stick to allies and support them. As soon as they see enemy tank fire, they can rush him and disable his gun and tracks, making him an easy target for your team mates.

Specific enemies worth mentioning:

AMX-30B2 BRENUS - Single handedly the most dangerous opponent Marder 1A3 can face in the frontal arc; resistant to DM63, equipped with ERA and APS that counters MILANs, armed with autocannon that can shred Marder 1A3 from the side to shreds. Lacks stabiliser, therefore players should force it to push them, or flank.

T-54/55, Type 59 and its variants - Resistant to DM63 not only from the front, but also the side.

Warrior - Armed with thermals and autocannon that can easily destroy Marder from the front.

Type 87 RCV - Faster than Marder, equipped with equally dangerous autocannon. 

Pros and cons

Pros:

  • Excellent mobility
  • One of the earliest vehicles to get thermals; great scout
  • Can be used against helicopters and low flying aircraft
  • Add-on armor increases its survivability against .50 cals and some autocannons

Cons:

  • Armor still useless against larger guns and ATGMs
  • Can't elevate its gun all the way up, presenting a blind spot against enemy aircraft 
  • Lot of enemies are resistant to DM63, even from the side
  • MILANs start showing their age

History

Describe the history of the creation and combat usage of the vehicle in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the vehicle and adding a block "/History" (example: https://wiki.warthunder.com/(Vehicle-name)/History) and add a link to it here using the main template. Be sure to reference text and sources by using <ref></ref>, as well as adding them at the end of the article with <references />. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under === In-game description ===, also if applicable).

Media

Skins

See also

Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:

  • reference to the series of the vehicles;
  • links to approximate analogues of other nations and research trees.

External links

Paste links to sources and external resources, such as:

  • topic on the official game forum;
  • other literature.


Germany light tanks
Pz.II  Pz.II C · Pz.II C (DAK) · Pz.II C TD · Pz.II F · Pz.Sfl.Ic
Sd.Kfz.234  Sd.Kfz.234/1 · Sd.Kfz.234/2 · Sd.Kfz.234/2 TD
Marder  Marder A1- · Marder 1A3 · Begleitpanzer 57 · DF105
SPz PUMA  PUMA · PUMA VJTF
Wheeled  Sd.Kfz.221 (s.Pz.B.41) · Class 3 (P) · Radkampfwagen 90 · Boxer MGS
Other  Ru 251 · SPz 12-3 LGS
Argentina  TAM · TAM 2C · TAM 2IP · JaPz.K A2
Czechoslovakia  Pz.35(t) · Pz.38(t) A · Pz.38(t) F · Pz.38(t) n.A. · Sd.Kfz. 140/1
France  Pz.Sp.Wg.P204(f) KwK
Lithuania  Vilkas
USA  leKPz M41
USSR  SPz BMP-1