If you were a German commander holding out for reinforcements under the scorching North African sun and a pack of Marder IIIs trundle up I would forgive you for asking “where is the rest of it… Did some of it fall off?” The Marder IIIs and their various alternate costumes over the years were a series of German tank destroyers (tanks that kill other tanks - tank cannibals if you will) that appeared all over the place from mid to late war. They are also weird as heck. With no roof or back they are basically the equivalent of a sports car in an armoured platoon but who needs armour when you have a gun that can delete anything on the horizon potentially including the sun itself.
Why bring a Marder in Bolt Action 3rd edition?
With recent changes to Bolt Action in 3rd edition we are seeing a lot more vehicles of all shapes and sizes getting squeezed into lists at high point levels. That means taking some solid anti armour options is now essential for a rounded force and the Marder III might just be the answer. That said, may I interest you in the Marder III’s heavy anti tank gun and hull mounted MMG for only 120/145 points at irregular/regular? That’s a lot of boom for a reasonable points cost.
Before we get too excited, I will point out the Marder III is open topped, and the MMG is Crew-Fired so it’s the big gun or the little gun but never both. I think both these negatives are easily countered by it’s 72 inch range on the main gun which means she can hang tight in the back line and still be a colossal threat to vehicles without being too near your opponents infantry for at least the first turn or two. Also, it’s kinda weird looking and I’m just into that.
Warlord’s Marder III plastic kit assembly
With plenty of options out there for WW2 vehicles at 1/56 scale I still tend to stick to Warlord Games for that perfect balance of detail and ease of build. The kit comes with your usual gubbins - destroyed marker, instructions, decals, little card telling you who packed the box for some reason… and of course the Marer III on plastic sprue.
The instructions are basic but so is the build UNTIL you get to the turret section towards the end. There were a few little gubbins that went inside the gun shield and around the main weapon that were….. Fiddly. The instructions are a little unclear as to where to place them through some grainy and poorly angled diagrams. A close up would have really helped because as is all I was getting was a sort of vibe…. There are also no recesses or other hints as to proper placement so in the end I glued a few bits and pieces where they looked good. Some might want to seek out reference photos to get this spot on but I’m fine with it looking about right.
I am also a lunatic and I base my tanks - yep. For any other deviants out there this one fits really nicely on a 75X50mm rectangular base.
Painting the Marder III to look pretty good from a couple feet away
Easy peasy lemon squeeze. Prime in Vallejo Dunkelgelb and yep I still have to Google the SP every time. Next I pick out the tracks in AK 3rd gen Rubber Black. Reluctantly, I then apply the decals using some reference photos for placement ideas and the correct symbols. It’s starting to look pretty tanky but now for the fun bit - weathering!
Using a sponge I gently dab on Vallejo Metal Color silvers and some AK 3rd gen browns. I keep these focused on the edges and anywhere that’s likely to get scratched and splattered. Lastly I blast the bottom half with Speedpaint Ruddy Fur from Army Painter via my airbrush to give it a warm grimey tone. Some like their tanks squeaky clean but I like mine to be a disgrace to the regiment.
The cherry on top is some AK desert sand paste for basing with a pinch of sand from an actual beach I robbed years ago. Chef’s kiss … as I like to say “That’ll do because I’m bored of this now.”
The Murder Marder
Before the varnish had even dried I had this chap on the table. I learned pretty quickly that your opponent is going to be unhappy you brought one and is likely to adopt a kill before it kills me approach. As it’s open topped and only armour 7 this thing really wants to be in cover and it's all about making the most of that big gun from as far away as possible. I feel the best chance is to stick it in solid cover, keep another unit or two nearby to give it some back up, and then don’t move it! AT guns are at their best on a fire order to get all the bonuses because this thing is going to make 6 or 7 shots max all game and every whiff is going to sting….
Another point to consider is the Marder is as much a threat as it is a genuine danger. I have seen these nasty little things make their points back by area denial and a player just not wanting to be seen by it/go near it. Even if it’s pranging its shots there is still value in seeding nightmares. By all means set yourself a nope zone right around that objective on the other side of the map and see what your opponent does. Remember, the more decisions you make your enemy make the more likely they’ll make a mistake!
Also, you can have this one for free. When you kill your first vehicle with it you should:
*Point at the smoking vehicle
*Look your opponent in the eye
*Doing your best Tagard impression say “Oh no, there’s been a Marder”
And that’s it kids. The Marder III a (mostly) fun little kit that paints up nicely and is a hell of scary lad on the battlefield. So join me next time where we’ll be using a toilet roll tube, fairy liquid bottle and a yoghurt pot to make a Stug III.
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