M3 Halftrack

**M3 Halftrack**

Main gun:
M1919
Flexible allied support unit
Description:
American lightly armored support vehicle

The **M3 Halftrack** is a vehicle in Mud and Blood: Steam. It was introduced in version 0.4.2 and is currently exclusive to Classic Mode.

## In Game

The M3 Halftrack can be called for 6 TP. In its base form, it will act as a mobile spawn point, while mounting a .30 cal MG.

### Modules

*See this page for a list of all vehicle modules.*

The vehicle is highly modular. In addition to its base form, several modules can be purchased, which can make it more lethal or change its role.

#### Quadmount: 8 TP

Adds 4 Fifties onto your halftrack. Utterly lethal.
History: M16 MGMC

#### 105mm Howitzer: 6 TP

A 105mm howitzer will provide indirect fire for your troops. Unlimited ammo, but there is a minimum range of 2000px. Additionally, targets must be spotted for it to fire. This heavy howitzer counts as Indirect fire and thus can have on-field counter battery called on it in the form of Wespes or Nebelwerfers or even the 17 cm Kanonen arty

History: T19 HMC

#### 81mm Heavy mortar: 5 TP

The familiar 81mm heavy mortar shows up on the map. It is supplied with 3 rounds per wave, with no range limit. It will target random spotted enemies.
History: T19/M21 MMC

#### HQ: 4 TP.

provides the functions of an HQ tent on a armored platform, while maintaining the machine gun. Troops nearby can make radio calls, +3% to supply drop chances and it has a 10% chance to generate 1 extra TP per wave.

#### Medical: 3 TP

Functions as a braver, up-armored ambulance. It never retreats and heals troops quickly up to 50 HP, healing 2 HP per cycle.

## Real life

The M3 half-track was an American armored personnel carrier half-track widely used by the Allies during World War II and in the Cold War. Derived from the M2 half-track car, the M3 was extensively produced, with about 15,000 standard M3s and more than 38,000 variant units manufactured.

The M3 was extensively modified with several dozen variant designs produced for different purposes. During World War II, the M3 and its variants were supplied to the U.S. Army and Marines, as well as British Commonwealth and Soviet Red Army forces, serving on all major fronts throughout the war.

## A word from Urb

***Wall of text about mobile arty dynamic that you should read but you wont:***

Mobile artillery, which refers to deployable artillery units within your map, introduces a fresh layer of gameplay dynamics. However, this aspect might not be immediately apparent to everyone, as some might simply focus on its immediate output value based on the fact it is a glorified indirect explosion maker. (and call them useless.. oh lord). While this evaluation has its merit, it only scratches the surface of understanding this unit. Mobile artillery represents a sort of Faustian bargain, as I previously explained in the last patch notes. By incorporating strategic assets, some of which hold divisional-level significance, into a tactical battle, you essentially elevate the engagement to an almost strategic plane. The outcomes are swiftly discernible, as enemy vehicles and infantry are disintegrated upon impact. Nevertheless, it's crucial to note that the opposing commander will inevitably become aware of this shift. The speed at which the enemy comprehends the change—realizing that the stakes have been raised—tends to correlate with both the intensity of your assault and the passage of time.

For instance, if you opt for a 105 **Halftrack**, the rapid fire rate and immediate effects prompt the enemy to recognize a frontline adjustment. Consequently, they might redirect some of their resources to counter this emerging threat. On the other hand, a 155mm artillery unit boasts a slower firing rate and substantial impact, often proving challenging to pinpoint—especially when deployed individually. Meanwhile, a Land mattress exhibits high firing frequency and damage potential, counterbalanced by a lengthy reload sequence, which effectively reduces its strategic threat profile. As the commander, embracing the utilization of mobile artillery necessitates deft management of probabilities and, more importantly, impeccable timing. If you introduce a formidable artillery piece early in the game, you might invite undesirable counter-artillery responses, depleting your resources while grappling with the repercussions of being on the receiving end. This becomes particularly pronounced if you lose the artillery duel, resulting in a shift of power as their units reposition to target your defenses

## Stats

Coax (1919)

* 250 mag
* 6750 max ammo
* 100 dmg
* Max burst length 30