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You are here:Home arrow Blog! arrow World of Tanks Guide to playing the Medium MkIII
World of Tanks Guide to playing the Medium MkIII PDF Print
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The British Medium MkIII tank is out of place in World of Tanks. The time period that WoT spans is largely World War Two and few tanks prior to this period have made it into the game. The Medium MKIII is an exception to this rule and finds itself up against much more modern armour. 

The MkIII is a tank designed in the 1920s for an entirely different war. Multi-turretted, thin armour designed to prevent machine gun bullets. It is out of place in a WoT battle consisting of tanks from the early 1940s. It often finds itself up against much more capable tanks and finds it hard to compete. WoTs devs have given it more competitive gun, the old low velocity 6pdr from the earlier WWI tanks and the high velocity 2pdr quick firing anti-tank gun.

As a result the potential of the tank is greatly enhanced. I have a win rate of between 54 and 58% on the Medium MkIII and so despite the tank seeming quite bad on paper it can actually do quite well. The low velocity 6pdr is unfortunately not very good at this tier despite being quite a killer at the tier below.  The 2pdr is the only choice if you want to do any damage and to back it up some APCR is required, more than normal.

The HE shell from the 6pdr makes a satisfying "whomp" but it does not have the effect that it seems it should. The gun is a mere 57mm and the HE content of the shell is minimal. Very little damage is done. The "whomp" should certainly be smaller. 

The reasonable 2pdr, giving good pen and RoF, fairly good speed for a large tank and a decent hit pool make the Medium MkIII somehow better than the sum of its parts.

medium-mkiii-550.jpg

fig 1.0. My medium MKIII being used as a barracks to store my unused crew members...

You have to use cover and snipe, sometimes it is good for a brawl too as it seems quite able to move in and out of cover quickly. Mind you it has to be a LOT of fairly deep cover. It can die quickly though if you over extend.

It seems that one of the best characteristics of this tank is one that you can't really utilise yourself. This advantage is that enemies seem to ignore the Medium MkIII when there are other targets. They will often shoot the other tank before targetting you, assuming that you are of little value in the battle.

A decent hitpool and hard punching gun with a good DPM make this tank a better proposition than you would expect.

Traverse is good and really helps out when switching from target to target.

frontright1_jpg.jpg

How to play it? I'm really not sure. It is too big to scout, too thinly armoured to brawl, finds it hard to take advantage of cover being so very tall. The Medium MKIII has to snipe and inflict damage, it is a second line supporting tank that needs to avoid being the target. Use cover, preferably hard cover and hide behind it. Keep your distance, do not close with the enemy unless heavier tanks are ahead of you. If your team spots well then you can take advantage of that sniping gun. If you have a poorly-spotting team then you will not do well. Do not enter a game until all upgrades are researched and mounted. You will need every bit of help you can get.

Your tank is fast enough to relocate but is not nimble. Circling Pz1cs and artillery are your worst enemy, in fact anything with a gun targetting you - is your worst enemy.

Modules? The medium tank gun rammer is a good addition as good DPM is always useful especially in close encounters. Binoculars and camouflage are necessary.

binos-rammer-and-camo.jpg

Skills? 

Commander: sixth sense, camouflage, mentor, recon, jack of all trades.
Gunner: camouflage,  intuition, designated target, snapshot.
Driver: camouflage, clutch braking, off-road driving, preventative maintenance.

I always go for skills first as they work cumulatively as you progress toward 100%. The only exception to this, is the commander's perk, sixth sense, an essential attribute for the commander and the first you should go for.

When the MM puts you into the one of the pools of poor quality players whilst pitting you against well-skilled teams, can it carry the game? No, never. You will die! Does it meet higher tier tanks, yes it does, a lot! Is the tank fun to play? Yes, it can be, though it is not that killer tank that most people seem to want to play. Most will play it for the minimum number of games they can just so they can move up the British tech tree to the Matilda .

One final useful ability that the Medium MkIII has is quite unique to the tank. The tank requires 6 crew to operate. I keep one permanently in my garage as it provides a useful 6 bed barracks for unassigned British crew members. The medium MkIII is much cheaper than six barrack spaces.

The next tank in the line is the Matilda . You can find that guide here.

There are few videos of the real-life Medium MKIII this one shows the medium MKIII about 1 minute 18 seconds into this fine film from British Pathe films.

The poor Medium MKIII is an upgrade to the Medium MKII , better armour (just), better gun, bigger hit point pool, more mobility (it actually seems fast in comparison). However, in comparison to its piers in the game the best you can say about this tank is that at times it can be a surprisingly adequate performer. Is this tank still in my garage?  nope (except as more British barrack space). Should it be a keeper for you? Well, you will decide that - but my suggestion is simply this: "do with it what you want - regardless of any suggestion of mine, you won't keep it". 

The Medium MKIII's worst enemy? The Pz1c without a doubt.

 

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Last Updated ( Saturday, 14 January 2017 )
 
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